branchrust_reboot/main/farming2cancel
447 Commits over 121 Days - 0.15cph!
Send an update if any genetics change during crossbreeding.
Rough first pass on generic.genes gene type crossbreeding weights
Check only server entities in crossbreeding vis results.
Tweaked crossbreeding range to give the correct neighbour results in planters.
Crossbreeding only happens within a planter.
Play a particle effect when crossbreeding triggers. Using the harvest effect as placeholder.
Water quality returns 0 not -1 when underwater.
Artificial light quality is now capped at 1 instead of 1.5, because it already provides the bonus of 24hr light and ignores the plants time of day happiness.
merged & fixed water consumption changes
Added GetPositiveGeneCount and GetNegativeGeneCount to GrowableGenes.
Basic initial "market" value calculation based on plant type base value and the type/number of gene modifiers it has.
Qualities are now calculated correctly and instantly when a seed is planted into a planterbox, instead of having a null planterbox until the first tick because of the parent not being set by that point.
Updated farming save.
Fixed an optimisation messing up gene display in some situations
More gene encoding/transfer work.
Fixed some loading issues
Removed cloning mechanic, instead you now receive a seed (plus bonus ones for yield gene modifiers) when picking the fruit, which contain the plant's gene data.
Codegen.
Show water ml consumption on crosshair info.
More water + yield calc wip and a bit of refactor.
Removed some more unneeded code.
Changed socket placement checks to use new growable entity instead of the old plant entity.
BaseRidableAnimals now eats growables instead of plants.
Added temperate to UI and protobuf.
Re-ordered quality stats in UI to make more sense.
Moved all quality calcs to GrowableEntity.Quality, bit of other refctoring.
Added temperature quality calc.
Clamp01 on the existing curve evaluations to prevent any accidental bad data in the curves causing bad shit.
Removed a bunch of pre-existing code related to growth and growthAge which isn't needed.
Removed a bit of unused code
Show current stage name and progress on crosshair UI.
UI tweaks.
Additional farming save file with potatoes at fruiting stage, to save my sanity.
Yield value increases during the fruiting stage, includes yield gene modifiers. Placeholder values.
Show the yield and current stage info on crosshair info.
Show plant type on crosshair info
basic initial potato item/entity setup, manifest.
Grabbed spud models from new_plants
Increased planterbox slots and it now checks all inventory slots for fertilizer.
Tweaked UI loot panels.
Planter + Composter panel prefabs
Ground value calc changes.
Added PlanterBox ui to crosshair hud, shows current/max water ml levels when hovering a planterbox.
Serialize + show growth rate in UI.
More modifier/calc tests.
Sweet new farming setup save.
Hardiness genes now increase the ground modifier value for growables outside of planter boxes.
Implemented water gene functionality: water genes increase the amount of water required/consumed, currently by 20% per water gene.
Growth genes now boost growth speed. Currently +0.1 multiplier per growth gene.
Also calculate modifiers at post server load.
Refresh contained growables when fertilizer is added/removed from planterbox instead of just next tick.
Updated farming test save.
Plant ui now shows modifier values (placeholder).
Fixed a fertilizer bug with planters.
More modifier calculations/work.
Lights and planters now correctly update their plants.
Reworked more growth basics, exposed ground, light and water modifiers, protobuf.
More refactoring of farming1 stuff to be useable for new farming stuff.
Added gene type counting functions.