Versions

## Version 0.124 (13 Juillet, 2022) Augmenté à 17!

```
Version 0.124 includes the following changes:
* Polished 7 prototype islands to near final status
* Added 7 challenge and 7 expert missions
* Added 14 new showcase vehicles
* Rearranged the world map to fit the 7 new islands
* Increased the UI animation speed
* Fixed some explosions applying way too much force
* Added initial auto-focus to the world map (centers on an unlocked island first time you open the map)
```

## Version 0123 (8 Juillet, 2022) 8 nouvelles îles prototypes

```
Changes in version 0.123:
* Rearranged world map and changed how islands unlock
* Added 8 new prototype islands (normal + sandbox mode only)
* Removed normal mode budgets and all bonus objectives
* Added specific part requirements to all normal missions
* Created/updated showcase vehicles for all normal missions
* Added option to detonate fixed bombs with an input (in addition to impact)
* Fixed editing a custom island forcing you to always play it in Play mode

WORLD MAP AND UNLOCKING

The singleplayer campaign now uses a data file to create the layout for the world, and link the various islands together. Previously each island stored its location, and which XP level would unlock it, as well as whether or not it showed up in the campaign. Now there's a specific data file that makes arranging islands/etc a lot more centralized, and completing an island now unlocks other linked islands. It's not a major change for players, but it makes adding new islands a lot easier, particularly ones earlier in the game, and it's a bit easier to tweak how islands unlock and are grouped. How the map is drawn has been updated a bit, though the changes are fairly subtle overall.

NORMAL MODE STREAMLINING

I've gotten pretty consistent feedback that the gameplay was a bit tedious at times, and I think this was especially true for Normal mode. The bonus objectives in particular could be time-consuming to finish, or they made accomplishing the main objectives more of a chore (such as on Virgo). So all the bonus objectives are gone. Budgets in Normal mode are also gone, and in their place are Part Requirements. You'll be required to use a specific part for each normal mission. This gives a lot more freedom overall, and it kind of forces you to learn the various parts and how they function. It will also create more distinction between Normal mode and Challenge/Expert. Challenge and Expert mode will remain roughly the same, though specific missions will be tweaked, and the showcase vehicles for these modes will receive an update pass soon.

Speaking of showcase vehicles, all the vehicles for normal missions have been updated, with some having all new vehicles. After all the showcase vehicles have been gotten an update pass, I'll record footage of them all and highlight some of my favorites in a new video.

8 NEW PROTOTYPE ISLANDS

Creating new islands is always exciting, and there are a lot of them in this update. I doubt all 8 of them will be sticking around, but most of them have turned out pretty well. The ones that are more polished are the ones that I think work best, and I'll continue to refine the others, possibly cut/redo a couple, and add more prototypes. I'll be targeting 20 total islands by the end of this refinement period. Normal mode is the primary concern with these islands, but eventually I expect most of them to have missions for all 3 modes. Having all 3 modes is no longer required with the new campaign structure, though each island must have either Challenge mode or Normal mode to appear on the map.

NEAR-TERM PLANS

Now that I've got some good momentum going with the campaign refinement, I'll be continuing to work on various aspects of it until there are 20 polished islands. I'm not actually sure what I'll be doing next, but here are the things remaining to be done:

* Add more prototype islands and refine the less-good ones until there are 20 good islands.
* Refine Normal missions and vehicles as needed (not expecting to change a lot except for most of the ProtoX Late islands, and adding/refining secret discount objectives).
* Add Challenge/Expert missions for all prototype islands. Might not do all 3 modes for every island, but I'll have at least 2 per island.
* Refine the challenge/expert missions and showcase vehicles for existing islands.
* Updating all the Star requirements for every mission.

That doesn't look like a lot, but it's a lot of islands and playtesting (and vehicle refinement), so it may take a while. I'll continue to do incremental updates as things go along, so expect a new update once a week until the 20-island campaign is polished. I'll eventually go beyond 20 islands to 25 or more, but I'll want more parts before going beyond 20 islands (particularly aerial movement parts), as well as other gameplay elements to play around with (new objectives, new obstacles, some sort of enemies, etc). Either way, I'll worry about the long-term plans and other big new features (multi-select in build mode, angled blocks in buildings) a bit more after this phase is complete.
```

