I've been working somewhat on everything. I made some major progress in designing and documenting the server setup, as well as implementing it. I made some changes and improvements to the client's networking to match. I also fixed up and cleaned up the shaders a bit, and fixed some issues. I also generally tried to improve the appearance of some things. My friend developing the UI system I want to use has made some excellent progress, so I think I will be installing it soon. Also, recently the developers of Panda3D have made good progress on the next version which will include a great distribution system including easy mac windows and linux builds as well as plugin based web apps. I have don't some prerelease testing and initial work toward getting FG working with it. I have also been developing an effects/shaders system that should meet our needs for good looking ships make up lots of customizable materials. I have devised and/or partly implemented a few different terrain mesh approaches have been that might work better for our planets. I think I have also found a solution to most of the remaining precision issues for rendering the planets, and my new noise sampling system, which is mostly finished, should fix the precision, and increase the graphics and quality greatly, while solving the issue of how the server will sample data on planets as well.
I have been working on everything, and making pretty good all around progress. I'm looking to have a solid cross platform release of the planet viewer with login and maybe chat built in done by the end of the year. The server is far enough for this, but needs to be a bit more stable. The client can already login, so its mainly a matter of getting the user interface done, and getting a release put together. Once thats done, I'll work toward getting ground combat designed and implemented.
Here is a Large Screen Shot