Plants now live full lives. The genome gains lifespan, dispersal, fecundity,
self-pollination, mutation-rate and a discrete dominant/recessive Morph gene;
PlantGenome.Breed models meiosis (one allele per parent) plus mutation. A
gated PlantLifecycleSystem builds a per-cell grid (density + a species/genome
representative), reaps plants past their lifespan, and lets mature plants seed
offspring — cross-pollinating with a mature same-species neighbour in dispersal
range (falling back to self-pollination by gene) into a nearby land cell under
the density cap. A shared PlantFactory creates every plant (initial scatter,
births, save restore) and tints recessive-morph plants. Growth keeps aging
mature plants so they can die of old age. The whole population (genomes,
positions, age, stage) is saved to WorldSave and restored on load instead of
re-scattering from the seed. plants.json carries the new genes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Bump the engine submodule to d0104df (Suitability.Gaussian). Each plant now
carries a diploid PlantGenome (allele pairs, phenotype = allele average) seeded
from a per-species GenomeDef baseline at spawn. PlantGrowthSystem replaces the
flat fertility multiplier with vigor times a product of Gaussian suitabilities
for light (day/night), temperature (climate season) and the cell's fertility —
so plants grow faster in their preferred light/warmth/soil and crawl outside it.
Genomes are visible and editable in the ECS inspector. plants.json carries the
species genomes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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 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>
- 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>