## Version 0.122a (13 Juin, 2022) Changelist

```
Changes in Version 0.122a:
Added variable strength to Ultra Heavy part (affects mass)
Fixed aiming laser advanced mode label
Fixed vortex push mode being a bit weaker than it should have been
Fixed Vacuum/Vortex not reversing correctly in Normal mode
Brightened the impact effects of aiming laser
More building collapse tweaking
Update bomb model (more cylindrical, slightly narrower)
Fixed Bomb now detonates immediately less often
Fixed some geometry being duplicated on 2 panel parts (created blue flashing on spawn)
```

## Version 0.122 (10 Juin, 2022) Fête de nouveaux éléments

```
Version 0.122 changes:
* New Part: Fixed Bomb - Attach it to anything, it'll explode on a hard impact (strength affects how hard the impact has to be).
* New Part: Vortex - Generates a gravity field that pulls or pushes on all nearby objects/structures/etc.
* New Part: Turbine Vacuum - Works similarly to the Vortex, but has a strong directional element.
* New Part: Drill and Drill XL - A spinning tool of destruction.
* New Part: Aiming Laser - Line things up, more or less.
* Added 2 new build music tracks (cycles through them each time you go to build mode currently).
* Minor updates for 2 gameplay music tracks (Destruction Complete and Manic Designs).
* More code adjustments to make buildings disintegrate even less than before.
* Fixed an issue where blocks acted like they were falling in water (when they weren't).
* Structure Editor: Probably fixed an issue where saving a structure would appear to overwrite the old one (until you restarted the game).
```

## Version 0.121 (26 Mai, 2022) Mise à jour de grands batîment

```
Version 0.121 is now out! It features a bunch of new large structures, 3 new/updated Sandbox islands, and some improvements to how destruction works (particularly with large structures). Here's the full changelist:

<nowiki>*</nowiki> Added a bunch of new large structures (towers, office buildings, warehouses, and bridges).

<nowiki>*</nowiki> Added a new Sandbox island to test bridges (Bridge Tester).

<nowiki>*</nowiki> Updated Structure Zoo 1 + 2 and made Structure Zoo 1 the default.

<nowiki>*</nowiki> Improved structural collapses so buildings insta-crumble far less often.

<nowiki>*</nowiki> Reduced debris flying up way too fast from a block breaking into pieces.

<nowiki>*</nowiki> Improved particle debris so it doesn't bounce crazy high.

<nowiki>*</nowiki> Fixed some sides being damaged (or not) when they shouldn't be as structures break apart.

<nowiki>*</nowiki> Changed how treads collide so they glitch out far less often.

<nowiki>*</nowiki> Island Editor: Improved how built-in structures are referenced so custom islands won't lose references in the future (See ISLAND EDITOR NOTE below).

<nowiki>*</nowiki> Structure Editor: Added a warning if decals are not connected to a block.

<nowiki>*</nowiki> Structure Editor: Added a button to select disconnected decals.

<nowiki>*</nowiki> Structure Editor: Fixed sound fading out over time in the test mode.

<nowiki>*</nowiki> Island Editor: Fixed multiple small issues with the ground editor.

ISLAND EDITOR NOTE: If you've built a custom island that references built-in structures, those structures will be incorrect. Adding/changing new structures to the built-in list broke them, sorry! This shouldn't happen again in the future (after the level is saved), even as more structures are added.

To show off the new stuff, I made another video. I think this format works the best for me because I don't have to worry about VO and that makes them fast to record/edit (recording also doubles as extra testing session).
```

