The previous architecture for Limeko was flawed, unoptimized, and taped together. Adding things like custom shader support, materials, and general editor features would have been relatively painful, albeit not impossible.
Therefor, Limeko is experiencing a complete recode from the ground up with Components & Entities first, for the sake of keeping Limeko's source code clean and optimized.
Nothing, really. The source code will be cleaner, easier to read and understand, and it will make future things like the planned Vulkan support easier to develop, once they come into view.
Motivation has been relatively low, as I spent just about all of my motivation working on the first version of the Engine.
It shouldn't be too long before development picks up again, as even while I'm not working on the Engine itself, I am researching things like Shadowmapping Techniques, and am putting thought into how the Engine's frameworks will function.
A few months, if I had to guess.
I want Limeko to be easy to get into, easy to understand, and most importantly, flexible.
Unity has it's perks, but it also has it's issues.
Limeko should be an Engine that takes everything everyone else has done right, and leaves out everything they did wrong.