FORTIFY - ferg


- added the large solar panel

- added the large battery

- changed the wind turbine to match electricity update

- sedans can be launched in raid mode, driving forward and exploding upon impact :D more fun things to come

- optimized multiplayer data packets and part loading, less waiting when receiving scenes

- fastest quality mode only uses forward rendering now and AO is disabled

- added a "set center" button under the Rust copy-paste toggle
Select the part you want to be located in the center of your view when pasting in Rust. This center location is also stored in a Fortify save and only is visible when in copy-paste mode.
FORTIFY - ferg


- added the SAM site

- fixed a bug with distant LOD models not changing materials

- added a crosshair when using raid mode

- allowed for more part types in stability mode

Not a whole lot because of ongoing work on other things:

Oct 30, 2018
FORTIFY - ferg


- added the RHIB and graveyard fence

- moved UI panels to edges of screen, not sure why I put this off for so long

- adjusted red, blue and highlight materials so strong/weak side difference is easier to see

- fixed third person bug related to using orthographic mode


Flipping Improvements

- fixed a bug with not being able to flip individual walls in edit mode

- flipping overlapping red parts works again

- dropbox flips properly

- just a reminder that you can flip multiple selected walls in edit mode


Stability Mode Improvements

- fixed a bug with floor frames having no stability

- fixed a bug resulting in 100+ stability related to half height walls

- added rockets with similar splash damage to Rust

- barricade parts, large furnace and refinery are now included



FORTIFY - ferg


There is a new toggle in Hide Floors that uses the old method of part heights determining what is hidden. This keeps parts hiding in the right order when half snapped foundations are mixed in. It isn't perfect and I wouldn't recommend building on a hill and using it.

Hide Floors by default uses an additive system for saving levels when parts are added. Anything placed on a wall gets the walls level + 1 or .5 for half walls, this was needed for building on different terrain heights. All foundations start at the same level so half snapped can mess things up.

- added an option to invert the current selection

- bug fix for walls placed to next to roofs not being triangulated

- fixed sinking camera in interior mode

- fixed ceiling light not being place-able

Learn about the new info spots and see what changed in the recent large update:
https://steamcommunity.com/gid/103582791455462516/announcements/detail/1700562627601733261
FORTIFY - ferg


It's been too long since I've added a new feature so here you go. Info spots are a way to share more about your plans with fellow builders in your group or on the workshop.

- adding a spot saves the current camera position/rotation and brings up a panel to add a note

- exiting or switching from the panel will save the text

- the panel arrows allow moving from spot to spot

- when opening a save the visibility toggle will be on if any info spots are included

- the character count is limited and ',.?! are the only extra characters allowed

- when publishing to the workshop it's possible to not include info spots

Other changes:

- added the water purifier

- allowed for placing under the BBQ and repair bench

- fixed extend floors bug with levels

- fixed some inaccuracies with roof overlap

- the numpad can now be used for part shortcuts (num lock might be needed)

- added the empty propane tank to components in resource count

Suggestions are welcome on here... just saying.
FORTIFY - ferg


- added the recycler and the mailbox is now in the place menu

- camera position and rotation is now stored in files when saving or publishing on the workshop

- deferred rendering is now used if MSAA is not enabled in options, this saves at least 10 FPS with larger designs

- improved wall frame placement, the edge collider at the top is now used

- fixed some code lock bugs

- the fence gate can now have a code lock, more to come

Just a reminder that the panel next to Edit can be used to remove/add code locks or set the code which does export in copy-paste files. The added code locks can be included in the resource count.

- fixed a couple of bugs with using merge, sometimes lower parts or the center foundation would be missing

copy-paste fixes:

- improved camera view when loading files

- fixed frame colliders blocking frame parts when importing

- fixed garage door and dropbox being flipped in Rust


FORTIFY - ferg


- finally added the wind turbine, for the creative builders I guess

- fixed parts being red blocked in empty doorways, frames, windows

- fixed the Copy/Copy Level deploys toggle not working

- fixed the resource count part list being cutoff when using most of the parts

- filtering (not including) deployables with the resource count will still include doors and window parts if those are checked
FORTIFY - ferg


7/18 Edit: Fixed some overlap bugs and added a move option to the Copy tool.

- added the watchtower

- changed the research table collider to allow boxes underneath

- big increase in saving speed (was patched in recently)

- made some improvements to loading speed

- fixed roof overlap not working correctly

- fixed camera moving when merging a file

- fixed a couple bugs with numbers over parts in stability mode

- fixed an issue with repeated use of long foundation extends causing a gradual change in rotation

- refineries can't be placed underwater
FORTIFY - ferg
Edit: Just released a patch that fixed the MSAA option not saving and a bug with roofs not being included with the default Copy setting


- added "free placement" mode, place any building block on any building block, this also ignores the Rust building 3.0+ restrictions

- Cancel Delete now allows for undoing the last 3 removals, this includes removing multiple parts at once, I'm slowly working towards a proper undo/redo system

- Options now includes an MSAA override (anti-aliasing setting) that uses the old default, the new temporal AA that Unity provides is not perfect

- Resource Count part list is minimized by default, added a close button at the top of the panel and removed the tier cost toggles

- any selected walls can be flipped in Edit mode with q / e

- Extend now works with floors

- using the remove key shortcuts in stability mode (when not in raid mode) actually removes now instead of just giving 0 stability
FORTIFY - ferg


Changing the quality setting in-game is now possible. Shadows are the biggest performance killer so it's a good idea to use a lower setting with huge designs. More options to come.

- Good and Best quality setting now uses Temporal Anti-Aliasing

- Best setting now uses better quality shadows with longer distance

- Fastest setting now uses lower quality water shader

- improved FPS with the water shader

- fixed a really bad bug with stability mode and destroying parts with remove keys, sorry to anyone who lost work

- workshop list no longer reloads every time the panel is reopened, use the refresh button if you are subscribing while in the program

- new extend mode shortcut - T

- fixed a bug with the cupboard range tool

- improved skybox

...