## Versoin 0.120 (12 Mai, 2022) Changelist

```
* Added ground editing to layout editor

* Changed how ground data is saved in game

* Added objective editing to layout editor (currently hidden)

* Added warning message for too much grass/rock generated (layout editor)

* Extended reflection probe so it reaches the full height of the sky (and far beyond)

* Fixed default control customization UI not working

* Fixed deleting objectis in Sandbox also deleting treads

* Lowered base laser sound volume
```

## Version 0.119 (2 Mai, 2022) Petites modifications et réglages de bug

```
Lots of small tweaks and bug fixes in this update:

Increased max island blocks + decals to 6000

Increased maximum detail debris settings (Medium is the old High setting)

Added option to change how much large debris is present (Medium is closest to old behavior on most islands)

Added checkbox for Low FPS smoothing (enabled by default aka no change)

Fixed magnets/pistons having reverse controls when placed on opposite sides

Fixed beam placement with PLACE ON HOLD disabled

Lowered volume of attachers (when more than 1)

Lowered volume of laser fire start (when more than 1)

Reduce camera shake from multiple parts creating shakes at the same time

Fixed Mirror mode lasers don't get range set (and delay on bombs/release connectors)

Added advanced option to adjust bomb aerial timer

Added FOV save/load

Locked mouse cursor to the game window

Make power explosions not affect launcher/cannon blast

Make launcher/cannon blast weaker

Fixed disabling shadows removing dust/etc particles

Kinda fixed undo showing controls for beams/ropes

Fixed parts showing as $0 after Undo (and mass/cost totals not being right)

Fixed setting start angle on pivot 90 rotates connector incorrectly

Improved vehicle flipping so it's less crazy (have to push the button more, but it's better overall)

Started changing how island ground data is saved/generated
```

## Version 0.118c (27 Avril, 2022) Changements

```
Improved Attacher/Laser:

* Changed Attacher controls/modes

-- Toggle is the default, works like you'd expect (better version of previous)

-- Normal is available, hold to use the attacher

* Reduced Attacher collision/damage to structures

* Limited range option on lasers (0 = unlimited)

Bug fixes

* Remove unfinished flex beams + ropes if you start doing something else

* Fixed lighting crash (with lots of explosions/etc)

* Removed Laser shadows

* Maybe fxied Undo with beams

* Don't show "controls" for beams/ropes
```

## Version 0.118b (26 Avril, 2022) Réglages mineurs

```
Fixes/updates to clean up 0.118 changes:

* Use raycasts instead of spherecasts for laser (faster, barely changes behavior)

* Fix beam collisions not working

* Fixed part rotation on axis-aligned connectors

* Created default max range for range-of-motion parts

* Fixed rendering of steering wheels with flashing (picking up crystals)

* Saved vehicles now render flex beams

* Saved vehicles now render something for ropes (newly saved vehicles only)

* Added some new tutorial messages:

-- When you first start playing: Here are the controls

-- Map after playing level 1: Challenge mode unlocked

-- Level 2: Can use the same vehicle again

* Localization updates to French and Chinese Simplified
```

## Version 0.118 (26 Avril, 2022) Mise-à-jour majeure

```
(New video/announcement covering the major features coming tomorrow)

* Major new part: Red Laser - Overpowered and over-priced

* Major new part: Attacher - Grab anything, including the ground, and hold on

* Major new parts: Flex Beam and Flex Beam Heavy - Connect ANY two connectors with a solid piece (in the Rope Category for now)

* Major new parts: Flex Pivot and Flex Swivel - Adjust the range of motion and starting angles (see next item)

* Major new Advanced Mode feature: Starting position/angle added to most multi-piece parts

* New advanced mode feature: Adjustable range of motion on some multi-piece parts

* Added Recent Parts category: Click on any part to add it to the recent list, remembers up to 16 parts at a time

* Improved player water physics: You can now make hacky boats behave better

* Made it more obvious when you destroy an objective structure

* Reduced issues with too many blocks (very apparent with Sandbox Resort and very destructive vehicles)

* Reduced number of decals that break off when collapses start

* Changed how most destruction sounds were calculated (was a bug in multiple places) - sounds will be louder in general, will continue to tweak over time

* Clear explosions on level start (prevents some exploits/bugs)

SOON-TO-BE FIXED ISSUES:

* Rendering of steering wheels' highlight when collecting crystals is wrong

* Rendering of saved vehicles doesn't show flex beams (or ropes)
```

