Gardener: Master of Trees and Flowers

Go on a botanical journey across the world, utilize Master Gardener powers to grow and conjure plants with traits of encountered flora, use agroecology and gardening skills to sustain symbiotic ecosystems, and find elusive native species descended from the Great Tree to recreate it piece by piece.

- Initial Demo release - Implemented Gardener, Creative and Simulation game modes - Implemented Kodama and Yamabiko models and rigs - Implemented ground area-of-effect hotspot indicators - Implemented consumable fertilizers and tester kits - Implemented radial menu and sub-menus UI - Implemented mana bar and garden level UI - Implemented genes discovery system - Implemented plants occlusion culling - Implemented player gloves model - Implemented world conditions - Implemented currency system - Implemented mana system - Implemented wild plants - Implemented herbicides - Implemented world grid - Implemented casting plant growth - Implemented casting plant seeding - Implemented casting plant conjuration - Implemented casting grass area/aura - Implemented casting growth area/aura - Implemented casting plants conjuration area/aura - Balanced plant genes mutation rates - Plants cost now mana to seed or conjure grown specimen in Gardener game mode - Plants depletion rate of resources in soil while growing now depends on genome - Plants health now decrease from herbicides depending on herbicide resistance - Plants generate now mana depending on plant complexity and node types - Plants stress level is now as high as the lowest plant condition deficiency - Plants emit now particles when new genes are available for discovery - Plants leafs, flowers and fruits size is now affected by plant health - Plants can be now moved with shovel only to empty mounds - Plants leave now an empty mound after moving with shovel - Plants increase now stress level if conditions are deficient - Plants cut at first node can be now removed with shovel - Plants health now decrease depending on stress level - Plants die now when health reaches zero - Plant seeds can be now only cast into mounds - Plant growth speed is now affected by plant stress - Plant leaves droop rate depends now on plant health - Plant leaves start withering now if plant health falls below ⅔ - Plant conditions deficiencies are now visible on random plant leaves - Plant cuttings selling price depends now on node type, genome and health - Plant cuttings left in containers are now sold for currency at the end of the day - Plant genes can be now discovered by clicking on plant with undiscovered genes - Plant nodes require now shears, pruners, woodsaws or axes to cut depending on node - Wild plants spawn now at the end of the day - Wild plants have now high stress resistance - Wild plants respawn now and spread when fully grown - Game mode Creative enables infinite mana and disables plants resources/conditions - Game mode Simulation disables mana, seeding plants costs currency instead - Game mode Simulation disables any casting - Player casting growth costs now mana - Player casting conjuring costs now mana - Player casting aura is now toggled with Alt key hold - Player casting area is now toggled with Shift key hold - Player casting area radius can be now controlled with mouse scroll - Player casting anything provides now mana to wild plants in closest proximity - Garden soil now dehydrates over time and at end of the day - Garden soil dehydration rate depends now on soil grass coverage - Gardens have now 5 default native plant species to seed, conjure and/or modify - Gardens have now 5 invasive plant species that spawn and spread depending on garden level - Tools and consumables in garden return now to player after selecting in radial menu - Tools, consumables and plant cuttings in garden despawn now at the end of the day - Tools and consumables area of effect can be now controlled with mouse scroll - Tools have now models with targeted animations - Consumables cost now currency to use - Fruits can be now collected by hand - Grass can be now planted with consumable seeds - Scythe can be now used to mow wide area of grass - Rakes can be now used to remove cut or short grass - Hoes can be now used to remove growing annual plants - Decomposed annual plants can be now removed with shovel - Watering cans and canisters now deplete contained water - Watering cans and canisters can be now refilled with water sources - Last 3 selected plant species/tools/consumables are displayed now in radial menu - Filled containers in garden don’t return now to player hands after selecting in radial menu - Plant Creator can be now opened through plants sub-radial menu - Plant Creator has now hidden conditions edition box - Fixed plants generation for specimens with cut nodes - Fixed fruits and flowers animations - Improved cursor accuracy when interacting with plant nodes - Redesigned new garden selection menu - Refactored ground mounds to use procedural terrain system - Refactored unlockable plant parts and variations system - Refactored in-game objects handling by player - Refactored plant health and stress system - Refactored and optimized plant shader - Refactored time-lapsing - Deprecated daily rewards - Deprecated plant creator obtainable gene gems - Deprecated plants billboarding and LoD rendering