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Like too often, this was initially supposed to be a quickfix alpha but I decided to add just a feeewww new features.... welcome to the largest alpha in a while

Spatial Organs and Genes

Some organs now take up physical space inside the bibite's body (Stomach, egg organ, fat reserves), and their respective size will be decided by apportionment genes (WAGG). The organ's inspector in the biology panel won't change size for now.

Added 3 apportionment genes, one for each of those organs 

Added a new Eye Color Offset gene, that does just that

Fat Reserves

Added Bibite Fat Storage 

Base capacity is decided by apportionment genes 

Bibites can store up to 2X their base fat capacity, but so will gradually inflate the bibite, expanding their tail collider, and changing their appearance, finally including the larger body sprites that have been added a while ago

Added two genes to manage production/burning of fat (threshold and headband)

Added fat material settings to tune the system's behavior/capacity 

Added UI for fat storage (in Biology panel)

Sustaining stored fat consumes a small amount of energy ( setting: 0.01% of stored energy/s by default) 

Update sprite generator to include inflated bodies

Balanced default pellet size and fertility to take into account the increased survivability of bibites (previous saves will be automatically updated)

Matter Material Parameters

Perishable factor settings updated and replaced to take advantage of log sliders

Range for most parameters increased

UI/UX Improvement

Fixed most settings being able to go negative

Bettered the zones editor panel Layout 

Added disclaimers when no zones or no groups 

Added zone preview to the dynamic settings panel 

Added zones production to preview

Added gradual zoom when holding middle mouse button

Gradual zoom affected by speed change when using Page-Up/Page-Down

Dragging camera with right click should now display exact movement 

LeftCtrl + rightClick, allows smoothly moving the camera

Pellet mass added to pellet tooltip

Pheromones production settings can be set to 0

Added settings for amount of pellets dropped on death

Added back tagging option for bibite template settings

Increase scroll speed in dropdowns

Many adjustments to the sizing/coloring of the UI 

Performance Improvement

Reworked a lot of internal logic to use more efficient data structures  

50x to 100x improvement in memory allocation rate

Around ~15% improvement in overall performance

Fixes

Fixed most settings being able to go negative 

Fixed Int settings causing an error with logscale sliders 

Renew Biomass option on Zones Should work correctly 

Fixed rendering not updating for ring zones 

Removed none setting and duplicated from lineage panel parameters 

Fixed rendering error that made it like a zone group seemed to still exist after being deleted 

Fixed Zones target defaulting to none when saving scenarios 

Fixed many bibite stats not being saved 

Fixed "Delete all zone" still keeping the Default Zone around

Fixed Over-recycling of pellets when max biomass is lowered

Pellet now have physically accurate drag like bibites

Color settings should now cancel correctly when hovered off or when escape is pressed

Changing the physical settings of materials during sim should now properly update existing pellets

Fixed zone positioning on project load

Fixed incorrect bibite sizing constant (42u² to 80u²) (and automatically updated Bibite mass density from earlier saves/scenarios to preserve behavior)

Fixed "Select Member of species" button not being available when one member alive 

Fixed microscope rendering on bigger maps 

Fixed multiple issues (UI, bibite selection, camera, etc.) with lowest sim size (<=100u) 

Fixed some inconsistent camera movement behavior 

Fixed bibite minimum setting not going all the way down to 0 

Fixed error when loading some older versions 

Fixed moving the camera also impacting time scale slider if recently interacted with

Fixed error in genetic distance calculations

Fixed a bug that would vary the the growth rate of bibites with timespeed

Files

Comments

Ulrich Plchdrť

Thanks! Getting 40 FPS instead of 8! If I can ask for on improvement - the size of lines in the Lineage Graph is currently based on the Energy, can it be viewed based on number of alive members? In my simulation I got one species of 10g "Whales" while other species are very small (like 100mg). So while the number of alive members is roughly same, the whales takes up 75% of the graph size and the rest are very thin, almost untargetable lines.

Ulrich Plchdrť

So it dropped to 12 FPS. But it's still better :-D