## Version 0.117 (20 Avril, 2022) Changelist

```
* Added new default Sandbox island (Sandbox Resort)

* Updated a lot of the Variant islands

* Added rope/joint editing for layout editor (Tab -> Rope Mode)

* Added height-based grass/rock filter adjustment

* Made all joint parts (except pistons/etc) have collision between the two halves

* Fixed undo resetting part colors to the first slot

* Added back/cancel button for saving a vehicle

* Changed how sliders/buttons worked a bit (sliders hold onto the mouse, buttons don't)

* Fixed a lot of editor-related bugs (still many more to fix)

(Played all the worm vehicles for the Featured Vehicle section, will have a new video tomorrow)
```

## Version 0.116 (15 Avril, 2022) Changelist

```
* Added Grass and Rock Generators

-- Edit 20+ parameters that determine the grass/rock distribution

-- Some data is not yet available to edit (cutoff modifiers by height)

-- Recommended: Copy/paste data from built-in islands, and customize data after getting both rock and grass copied

* Added music for the editor

* Added more editor sound effects (and adjusted some others)

* Fixed various editor bugs, particularly with copying/pasting too many blocks, or generating too many links.
```

## Version 0.115 (11 Avril, 2022) l'éditeur de structures et de positions entre en phase Beta!

```
Version 0.115 introduces the Structure and Layout Editors to Instruments of Destruction. The structure editor allows you to edit new buildings/bridges/etc, while the layout editor lets you arrange structures and entities (physics things that aren't structures) on pre-made island geometry.

These editors are almost entirely brand-new code, as I was only able re-use about 5% of the code from the previous in-Unity editors. Aside from missing some specific data-editing abilities and ground editing stuff (see below), these editors already surpass the previous versions in usability and iteration speed, and I'll be using them for all future content creation.

In terms of stability, I hope they are ok, but there was a good amount of fixes going in for the last few days. Because of the number of file types and places those files can come from, and the ways you can jump from layout editor right into Sandbox mode, there were lots of cases to test/fix. The pain was worth it though, as going straight into the game and back again will make it so much easier to create more detailed and well-designed islands.

Structure mode also has its own testing mode, though it doesn't let you use a vehicle. Instead you can just click on the structure to create explosions just like Distract Mode. I thought that part would be tricky to get in, but it was a breeze compared to Sandbox<->Layout Editor transitions.

The editor is primarily designed for my preferences, so expect lots of text buttons that are always accessible. There's a bit of a learning curve, and I'll be creating a couple intro tutorial videos over the next day. I've tried to maintain some consistency with the build mode shortcuts, but the left mouse button in particular has a lot more functionality than build mode does. Some of that additional functionality will come to build mode, but that's down the road a ways.

Future Editors

After the tutorial videos, I'll be adding more functionality to the current editors, with rope/joint editing and grass/rock generation coming soon (probably this week). Objective editing for non-Sandbox modes will also be coming, though I'm hoping that won't take more than half a day of work.

After those are in, I'll change how ground data is stored and add that editor. The ground editor will be pretty integrated into the layout editor, and you'll be able to switch between layout and ground editing with a button press. That's the last part of creating a fully custom island, and the last editor for a while.

In the far future, other editors may be added to allow additional modifications to the game, but none of the other aspects of the game are as data-driven as the structures/islands/vehicles. Entities and Parts are custom-coded, and editors for those are not planned for 2022. Combining multiple islands into a campaign is also not planned until 2023 at the earliest.

Region settings (lighting/textures) and structure material editing is also not planned. But I will be thinking about how to let you modify the colors of structure materials sooner than later.

Steam Workshop Support

The final phase of adding the editors will be Steam Workshop support. I don't think it'll be hard, but there's a chance the file format will change and I don't want to deal with Steam Workshop until all the editing is sorted. Most likely Workshop support for the current wave of editors will be in by the end of April, but it might be early May.

For those who checked out version 0.114 in the debug branch, here's the changelist from 0.114 to 0.115:

Added update links button

Fixed decal/partial buttons being switched

Fixed material cycling with nothing selected

Add Delete as alternate to X

Add Ctrl+Z as alternate undo (and Ctrl+Shift+Z redo)

Update handle immediately when changing size

Added two new buttons for selecting potential issues

* Non-standard block

* Intersecting blocks

Added outline

Fixed a case (possibly the only one) of default vehicles being wiped when switching islands

Fixed a few other things I can't remember now...
```

