Releases: Unity-Environmental-University/Horticulture-Scripts
Releases · Unity-Environmental-University/Horticulture-Scripts
Release list
v0.3.13-pre
Version 0.3.13
🧠 Gameplay & Logic
- Added a Redraw button with cost tracking based on turn state and mouse position
- Reworked card draw and discard logic to prevent card loss
- Introduced persistent deck behavior across runs via
DeckManager - Prevented
CardHolderfrom receiving input when disallowed
🧪 Systems & Code Architecture
- Refactored
DeckManager.csfor clarity and persistence - Renamed card entries for clarity (e.g., "SoapyWater" → "Soapy Water", "Insecticide" → "Artificial Insecticide Basic")
🎨 Visuals & UI
- Moved UI canvas items for better layout
- Updated scene composition
🔧 Build & Platform
- Implemented xCode project detection
- Added new shaders to Unity's Do Not Strip list
🧪 Project Structure
- Updated project version to 0.3.13
Full Changelog: v0.3.12-pre...v0.3.13-pre
v0.3.12-pre
Version 0.3.12
🧠 Gameplay & Logic
- Affliction spread now use cloned instances via a new
Clonemethod, improving affliction handling consistency - Updated card values for Aphids, Mealy Bugs, Thrips, and Mildew
- Turn tracking improved in
TurnController - ScoreManager now uses void methods for cost/profit calculations
🧪 Systems & Code Architecture
- Made card values mutable in
CardClasses.cs - Refactored core systems to support card mutability:
PlantAfflictions,TurnTester,ScoreManager,PlantController - Added
inspectingInfoPanelsintegration and inspection UI activation viaInspectFromClick - Implemented course link opening from
MenuManager - Added and refactored support for
DeathFX
🧹 Codebase Cleanup
- Removed unused methods and properties
- General cleanup across multiple systems
🎨 Visuals & Assets
- Rebuilt scene lighting for improved visuals
🧪 Project Structure
- Updated project version to 0.3.12
- Pulled latest changes from main
- Updated packages and adjusted ignore settings
Full Changelog: v0.3.11.1-pre...v0.3.12-pre
v0.3.11.1-pre
Full Changelog: v0.3.10-pre...v0.3.11.1-pre
AI Generated Changelog:
Version 0.3.11
🧠 Gameplay & Logic
- Updated level one win condition: players now win by earning $50
- Added turn count tracking to display how many turns the player took to win
🎨 Visuals & UI
- Implemented a new win screen to celebrate successful level completion
🧹 Codebase Cleanup
- Removed outdated inline comments for cleaner source files
🧪 Project Structure
- Updated project version to 0.3.11
✌️Addendum
- 0.3.11.1 Fixed Debug value to Release value
v0.3.10-pre
Full Changelog: v0.3.6-pre...v0.3.10-pre
AI Generated Changelog:
Version 0.3.10
🧠 Gameplay & Logic
- Implemented game round logic improvements and score reset at turn start
- Enhanced treatment application logic and affliction handling
- Added tracking for prior afflictions and integrated affliction spread to adjacent plants
- Improved end-turn and scoring logic clarity
- Introduced cost tracking for treatments and updated profit display mechanics
- Modified scoring to reflect affliction damage rather than score penalty
🧪 Systems & Project Structure
- Upgraded to Unity 6000.1.00f1
- Improved inspection logic and post-process handling
- Refactored
InspectFromClickand addedisInspectingflag - Enhanced TurnController, ScoreManager, and DeckManager interactions
- Added iPad-specific camera tweaks and mobile quality option handling
- Refactored numerous systems for modularity and readability
🎨 Visuals & Assets
- Created shaders and updated textures for MealyBugs and Thrips
- Enlarged Thrips, MealyBugs, and Aphids models and textures
- Added black backgrounds to bug textures for clarity
- Updated plant models and materials (e.g., Chrysanthemums, Peppers, Greenhouse)
- Rotated bug shader color and normal maps
- Changed greenhouse color, roughness, and normal maps
🎮 Scenes
- Adjusted greenhouse with longer tables and updated layout
- Reorganized scene hierarchy for better consistency
- Applied multiple minor tweaks to scene composition and serialized state
🧹 Codebase Cleanup
- Removed obsolete checks (e.g., specific MoldShader conditionals)
- Refactored shader update logic
- General cleanup across card, scoring, and UI systems
- Removed unused variables and improved naming consistency