Bump the engine submodule to f39ee9e (half-texel UV inset that removes the
black tile seams seen while zooming). Add a Fertility multiplier to
TerrainDef (forest soil rich, sand/mountain poor); plants record their
cell's fertility as PlantGrowth.GrowthRate at spawn, and the growth system
multiplies the per-frame calendar day-delta by it — so growth stays tied to
the in-game calendar and runs faster on fertile soil.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Bump the engine submodule to 4b91b60 (calendar time of day) and display
the current date and time in the world HUD (День N, HH:MM) instead of just
the day number. Set the day length to 480 scaled seconds so the base (x1)
speed runs at 3 in-game minutes per real second.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Bump the engine submodule to 09dbdfa (MrGameEng.Inspector) and wire the
new DevTools-style ECS debugger into WorldScene via UseInspector(renderer),
before UseDevConsole so the console still draws on top. The HUD controls
hint now mentions F1.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Bump the engine submodule to f791ee6 (Calendar) and use it to drive plant
growth. PlantDef gains a Stages list (texture/size/growDays per stage,
inheritable via abstract parents in plants.json); a resolved PlantSet
table turns those into atlas regions and day thresholds at scene load.
New PlantGrowth component plus PlantGrowthSystem advance each plant by
in-game days from the Calendar and swap its sprite/scale at stage borders.
WorldScene scatters plants again with a seed-deterministic, varied initial
maturity, registers the calendar and growth system, and the HUD now shows
the current day. Stage durations and visuals are pure data in plants.json.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Bump the engine submodule to 5365945 (MrGameEng.WorldGen) and drive
terrain from it: WorldGenerator is now a thin adapter over the engine's
seed-based Perlin/fBm/island HeightmapGenerator instead of the old
random+smoothing pass.
Strip WorldScene down to terrain + camera: render the world as a single
Tilemap entity using per-biome surface textures from the atlas (water
falls back to a tinted tile), and remove pawns, plants, AI systems,
population and save-restore for now. Delete the TerrainScene demo (its
tile approach now lives in WorldScene) along with its console command
and the hud.terrain/population localization strings.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Added new UI strings for menus, settings, and pause functionality in both English and Russian localization files.
- Introduced a new WorldPresetDef class to define world size and population settings, allowing for dynamic world creation.
- Updated world generation logic to support customizable terrain smoothing and population settings based on user-defined presets.
- Refactored WorldScene to utilize the new WorldConfig structure for improved world initialization and loading.
This commit improves the user experience by providing more options for world creation and enhancing the overall localization of the game.
The whole game is now described by Mods/Core — the first consumer of
the engine's new MrGameEng.Mods module:
- textures/ moved to Mods/Core/Textures; atlases are built at game
start from the merged texture tree of all active mods into Cache/
(gitignored, incremental) instead of being committed, and the
GameAssets atlas handles are gone with them
- terrain, plants and pawns are JSON defs (Mods/Core/Defs) with parent
inheritance; scenes read TerrainDef/PlantDef/PawnDef instead of
hardcoded arrays, and the TerrainKind enum is retired
- HUD strings come from Mods/Core/Languages (ru default, en fallback)
through LanguageManager; the language switches at runtime
- new console commands: mods, lang [code], defs [type]; atlas now
inspects the runtime-built cache
- bump engine: MrGameEng.Mods module and the explicit-sources
AtlasBuilder overload
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>