- 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)