Lots of work on plant composition. Metabolism, size, soil/water preferences, all derive from specific organs now, and there's a "tech/evolution tree" of sorts for each slot, going from simple to specialized types. Here's some UI panels that try to summarize all this new info:
Testing grip and physical impacts - losing footing turns an entity into an active ragdoll, basically.
The physical model is really simple but has a proper inertia tensor that gives some fun real-worldish results - compact bodies tumble less and tend to survive falls more often.
Some UI theme experiments. I've built it with CSS variables, so designing and switching them at runtime is pretty easy, everything depends on 10 or so color variables.
I always assumed it'd be a dark-themed UI, but light looks pretty cool too?
Doing some work on terraforming tools and god powers. Here's a fun one - a core sampler for checking what the terrain composition is like.
Timelapse of all the geological sim features working together on bare bedrock - avalanches, rock crumbling, sand and soil creation and so on.
Seems okay - I can let players start out with all sorts of weird terrains and trust that it'll become something plausible over time.
Big refactor for particles, it's now alpha-blended with depth-aware upscaling. The dust plumes on cliffs when I add sand there are something new - avalanches. Basically, when granular material slips from a slope, it makes everything nearby also likely to slip and that propagates.
Managed to solve an old issue with water compositing, now it can run the edge-detection pass properly like other objects. Hard to show on a gif, but it gets this interesting almost kuwahara filter look at midrange.



