- Plank - Winch machine - Power it to make it move - Activate to toggle direction - Change limits in context menu - See limits visualised in Detail view - Radio activation signals - Soap - Slider - Industrial Gyrostabiliser - Angle snapping (hold LAlt while rotating in paused mode) - Translation snapping (same goes for unpaused) - "Set angle" context menu option - Legacy tonemapping setting - Nearly useless short loading screen - Hidden achievement - Added "pixelated" parameter to ModAPI.LoadSprite - Added ModAPI.LoadTexture to load textures without a sprite attached - Added a friendly helper function to make changing human/android/gorse texture swapping easier. See the snippet page for more information. https://github.com/mestiez/ppg-snippets - Also made it easier to change procedural damage colours such as bruises.
Changed
- Humans bleed out faster - Updated Steamworks․NET and the Post Processing Stack - Gyrostabiliser is a little more powerful by default
Fixed
- Malformed mods should no longer prevent other mods from working - Drag force is now proportional to object mass to prevent unnatural physics events
Unfixed
- Due to popular demand, explosives can now be detonated multiple times
- Mod list now automatically updates itself when at runtime. You do not need to restart the game. - In case Steam sends the message too soon (before download), there is a "Force reload" button.
Changed
- Springs no longer reset their length when moved in paused mode.
Fixed
- Problem in RandomSpriteBehaviour - Fixed Gate not sending initial activation signal occasionally - Wire length miscalculation
- URLs opened in-game now open in the Steam overlay when possible - Made bullet water impact a little less dramatic - Rewrote bullet "physics" calculation - Jukebox glows brighter the more energy it has
Fixed
- Wood struts no longer look weird - Many problems to do with bullet physics are gone
Some minor changes have broken mod support on a few systems. The hotfix should solve this issue completely. Verify your game files to ensure you're running the latest version.
- Overcharged jukeboxes playing head-destroying music now destroy heads - ModAPI.CreatePhysicalObject - Rotted humans are more stiff now, just like in the pre 1.2.2 days. - The Jukebox now supports MP3 files - ^ also goes for ModAPI.LoadSound
Changed
- Bones are less easily broken - Living beings are just a little more durable overall - Gyro stabilisers now scale their strength with their size - Added back in the beta sounds for the LMG - ModAPI.Notify now accepts any object and prints it as a string - Adrenaline syringe lasts 20 times as long
Fixed
- Fixed some business regarding Steam and launching the game from the .exe directly - Legacy wires are no longer super dark blue - Adding a PhysicalBehaviour manually no longer causes many ObjectReferenceExceptions because there is no inspector to initialise the empty fields
- ModAPI.OnGunShot event - ModAPI.OnDeath event - ModAPI.FindPhysicalProperties function - ModAPI.FindMaterial function - ModAPI.CreateParticleEffect function
- ModAPI.FindCartridge bug that nobody would've noticed - ModAPI.LoadSound now allows both stereo and mono audio - WireBehaviour.SetColor now sets the persistent colour as well - Setting the sprite of a burnable object via mods is now reliable
- Attraction god power - Repulsion god power - Lift god power - Pyrokinesis god power - Copy/paste shortcuts - Pink explosive - Pink syringe - Adrenaline syringe - Light machine gun - Shock detector - Spring wire - Bandage wire (stops bleeding) - Expanded decals option - Specific round casing textures - Experimental mod support (based on Talon's Green Brick mod) https://www.studiominus.nl/people-playground-modding
Changed
- Separated tools and god powers - Minor changes to black hole - General Purpose Bomb is now impact-sensitive - Missiles are a little more powerful - The missile will now compensate a moving target's velocity for more accurate seeking - Changes to how bullet speed falloff is calculated - Increased bleeding particle intensity - Improved how the decal system works internally - Wire rendering optimisation - Fire extinguisher now updates visual state of burning object immediately - "Flamethrower" now updates visual state of burning object immediately - Decreased Deagle knockback - Minor changes to machine gun and tank sfx/vfx - Logs have their own folder now - Increased firearm range
Fixed
- Incompatible contraptions will no longer destroy the entire toybox - Game shows info popups instead of letting the toybox crash when deleting a corrupt contraption - Firearms are no longer inaccurately inaccurate - Lightning power no longer makes noise when over UI - Humans and (especially) androids are a little stronger. This should fix their weird behaviour when it comes to walking that as caused by increasing their weight. - Increased increased performance of decal rendering - Increased performance of other sprite rendering - Missile Launcher range extended - Launched missile going through objects in discrete mode - Gorses are a little better at aiming - Fixed unnecessary CPU usage on idle objects - Fixed audio issues introduced in 1.6 - Clearing everything actually clears everything now - Fixed spinny projectile problem
Removed
- Sprite deformation (◞ ‸ ◟) - Toolbar toggle shortcut is now merged with the toybox toggle shortcut (tab by default)
The game has been out for around nine months now, but I don't really care about inventory related stuff on Steam. However, since nearly all Steam games have cards, we shall have them too.
Let's all bow down to my friend Talon Zane for creating this series of trading cards. Thanks Talon! Say it with me. Thanks Talon!
Aside from the trading cards, I have also updated the achievement imagery to make them look less like they were drawn by a 19 year old at four in the morning.