## Version 0.113 (28 Mars, 2022) Réglages relativement mineurs, mais en nombre décent

```
* Increased max parts to 1,000

* Increased save vehicle slots to 450

* Added "Place On Hold" option to speed up large builds (enabled by default)

* Added 2 new parts: Mini Beam and Mini Heavy Beam (contract the Half Beam to use them, not intended for common usage)

* Fixed issue with Undo overwriting some settings on parts (controls, angle limits, etc)

* Added more camera shake options (High is the old default, Low and Medium are now)

* Added Camera Invert X/Y options

* Moved the Vehicle Reset button to the bottom left to prevent accidental deletions== Version 0.112b (March 24th, 2022) minor fix ==
```

## Version 0.112b (24 Mars, 2022) Réglage mineur

```
0.112b: Fixed a couple terrible issues with Undo regarding Ropes and Mirror mode.
```

## Version 0.112a (24 Mars, 2022) Réglage mineur

```
0.112a: Fixed a freeze-bug when re-saving old vehicles (didn't like the number of controls).
```

## Version 0.112 (24 Mars, 2022) Grosses améliorations au Workshop, annuler/rétablir et plus!

```
* Added new Featured Vehicles section. These are chosen based on themes every 1-2 weeks (depending on my schedule). See below for more details on the first 2 themes...

* Steam Workshop Updating is now available. You have to subscribe to your vehicle and load it in-game before you can update it (from the Browse Vehicle menu).

* Undo and Redo added to build mode. Z is undo. Shift+Z is redo. Remembers 32 actions.

* Increased the vehicle palette to 32 from 16.

* Increase max inputs to 24 (aka 12 axes) from 16. Need to expand the UI to see them.

* Added the option to add small text that always shows over the controls (should help with Steam Workshop control confusion if used correctly). Saved in the vehicle file.

* Added the creator name to vehicle when they are uploaded to Steam Workshop (in the vehicle file itself), and it shows when you load the vehicle.

* Improved rope collisions and reduced minimum node distance to 2 (from 4).

* Fixed Slider not working on Magnets.

* Made Control+Arrow Keys move parts by 1/4 the normal rate.

* Made mirror mode work on both sides when moving parts.

* Increased camera ceiling significantly and made shadow distance increase when camera is higher.

* Sped up shadowed dust drawing.

* Added options to disable dust shadows and collisions.

* Made markers more visible from far away.

* Made the chain links have some slight movement instead of only rotation (more realistic/satisfying).

* Made the socket stiffer and have a smaller range (and less glitchy I think).

* Updated the plow/deep plow/scoop cost/mass, particularly the XL variants.

* Tilde (~) now reverses through the part categories (was shift+tab, but Steam prevented that).

* Fixed mirror mode not working on 6-way minis (and some other similar cases) when near the center line.

* Increased max vehicle name length to 25 (from 20).

Development has been going very well this week, and I finished version 0.112 well ahead of schedule. Undo/Redo was a much-requested feature, and Workshop Updating was also quite necessary. Got lots of good tweaks and improvements along with those, but the Feature Vehicles section is the big bonus for this version.

The Featured Vehicles is something that I really wanted to get in, as it gives more reasons for people to create interesting builds with a purpose. The community has been pushing the boundaries of what is possible in the game in quite a few ways, but many of those have centered on magnets and causing as much destruction as possible. With the slider option for magnets finally working, I'm sure we'll see even crazier magnetic-builds, but I'm hoping that the Featured Vehicles will provide more long-term variety to the types of vehicles we see. I picked 12 vehicles that I enjoyed trying out in the past couple weeks as the initial set, but going forward the vehicles will be chosen based on more specific themes.

NEXT THEME:

3-STAR DRACO

The first focused theme will be on Draco and achieving 3-stars in Play mode. You can target any of the 3 modes, and enter as many times as you like, but I'm looking for cool vehicles that make it (relatively) easy/fun to get 3-stars. To enter your vehicle for consideration, just submit a new vehicle to the Workshop with the Origin set to Featured. Please let everyone know what mode to play on in your description (and strategy if it's not obvious), and you should use the new control text field to explain the controls if they're not easy.

I'm doing a relatively short timeframe for this theme, but future ones may have a longer deadline. The deadline will be Wednesday, March 30th for entries. On April 1st I'll check out all the submitted vehicles and choose my favorites. I'm not sure how many vehicles I'll pick as "winners", but it'll be a multiple of 4 (and probably no more than 16). We'll see how this goes for 2-3 themes before committing to a consistent timeframe.

With these features in, I now get to move on to the structure editor. It's a pretty big task, so I don't have any real estimate for how long it'll take. At the very least I'll post again next week with the results of this week's theme and announce the next theme.
```

