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A list is better than a thousand words

Visuals/Graphics/Preferences/UX:

Color picker Settings

Background grid option (also available in visibility panel)

Added Shade Option, emulating the effects of microscope outside of the simulation area.

Bibite will automatically stay out of the shade, just so that they don't disappear

Rework to UI scaling and screen options

Added Escape Stack, which allow to recursively close the last opened panel/action

Added identifiers to differentiate official templates from user templates, as well as scenarios

Small visual changes to the Dynamic Settings panel

Editable values change the cursor on hover

Zones and Zone Groups Settings: 

Zone fertility and biomass calculations have been completely reworked. Instead of splitting the total biomass (biomassDensity x totalArea) across all zones based on their respective fertility weigths, each zones are now independent. Zone biomass/fertility = zoneArea x globalFertility x zoneFertilityFactor

Zone Biomass Factor and Zone Fertilty Factor are now independant

Imported saves/scenarios will automatically have their settings adjusted to preserve conditions

Added Zone Distributions (normal, flat, reversed, ring)

Added possibility for empty zones (no pellets)

Added different movement types (none, normal, attached)

Possibility for zones to be attached to another zone and move with it.

Added global zone speed setting

Added Zone Groups, allowing multiples zones to be created from a single template zone.

Ability the zone count to either scale with sim size or be fixed.

The zones from a group will be placed randomly each time a new game is started from the scenario

Ability to reroll zones random placement

Eventually will add the ability for more customization

Added Zone name to previews in Scenario Editor

Added Biomass and Pellets estimation to Scenario Editor

All Settings:

Most settings now automatically adjust their units to be more readable (following SI unit prefixes)

Some settings now directly have a logarithmic range instead of using abstract exponents factors (like zones fertility factor)

In order to edit a setting, you now only need to click on the displayed value to reveal the edit field

Time scale can be edited just like other settings, by clicking on the displayed value to edit it directly.

Bibite Settings:

You can now decide which zone bibites will spawn in. All is default.

You can now decide the initial growth of spawned bibites

The minimum setting for default bibites will now take into account all descendants from all species that stemmed from the default bibite instead of the tag count

Temporarily removed default tagging until a better system can be figured out

Alive count and descendant count visible in species info panel

In-Game:

Bibites maturity has been normalized so that they are only considered mature (maturity = 1) if they are able to lay eggs (have sufficient growth and have a big enough womb)

Added share information to species in lineage graph

Added tooltips to dropdown settings

Bibite brain updates now unlinked from fps, now steady 20upd/s

Dragging bibites while pressing [CTRL] instead changes their rotation

Bibite will always be born facing away from their parents

Fixes:

Fixes to the innovation numbers when loading bibites

Fixed bug leaving tooltip when closing Lineage panel

Bibite Updater now correctly takes innovation numbers into account

Some warnings now correctly block interactions wit the game

Fixed timeSpeed irregularity in energy consumption for movement

Removed redundant information from saved bibites

Fixed bug that made timespeed inconsistent on simulation start

Fix to panels not closing correctly when Saving Scenario from the scenario editor

Removed the energy reserve for zones, as it prevented small zones to spawn all their pellet

Fixed error message when changing scenes

Few typo fixes

Fixed Rendering for ColorKillers

Fixed Lineage Mesh Preview stopping the information hover

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spidercat

Return of the Ring