I'm afraid I don't follow. Still developed on a schedule. The code edits are just being made available for a number of reasons:1. The community can benefit from the additions. I can't mention the number of times where I've said "Well, JKG did this..." 2. Others can contribute to the code where we sometimes fail 3. People can submit issues to the issue tracker, which is a handy way of tracking them since they're integrated directly into the repo 4. Better transparency with the community about what's going on. If people question whether the project is dead, we can point to the repo as evidence that the project isn't dead. 5. Once Raz0r finishes QVM layer strippage in OpenJK, we're going to use OpenJK for engine code, albeit heavily modified. Slated improvements to the core engine: - C++ified all the game code - Improved file system with support for PK3 protection and new archive formats entirely. - ogv/ogm support for sounds and video - Runs off a modified version of rd-strawberry or rend2, with Scaleform-like menus and UI. - (Possibly) scripted HUD using Lua or Angelscript (haven't made up my mind yet) That's just the basic stuff that I wanted to code into the engine, anyway.