## Version 0.111 (23 Mars, 2022) Cartes Radeon RX 500 (et précédentes) : Lenteur résolue !

```
It's been a bit of a struggle to figure out the exact cause of Radeon GPU slowness, but the culprit was identified at last: Geometry Shaders. Geometry Shaders aren't used much, and they never were (modern games used more general purpose shaders to do the same things). Geometry Shaders are a way to take a single data point and extrapolate it into something more, so that's what I used them for. They were used in both types of dust particles (streaks and dots).

I say "were" in the past tense, because I replaced them with a mix of compute and vertex shader computations over the past day. It wasn't easy to get the compute shader portion to behave properly, but I eventually landed on a solution that works well enough. The hardest part was convincing the game that it was ok to use 7 append buffers, which I did by initializing them across 7 frames instead of all at once. Either way, switching to append buffers let me optimize the game quite a bit when there were fewer active particles.

Between the change in how particles work, and a little general purpose optimization, the game runs significantly better on GCN-based AMD cards (aka Radeon RX 570/580/etc). One other thing to help low-end systems: I added more low-end water settings (see below for upcoming options to speed the game up even more).

The game is *slightly* slower now than it was before in one case: When you're causing absolute chaos and max-ing out the particles. There are two main reasons for that. First is that the max particle count was increased by 25% (or more) across all particle types, so you're just seeing more stuff on-screen. The second is that the shadow-casting onto dust is slower now because it's doing the calculations 3-4 times more than previously. I'll try to fix this soon, though I'm not certain I'll be able to remove that de-optimization. Compute shaders are more limited in their access to certain buffers/textures, and that's where the shadows would have to be moved to for particles.

Either way, I'll be providing a way to disable a couple aspects of the dust in the next update: Shadows and collisions. Dust collides with things now, but it doesn't really need to for low-end machines, and same goes for the shadows. Those are the two most expensive operations for particles, though the swirling/noise they receive is also fairly expensive, and that also may be bundled in the reduced version.

Now that I'm back to full-speed development after a break last week, I'll be working on a few mid-sized features, then going to town on the structure editor. Editors are a piece of cake compared to compute shaders, but there's always a lot of UI work involved. The UI for the non-vehicle editors will not be as polished as the rest of the UI, so expect some new simplified buttons and other new UI elements to show up in those editors.

Also changed in v0.111:
* Discord link is now a permanent invite
* Vehicle slots always load the latest vehicle in that slot
```

