FORTIFY - ferg


- improved foundation proximity check system
For those unfamiliar, this red blocks foundations while placing if too close to others to prevent wall stacking. Before this was my best guess at replicating what was happening in Rust. Now I have access to the actual code so it should match up perfectly. It can be disabled using free place under placement options.

- added the big electric red button that allows passthrough for 5 seconds

- changed how the TC radius tool works, allows for changing modes (place/build) and it stays toggled

- added "on surface" checks for the heater, dropbox and a few more large deployables

- fixed roofs not allowing for placing floors above in both directions

Expect another update next week with the vehicle lift.

Oh and the electric upgrade DLC is currently on sale which supports continued Fortify development.
https://store.steampowered.com/app/1100550/FORTIFY_ELECTRIC_UPGRADE/
FORTIFY - ferg
- added smart alarm and smart switch

- all wall parts are thicker to match 4.0 changes, if anything seems wrong let me know

- each shortcut part group in the build menu now saves the last used part and will switch back to that

- added more overhang checks that match Rust deployable placement limitations

- fixed placing on floor frames, some parts still need overhang checks though

- fixed a bug with steps switching to ramps while placing

- fixed ramps not always detecting floors/foundations below

In case you missed the Building 4.0 update:
https://store.steampowered.com/newshub/app/505040/view/2241051024560474857
FORTIFY - ferg


For the first time Fortify is getting new Rust content before it updates. Going to patch in the ramp and new steps shortly along with other Rust changes. Trying to get this out as fast as possible so there are bound to be some bugs.



Edit 2: ramps have been patched in, press Q/E to move them up or down



Edit: the new foundation steps have been patched in

- added triangle floor frame

- added triangle floor grill

- added triangle ladder hatch

- added both spiral stairs, each has a landing right now, this will be conditional soon

- roofs are red blocked by everything but other roofs

- newly published workshop items are auto-tagged with "Building 4.0"

- added fish traps

- added strobe light

- added fogger

- added garage door sound

Build menu UI changes:

- removed button text to fit everything, it was pretty redundant anyways

- low walls are now in the wall shortcut group

- foundation steps are still accessible when using the free place option in placement options


This post will get updated with any patch additions so check back in the next couple days.
May 22, 2020
FORTIFY - ferg
- fixed a bug with the structure select tool causing duplicates in the stored list of selected parts, this could cause issues with aligning or duplicate parts when copying

- fixed a rare bug that prevented saving

- fixed half wall levels being wrong when created with the honeycomb/outline tool

- wall frames are now an option with the honeycomb/outline tool

- reduced draw calls for wires

- finally added garage door code locks
FORTIFY - ferg


Copy-paste wire issues
Awhile back Facepunch changed how wire positions are stored that caused offset wires with pasting/copying. The plugin was recently updated with a fix and after much detective work, Fortify will now correctly import/export wires. Unfortunately this fix will offset wires in older electric json saves when importing into Fortify but there is a new toggle to correct that.

- added heater and powered water purifier, hoses soon?

- the copy/move tool has new modes, allowing for copying/moving deployables on floors or walls which includes any wires



- adjustable test generator power (doesn't get saved in json files)

- setting the center for copy-paste files now uses the ground height, this is part of a fix for height changes after re-saving

- upkeep calculation fix for high block counts

- added scrap to resource count, maybe it's time to add research cost?

- root combiners no longer take 1 power

- fixed a battery usage bug that can occur when it's input is connected

- fixed OR switch export for copy-paste
FORTIFY - ferg


- added composter and sprinkler, no hose/water system yet

- added farm tag for workshop items

- water storage amount included in resource count

- added campfires to storage slot count

- added half wall option for outline/honeycomb tool in edit mode

- wire power numbers offset towards camera to help visibility

- fixed ceiling lights only using 1 power

- solar panels can be stacked like in Rust

Patched in recently:

- rotate hatches while placing

- fixed bug with roofs getting red blocked over floor frames

- shopfronts now block overlapping half height floors

- memory cells can self connect now








FORTIFY - ferg


3/11 Edit - added CCTV camera

- added computer station

- added coffin

- added wire power labels, it's not perfect but showing this in 3D can't be

- see number of storage slots in resource count

- added a part picker tool (like eyedropper in photohsop but for switching to selected part)

- improved roof wall checks to determine if a wall should be halved, still more to do

- finally added a deployable overhang system that checks if any corners are not on a surface, it's only enabled with rugs, fireplace, planters and the computer station currently

- enabled flipping workbenches in edit mode

- made it possible to place floors through walls at half height

- fridge blocking collider now resizes after placing, no idea why it's like this in Rust


Electrical Fixes

- laser visual fix

- HBHF range adjusted to 10m radius, it's not 20m as listed most places

- multiple door controllers can be connected to one door/hatch

- fixed door controllers not connecting on floor frames

- fixed door controllers sometimes losing connection after using stability mode
FORTIFY - ferg


- added igniter that only ignites fireworks currently

- added working mortar fireworks, click to ignite when not in edit mode

- improved workshop item buttons with much faster list loading, subscribed items are now ordered by date added

- walls are thinner by a very very tiny amount to make this possible without using allow overlap:


- stairs now have a proper mesh collider for placement on

- added visible trigger areas for shotgun trap and igniter, flame turret will be next

- fixed half height floors not having stability

- changed the mini/transport helicopter colliders to match their shapes instead of the larger "building blocked" collider used with Rust prefabs

- added FPS limit field in options, default has been 60

- faster mouse wheel scroll speed in place panel and file list

- improved aim when using 3rd person in raid mode

Electricity

- device name appears when mousing over (not just the IO cubes)

- fixed a usage bug with branches

- fixed splitter bug when it has less than 3 power

- IO power text is now updated every second

- IO cubes take a second to hide after mousing away

Trying to find a good way to show more power info at once, it is much trickier in 3D.
FORTIFY - ferg


Happy Holidays Everyone!

- added piano, drumkit, xylophone, pookie bear, stockings and giant candy cane

- hide floors and hide stages can be used together now instead of one toggling the other off

- fixed resource count error with a few armor building block types not rounding up cost

- fixed a few bad bugs with electricity in multiplayer

- improved 3rd person jetpack "physics"

- added 3rd person head look at mouse position

- wires hide correctly now when using the "use height" option with hide floors

- even lower part rotation when holding alt while using mouse wheel

- fixed on-wall electric devices being offset slightly into wall on placement

Patched in already:

- button added to infospot panel to move/rotate spot after placing

- fixed bug with loading save while infospot panel is open

Edit: Just added a discount for the Winter Sale

https://store.steampowered.com/app/1100550/FORTIFY_ELECTRIC_UPGRADE/
FORTIFY - ferg
- added "only hide blocks" option to Hide Floors, see and edit an entire multi-level circuit

- added option for wire colors, allows for coloring an entire circuit with one click

- when using copy-paste mode, Clipboard Import/Export and Get Pastebin Link will use the copy-paste format

- input fields now have full cursor control

- the auto LMB placement option is now stored between sessions

- the codelock panel is now an Edit mode tool with it's old buttons now adding/removing codelocks from doors/hatches plus a new button for setting a code

- water catchers no longer red block when placed on building parts, still needs a collider above it like the large furnace

- fixed a bug with resetting scene while in wiring mode

- batteries now show time when there's no active usage

- fixed a bug caused by deleting batteries when it's info panel was open

...