Quick update before the release:
First of all, I fixed the mirroring issue so the generated geometry won't be mirrored anymore. Thanks to those who pointed that problem out.
Second, I've dropped OIS. That means we're back to OSG input, but I made it much, MUCH more nicely this time. Words of wisdom: don't listen to what the documentation tells you to do -- browse the OSG source until you find the best way of doing things -_-;
What this means is that now you'll be able to right click to release the mouse and left click (on the window) to grab it again. So now you can have Overseer open and actually be doing other things
Also, shaders have been implemented. As always there will be a toggle in overseer.ini. By default it tries to find /materials/programs/material_name.vert/frag, and if it can't find both of them, it falls back on /materials/programs/bump.vert/frag. All shaders are compiled at runtime so you can edit them to your heart's content. Actually, if anybody who knows shading languages well would like to write custom shaders for different materials, tell me what attributes and uniforms you need and I can make a standard set that are passed into all Overseer shaders.
Finally, I have a new idea for vegetation. It probably won't make it into the next release since it's pretty major, but you can expect it to come after that. I've also got the basis for the fluids system worked out (nothing implemented quite yet) so expect to see that soon too (again, probably not this upcoming release but the one after).