Deferred rendering based on Entities framework.
Totally modified render pipeline to allow for infinite soft shadows with only 1 shadow map. Infinite Volumetric point lights. SSAO. Screen space fresnel reflections (view space ray marching tracing is cool).
I also multi threaded the engine with a thread pool design, currently it only threads the onAnimate() function for all nodes as its already highly parallel and safe ( each parent spawns animation tasks on its independent children) so its accelerates software skinning and particles automatically. It gives a huge boost in performance if you omit the draw calls, but since the drawcalls have to happen on one thread the cost of them diminishes the multi threading returns.

It runs on irrlicht 1.8.... 1.9 changes allot of MRT and shader functions and I cant be bothered rewriting all that code.