## Version 0.110b (12 Mars, 2022) Réglages mineurs

```
* Backup of the 0.iodv goes to 0_.iodv_error_copy
* Auto-reset cab function added to prevent rare instances of Cab becoming invisible.
```

## Version 0.110a et prochains ajouts (12 Mars, 2022)

```
Version 0.110 marks the end of the barrage of update for the early version of the game. If something is very broken, I'll update the game again ASAP with a minor version, but otherwise it will be a bit before the next update. First let's cover what's new in this update.

Changelist for version 0.110
* Increased max parts to 750
* New part: 6-way mini (for advanced builders)
* Slider mode now works correctly on all parts that have that option
* Tuneable delay on bombs for the bomb launcher - existing launchers will have 0 delay, new ones will have 0.25 seconds by default
* Can move the camera lower, and improved the camera behavior at lower angles (collides with ground/water)
* Can disable specific inputs on parts (advanced mode)
* Added brightness setting in options (affects world only, not UI)
* Added Alternate Font button, available for some languages
* Added Reset Tutorial button
* Improved balloon behavior
* Non-player ropes use more segments (less stiff)
* Always show 2+3 star times for play mode
* Secret discount displays after finishing a mode 3x (instead of 5x)
* Ultra setting now available for water (not recommended, mostly affects water far away)
* Added Reverse Steering option for treads (intended for inside-facing treads)
* Made bloom settings adjustable instead of off/on (5 settings now vs. 2)
* Fixed vehicles not updating correctly in some cases
* Fixed vehicles not rendering in Workshop Upload mode if you go there after saving
* Tutorial message the first time you enter mirror mode
* Scroll edge of the map when you get close with the mouse
* Added a lot more keys to the help display in build mode
* Fixed two cases of the game getting stuck on startup due to bad save/vehicle files
* Game now saves a backup of the IoDPrefs file
* Changed the game icon
* Updated the character glyphs so nothing should be missing (fixes some Korean/Chinese characters especially being absent)

That's a long list, and it should take care of many minor issues that have been lingering. There are still a large number of bugs/fixes/tweaks to make, but all of these were doable in a reasonable timeframe.

The next update will likely be over a week away, as it's my family's spring break. The next really big feature will be the Structure Editor (along with some simple way to place them in Sandbox mode), but there are some medium-sized things I need to take care of before that:

* Fixing Radeon RX 500 series cards not running well. I have a 570 4GB in a box on my desk, and will be installing and testing it later today. If there's another new update today/tomorrow, it'll be because I found something with this to improve their performance. (Update: There's definitely a problem with RX 500 series and prior cards. Will fix as soon as I can, but it's not going to be simple.)

* Adding Undo to build mode. I don't think this is hard to do, but it might take a day or so to work out all the issues.

* Ability to update Steam Workshop vehicles. Another task similar in scale to Undo.

* Featured Vehicles section in the Workshop. This might be easier than the previous two technically, but I want to add a section where I can highlight certain vehicle in the workshop, and have a message along with it. Would like to do a weekly feature update, with a theme for each week (announced ahead of time). Themes will be something like "ropes and balloons" or "3-stars on Draco (any mode)".

There might be a couple other things (such as adding 8 extra input slots) that get prioritized ahead of the structure editor as well, but I don't want to get too bogged down in medium-sized features for too long. The structure editor, placement editor, and island editors are all needed before I can add more content efficiently (and they are in high demand from players/creators too), so those are the big priorities over the next couple months.

So there will be a short gap in updates, then a few medium-sized updates, and finally another gap before the structure editor. I don't know how long these gaps will be, but things have been rolling along quickly so far, so I'd estimate the structure editor will be available by early April. I'll have a better idea in a couple weeks how accurate that estimate is.
```

