I got a skydome implemented with day/night multi-texturing and cloud translation. It allowed me to update the lighting system to provide a rudimentary day/night cycle system.
While it’s not as obvious, this was the first implementation of our real spatial partitioning system utilizing an octree. In the early iteration, every cell was assigned a scaled version of the white crate model, and cells outside of the view radius got drawn as models and branch and bounded. It kept performance high regardless of how many objects were in a cell, but it wasn’t very feasible from a content creation standpoint and was eventually abandoned.
This image was taken on 9/22/12.