Unfortunately, global bridge and tunnel import is still far from being usable, there's a lot of issues in the OSM data, for example in how to compute the correct road elevation. Layer info in OSM is totally unreliable and we have to run layer analysis that's slowing things down significantly.
We had to reassess the complexity of the task and sort the priorities. As you may imagine, the development is quite costly, paid for by our commercial licenses, and as such it's therefore subject to external prioritization. It will eventually be completed, but the deadlines are not set.
For our own goal of releasing the Anteworld game this is one of the feature that would be an overkill, or rather, in general - we could definitely make a game that doesn't have to wait until the engine contains everything needed to render the planet with all modern structures, cities and civilization. Even though we may get there with the help of early licensing contracts (that many people don't like but there's no sensible way the world platform could be developed otherwise), we have to put the fence somewhere.
What will be there regarding the tunnels and bridges is the ability to create them manually via new road editor, but that one likely won't be available in the first builds yet.
So, for what will be in the next update:
- switch to x64 build (but with some regressions thanks to incompatible parts of the built-in browser)
- updated browser and Javscript engine
- scriptable scenery/game objects (both Javascript and C++, though people do not really need C++ at this stage)