## Version 0.109 - Extravagance des pièces rondes (10 Mars, 2022)

```
Lots of new parts in this update. Not going to give details, as some are self-explanatory and others you can figure out by trying them.

* New parts: Rollers (2 variations) and Large Rollers (2 variations)
* New parts: Arc 90 (3 variations)
* New parts: Skid (2 variations)
* New parts: Combo Wheels (2 variations) and Large Combo Wheels (2 variations)
* New part: Balloon
* New UI color schemes, including Dark mode
* New BG brightness setting
* Show a tooltip about advanced mode when you click on the controls (trying to change them usually)
* Added 30 to FPS Limiter
* Made parts use 2 rows instead of 1
* Changed F (for Flip vehicle) to O
* Fixed entities flying around at start of an island (not 100% I got all cases)
* Fixed strength of 1.4/2.4 showing as 1.3/2.3
* Fixed a couple things breaking at the start of Aquarius + Libra
```

## Version 0.108 Mise-à-jour des étoiles de mission (8 Mars, 2022)

```
* Added new 3-Star system to Play Mode
* Every island/mode combo now has specific efficiency goals
* NOTE: Goals for 2/3-stars are likely to get tweaked (your star totals may change)
* Changed level 2's layout to make it more interesting
* Fixed the Flip Vehicle button not showing up in Sandbox
* Large vehicles spawn/dissolve/etc faster
* Made it more obvious to new players they can use pre-built vehicles
* Minor tweaks/fixes to a few missions
* Minor fixes to a couple parts
```

## Version 0.107 - Améliorations du Workshop Steam (7 Mars, 2022)

```
* Other Usernames appear after a short while
* Improved search options: Made By Me and Subscribed
* Upvoting works (but is slow to update)
* Searching by tags works now
* Improved readability of search results (not great, but better)
```

## Version 0.106 - Support du Workshop Steam (Beta) (6 Mars, 2022)

```
Steam Workshop support is now in the game, in a VERY early Beta stage. Though I believe it works ok right now, I have no idea how it'll handle lots of people uploading vehicles. I will be monitoring feedback closely and will make necessary updates ASAP. That may include disabling it for a short while if there are major problems.

Please respond to this update or post in the forums with issues. I'm not really concerned about feature requests yet, as I want to get the basics working, then I'll move onto things like upvoting, updating your own vehicles, and making the sorting/tagging options work well.

As for how it works, I think it's pretty straightforward, so I'm not going to explain anything but the essentials here. You can upload vehicles, and you can browse vehicles. When you browse, you have to click on the vehicle once to download it. When it's downloaded, it gets a checkmark, at which point you click it again to load it.

I know some of the UI (particularly text input stuff) is wonky.
```

## Version 0.105 ( 3 Mars, 2022)

```
* World and UI SFX have separate volume settings.
* Limit vehicles forward placement in non-Sandbox mode (slightly improved from 0.104a).
* No more BONUS OBJECTIVE display when there's not one.
* Show the center of mass with a smaller dot also aligned to the center-line (helps with mirror mode)
* Fixed a couple issues with build mode (spawning too fast killing the rendering, and moving too fast separating the vehicle).
* Added more checks to hopefully prevent sound effect issues from breaking the game.
* Fixed power pivot collision issue (wasn't colliding with itself but should have been).
* Game no longer runs when it loses focus.
```

## 0.104a (version mineur)

```
Added forward limit on vehicles in non-Sandbox mode (gives you a message, moves the vehicle back).
Fixed issues with disabling gamepad (such as also preventing the KB from working!).
```

## Build 0.104 (2 Mars, 2022)

C'est la première version après que le jeu ait été publié en Early Access (Accès Précoce), nonobstant la démo.

```
* Added two new Sandbox Islands: Structure Zoo 1 + 2 (early versions, will update more later)
* Added "Full Resolution List" option if you want to use the monitor's resolution list instead of the custom-built one
* Added options to disable gamepad in menus or controls
* Made gamepad right stick work with camera if it's not used by gamepad controls
* Changed default gamepad control layout (still not happy with it, suggestions welcome, send screenshots to luke@radiangames.com)
* Rearranged options menu a bit
* Fixed the Discord button link
* Added 2nd reminder about arrow keys moving things (plus using Shift)
```