Versions

Below, all updates and patchs logs can be found, from the most recent to the oldest ones.

## Version 0.261 (June 2,nd, 2023)

```
Added new part: Invisible - everything attached to same rigidbody disappears at game start (but still runs logic)
- Intended for making it easier to create/edit complex logic (no need to hide most things inside other parts)
Added new smaller part: Side Piston S
Updated 8 more parameters to persist/copy when expanding/contracting parts
Added Spread parameter for Bomb Launcher, Cannon, Gauss, and X8 Rifle
Changed default spread for Bomb Launcher, Cannon, and Gauss
Fixed a number of slanted loops that got broken (SP islands)
Made mirror-rotation syncing more robust (mirror pasting in particular)
Fixed copy-paste of ropes being broken
Added sound override for lasers
Removed limits for flex panel offsets (length + width)
Added a selection box to make direction sensor mode more obvious (and allow a speed of 0)
Fixed slot 32 on sequencer being unselectable
Fixed pushing [ or ] making the hovered button activate
Fixed browse workshop pages not working for maps
Made mouse snap to center of screen when FPS mode is activated
EDITOR: Added support for looping paths
- There are now normal (closed/solid) loops, paths, and path-loops
```

## Version 0.260 (May 3rd, 2023) Improved ground/terrain

```
GAME/BUILD MODE:
Fixed the up/down arrow between controls (made it swap instead of selecting both which made no sense)
Fixed flex treads not working with auto-braking
Fixed direction of changing override sounds in the UI being reversed
Fixed flex panel/triangle/etc not going up to 10 in length/width slider UI adjustments
Fixed fog still being active even when it shouldn't be
Fixed bug with camera mod in FPS mode not working when more than 1 is present

EDITOR:
Added new option to use loops as paths instead
- Creates a road/path instead of a loop
- Path points can be moved vertically (independently), unlike normal loops
- Path points have width, y-offset, and slope offset values
- Does not use Upper or Structure-based grass/rock generation
- Control over side generation is start/end/left/right, not per point
Added per-type filters per loop for grass/rock generation
Added Negate option (and Negate Offset) to cancel out grass/rock generation
Added some wider slope widths for loop generation (5x1, 8x1, and 12x1)
Added control over grass/rock tolerance curve slopes (Hold CTRL while editing to see/edit slope with LMB y-motion)
Increased maximum amount of grass points to 360k from 230k (rock points unchanged)
Changed how grass generates on low-angle slopes/edges/etc for more organic terrain
Changed Upper grass/rock generation to only generate within the loop boundaries (instead of everywhere)
Added "Noise Affects Top" option for loops
Made per-loop noise available for all loops
Added backup point highlighting for loops so you're less likely to accidentally select nothing (and deselect the loop)
Resvised how ground plane rock generation works to be simpler, faster, and better
Added tooltips to all more slider settings and named some a bit better
Added SHIFT functionality to editor sliders (slow increments for fine-tuning)
Changed loop mesh generation so triangles below a ground plane are now removed
Renamed Ground mode to Terrain mode to make it a little less ambiguous
Changed Skew settings to affect all loop vertical profile types, not just custom profiles
Fixed arrow keys not working to move camera in Normal cam mode in editors (and fixed Control not speeding up arrow keys)
Fixed editor camera switching to weird modes when going back and forth to build/play mode
- Known issue: orbit cam is still the best for testing, follow/iso change to orbit
Fixed issue with using skew and noise on the same loop
Fixed grid grass/rock generation to not generate stuff outside the borders of the loop (most obvious in ground-plane maps)
Fixed editing some values only changing the current loop instead of all the selected ones
```

## Version 0.256 (April 26th, 2023)

```
Added new part: Sound Mod - customize the various sound loops the player vehicle uses (10 loops)
Added new part: Camera Mod - enable FP cam or offset/rotate the camera (based on the camera mode)
Added optional outputs to most weapons (except lasers)
Added F11 third mode for collision rendering (blue = normal, red = no_collide, green = treads, yellow = tread tracks)
Added 6 new particle type variations for Particle Effects part
Added two new regions for custom islands (and changed Compound + Test Island region)
- Also made it possible to affect exposure/saturation/contrast per region
Added material override on physics modifier and overlapper
Improved how highlighting works in build mode so it's easier to pick between 2 nearby parts (slight distance penalty for current selected one)
Allow small thruster and foot/foot xl to rotate
Added a function to select duplicate parts in build mode (Shift+Y by default)
Fixed low-speed bonus push (and gravity) no longer being used for powered wheels (all sizes)
Fixed: PgUp/PgDn not using new rot increments
Fixed last 4 colors not loading correctly on restarting in build mode
Added another check to remove duplicate selections of a single part in build mode
Fixed wave generator with loops disabled still essentially looping
Fixed not reselecting the right part when playing and returning to build mode (for close/overlapping parts)
```

