FORTIFY - ferg

- Added regular neon signs, no animated ones yet. Might make the neon textures editable like the banner if there's some interest.

- Extracted the placing angle limit for each prefab in Rust. Controls if a part is allowed to be placed at certain angles, like on a wall, roof, ramp, etc. and terrain slope. This should fix most issues with my old system.

- Placing on ramps is enabled now.

- Added more overhang limit checks to almost all remaining prefabs, some smaller parts don't use this. To disable this limitation, check "free place" in placement options.

- Finally cracked a confusing problem where some parts needed more space before placement than after.
Now I'm able to load Rust assets and see these colliders (areas in red). The bounding box is what's used after it's placed and all I had access to before. This system has been replicated and applies to many parts in this update.


- Ramps can be placed higher now when mousing over the middle of a floor/foundation. It follows the orientation of the last edge that was hit.

- Added visuals for auto turret and fireplace range. Reminder that you can double click to keep the range visible without the mouse being over.

- The old Xmas lights can finally be placed the same ways as in Rust. FYI these lights predated what's in Rust.

- Fixed external wooden gate collider offset.

- Fixed wrong copy-paste coffin prefab path.

Happy holidays to everyone out there and thank you for supporting me and the continued work on this crazy endeavor!
FORTIFY - ferg

- Adjusted many item costs and workbench tiers needed to match the Rust update using the Rustafied doc. Please let me know if anything is wrong.

- Added way to include an external folder to the file panel. This is very helpful for those using copy-paste, allowing direct access to the oxide folder. Just paste the folder path in the input field and click the button shown below. Not sure if there will be issues with macOS or linux so any feedback would be great.


- Added "cull distant parts" option in options, allows for building huge designs without slideshow FPS. Planning on adding a way to set the distance eventually. Be careful with edit mode, culled parts can still be selected.

- Fixed red button prefab path being wrong with copy-paste exports.

- Counter target value are now included in copy-paste saves now, the plugin still needs the related line of code to be uncommented.

- Fixed invert-Y mouse option not working.
FORTIFY - ferg

- Added mirror tool to edit mode. After toggling on, click an edge to set the mirror plane and press move or copy. Mirroring stairs isn't ideal, it would need to mirror the actual mesh for it to be perfect. Doesn't include wiring so using this will disconnect anything in the selection.

- Vending machines will now accept storage monitors and it's placement block collider is smaller.

- Fixed doors and frame parts being flipped with copy-paste saves in Rust.

- Fixed copy-paste saved grills not being connected to sockets in Rust.

- Fixed an overflow crash with some complicated circuits with counters.

Patched in last week:

- Added telephone, elevators always use 5 power and car lift cost and power updated.
FORTIFY - ferg

Place menu improvements:
Combined all deployables in one list, there are now toggles for only showing categories like electric, farm/water, and fun stuff. Plus there is also a search filter. Any suggestions for more categories or how the the list is arranged is welcome.

- added cursed cauldron, scarecrow, and both pools, the large pool still needs some work so deployables can be placed on it

- fixed the error with pastebin link creation

- improved orthographic camera mode (next to main menu button)
There's no longer any clipping and pressing forward and back now moves the camera forward and back parallel with the ground. Press ctrl or space to zoom in or out.

- camera shift speed is now relative to speed chosen (F1 - F3 shortcut)



FORTIFY - ferg


Elevators are finally in, fully functional and stack limited like in Rust. Spent too much time making this addition compatible with the copy-paste plugin and then discovered the plugin doesn't fully support elevators yet. They will show up but will not be connected properly.

- red buttons can be used when not powered

- fixed missing player models in multiplayer

- fixed a bug with solar panels sometimes not losing power at night

- more conditional roof fixes were patched in after the last update
FORTIFY - ferg


- added storage monitor, click to trigger storage change

- searchlight uses electricity

- target uses electricity, has full functionality

- door controller now has passthrough output

- clicking IO cubes now list the input/output it is connected to

- released a small patch last week improving the new roof corner system
FORTIFY - ferg

Roof corners are finally in! So much work for such a small addition. Still needs a few edge cases fixed but it's pretty close overall. Feedback on this would be helpful.

- triangle roofs now halve adjacent walls

- added mixing table

- added fluid switch pump

- fixed a copy-paste offset bug with triangle roofs

- water pumps and fish traps can now be placed anywhere in the flat scene

Expect another patch with the latest Rust changes next week.
FORTIFY - ferg


EDIT 3: Roof Triangles are in plus a few other fixes

EDIT 2: Issues are fixed and it's released again. Forgot to mention that spiral landings are now conditional.

EDIT: The patch had to be rolled back due to issues with the new version of unity, check back soon.

- added water pump, more water work to come

- new visible trigger areas for tesla coil, sprinkler, and flame turret, double click the part for these to stay on

- finally upgraded to Unity 2019 to hopefully fix startup crashes which have been reported a lot lately, the mac version now requires OS 10.12+

- improved roof wall conditional system, way too much work, biggest improvement is deleted parts above a roof wall will trigger a check to see if the wall should now be halved

- floors at half height next to roofs are now red blocked

- improved structure connections check which is more accurate to Rust, this affects the TC selection tool in edit mode and the TC radius tool

- added toggle to include deployables with TC selection tool

- adjusted minicopter collider, now more accurate where it can fit

- small water catcher collider now larger

- signs now use center placement and check if overhanging too far

- placed walls can be now be rotated in build mode (only edit mode before)

- added corner overhang checks to more deployables


Who wants a modular car system added?
FORTIFY - ferg


- added the 3 sizes of modular cars, will probably be doing more with this eventually

- added modular car lift in the electric parts panel

- updated models for external wooden gate and wall

- fixed a bug in edit mode where you could only delete if not moused over a part

The place panel is getting a bit long to sift through. It might be time to have more sections like electric parts. Any suggestions for this, modular cars or anything else is always welcome.
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/
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