- Sticky grenade - Brick cube - Metal cube - Metal pyramid - Small button - Dampening box - Conveyor belt - Ion Cannon - Clamp - Settings button - Environment options panel - Clear debris button - Fragmentation explosives can more easily dismember limbs - Screenshake intensity slider - Joint stress indication in Detail view - Buttons to enable/disable all mods - Indicator whether or not Steam has been properly initialised - Electronics tag - "IonExplosion" and "Vapor" particle effects have been exposed
Changed
- Rewrote nuclear explosion behaviour and redid particle effects - Thruster particle effects - Thruster textures - Shortened thrusterbed warmup - Shrunk COM gizmo - Decreased range and shockwave intensity of grenades
Fixed
- Minor optimisations - Impact force calculations - Limb crush calculation - Thruster burn area calculation when resized - Auto exposure is no longer tied to the time scale - Generator particles now scale properly - Some audio priority issues
Removed
- Generator electricity sound - Buttons no longer emit electricity
- Confirmation dialog when attempting to overwrite a local contraption - Stormbaan lightning gun - (Modding) PhysicalBehaviour.RefreshOutline method that will reset the outline object to the current sprite. This method is also automatically called when the user changes the sprite of an object that uses RandomSpriteBehaviour
Changed
- Contraption save screen is now a dialog box - Slider has less resistance - Destructible cable now has a variable force threshold based on the mass of the attached objects - Settings menu is now separated by category
Fixed
- Busses are more stable. This will break some older contraptions with busses in them. - Debris created by destroyable objects will now properly be removed when undoing their creation - Motorised wheel collider is more accurate now - Motorised wheel no longer causes inaccurately serialised wires - Fixed the godforsaken car texture - Steel binding not being broken by lasers and Beam rifle beams
- OnLoad method for mods. This is a static method that will be invoked after all mods are loaded. This is unlike the Main method which is invoked when the catalog is populated. - ModAPI debug drawing feature - ModAPI.PixelSize constant
Changed
- Updated to Unity 2020.1.0f1 - Fire looks better when moving fast - Beam Rifle texture - Beam Rifle recoil increase - Decreased bullet drop - Decreased bullet impact sound volume
- Slight bullet drop - Tracer speed based on actual round speed - ModAPI.Register<T> - This function accepts a generic type parameter that derives from MonoBehaviour. These components will be created in and will exist from map load to map unload. You can use these to run scripts in the background. - PhysicalProperties.LodgeStrengthMultiplier - This field determines how difficult it is to pull the object out if it has been lodged into something. It is set to 1 by default.
Changed
- Slipperly soap - Androids are now a little tougher yet again - 120mm cartridge is now 30mm
Fixed
- Timed Gate bug - Tracer resize bug - Tracer water bug - Mod active status change when mod updates - Bullets hitting their origin weapon - Minor performance improvements
This is just a very tiny hotfix for the tracer freezing problem :( I keep having to do this. Release a thing and then fix said thing the morning after. I swear this isn't on purpose.
- 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