The link to the 3/10 multidomain update is in my post from 3/13 above. I did not push that to the main public download link.
The raster engine refactor has expanded context, not just to 8x multimap support, but further, it's clear now I need to take 1-3 weeks working on a whole host of related things which break the wire format between client, server, and ingest. This includes user stats/auto update notifications/support for 16 scenes (the new raster engine will support dual-basis architecture where each map 0-7 has two scene slots, current and loading, so it can actively load new scenes onto GPU while still displaying the old) and also changes to the ingest system, where we want to pack neighbor tile edge texture data to speed up our seam-free gbuffer upscaling shaders.
This "big push" requires me to keep separate tactical/ingest applications on my local dev server, without ruining live data for users on current build.
Then, once I release this, it will break all data for existing versions and you will have to force-update. Because the wire format to server is changing. And part of this work - the automatic update notification system - will have support for warning the client about any future planned wire-format-breaking updates where an update will be needed or else data lost. This needs to be alerted to the user so that the 24/7/365 use case isn't disturbed. For now, I will have to manually email all paid licensees to apprise of the coming total loss of data, until you update.
The 8x multi-map generic raster engine rewrite, supporting live temporal and static background data in same engine, is still front-and-center of this massive refactor. I am doing this headless-first, for the industrial automation version, so the engine will support ability to export graphics.
The new raster engine will allow for preprocessing of our global mapping data, the same elevation tiles you've seen for a year now, but also, finally, 1) getting back the hi-res orthoimagery background mapping and 2) raster polygon tiles, for land/sea mask.
The mapping has been significantly held back from not having this infrastructure.
This does push the GIS/Vector mapping engine into April. This is a necessary development that will result in very rich raster mapping graphics and mature preprocessing ability before we go forward. I had been handicapped by the March/April 2025 system (Raster1) for too long. The new engine shares all the highly efficient Raster2 code and makes it standard across both static and temporal raster loading.
Thank you for your patience. The 3/10 build above shows you first-in-the-world 8x concurrent domain display of full res GPU rendered multiresolution raster pyramids, and I am excited to then have 8x distinct multimap with 8x domain rendering, which will be another industry first.