## Version 0.255 (April 21st, 2023) And there was much rejoicing (and particles)!

```
PARTICLE EFFECTS PART
Added new part: Particle Effects
- Strength affects particle count, push/pull strength, and explosion damage/force
- Trails use strength to affect their lifetime, and amount is divided by 5
- Push/Pull are not particles, but a force applied to some particles
- Distort particle FX is different: strength affects size (diameter/spd no affect, amount = opacity modifier)
- Optional explosions that apply force/damage can also be used (these are always omnidirectional currently)
- Repeat timer set to 0 means no repeating, low values (0.01/0.02/etc) should be used with caution
Expanded sfx library for speaker to 22 sounds (previously 8)
Added camera shake and vibration strength adjustments to speaker
Added new part: Overlapper - stack up to 5 parts on a single connection

ROUNDED FLEX PARTS
Added new parts: Flex Light R and Flex Panel R
- Like flex panel/light but with circular shapes and scale setting
-- Flex Panel with style of 5-9 uses different scaling (keeps dome shape)
Reduced minimum length/width to 0.3 (from 0.5)

WHEELS AND TREADS IMPROVEMENTS
Added reinforce option to all wheel types and treads
Added tread/powered wheel paremeter: Auto-Braking - Changes how they behave in turns and when not pressing anything
- Also tweaked response when reversing directions
- Changed default tread track material to slippery (doesn't really affect handling), and made it actually use the material override
Added 4th mesh options for flex treads (A3 is intentionally minimal)
Fixed wheel size collision issues (tiny, giant, flex)

OTHER TWEAKS/FIXES
Changed how direction sensor limit works to be consistent with other logic parts with ranges
- Should hopefully adapt previous settings to new limit style
Added proximity sensor-relative motion for Repulsor (Emitter Channel)
- If not 0, it finds the first Proximity Sensor with that channel, and applies forces/torque relative to that parts' orientation
- Useful for complex builds where you want to move something relative to another
Removed No Effects from treads (conflicted with reverse tank steering, not useful enough to keep for now)
Fixed an issue with material overrides not being used
Tweaked Breakable Connector break point strength downward to more reasonable values
```

## Version 0.251 (April 20th, 2023)

```
Added part relative movement option (Shift+W by default), along with a move axis
Changed part rotation so it makes more sense, and displays the rotation axis arcs
Added rotation increment settings to buildmode (Shift+Brackets to change)
Added part rotation/position display
Expanded part move increment range down to 0.125
(NOTE: Red = X = Left/Right, Green = Y = Up/Down, Blue = Z = PgUp/PgDn)
(When rotating, keys are switched for X/Y because it feels better)

Made a bunch of build mode settings save/load (snap settings, move/rotation mode, and large/small thing)
Fixed dual-direction rotation sensor
Improved overdrive display in new UI
Fixed saw blade not working with logic inputs
Tread_collider now defaults everything to Slippery except tires
Fixed rotation snap so it actually does something reasonable instead of randomly rotating things
```

## Version 0.250 (April 18th, 2023) Even more vehicle/part physics + polish

```
PHYSICS TWEAKING AND CONTROL
Added new part: Rotation Sensor (logic)
- Senses rotation around an axis (or overall speed)
Added new part: Physics Modifier (flight)
- Adjust some physics properties of the attached rigidbody (velocity damping, gravity, center of mass, inertia tensor)

There are two all-new parts in this update focused on giving more precise control over physics/controls. The Rotation sensor measures the rotation speed (in radians/sec) of the rigidbody it's attached to, and outputs 1 or 2 values based on the rotation. In ANY mode, it measures the total rotation speed regardless of axis/direction. In the other 3 single-axis modes (X/Y/Z), it measures how fast the rigidbody is rotating *relative to the Rotation Sensor's orientation*. In single-axis mode, it can use dual outputs, so rotation in one direction or another can be measured separately.

The second part is the Physics Modifier. This one lets you adjust the physics of the attached rigidbody more directly. The 1st two settings (Move/Spin Dampen) are the same as those in the Gyroscope but with a higher max value. They essentially act as additional drag for rotation/movement. Bonus Solver makes the physics run more sub-steps, and is only recommended for stabilizing joints (reinforcing a joint is recommended before using this, and combining them does result in stiffer/more stable joints). This setting "spreads" to other rigidbodies more than the other settings due to how physics work under the hood.

The next settings are Bonus Gravity and CoM Y-Offset. Bonus Gravity is a bonus multiplier on top of the normal gravity settings (if the Sandbox gravity is 0, this does nothing). CoM means Center of Mass, and it moves the center of mass down, relative to how the rigidbody starts in the world. Both of these values are often used to make cars drive better in games. The final settings are Tensor X/Y/Z. These adjust how much the rigidbody resists rotation in those directions. The higher the values, the more rotational inertia the body will appear to have in those specific axes.

COLOR SLOTS
Increased vehicle color slots to 8

Just a quick mention here: If anything is going to have a bad bug in this update, it's probably this. It appears to be fully working though, and combines nicely with other recent updates that added more colors and made it possible to select all parts of the same color (Shift+click on a color). I expect some people will use the additional colors as essentially "selection groups" rather than colors, as you can set all the slots to the same color. This is probably the last significant vehicle color-related update until a custom color editor is added (not sure if that'll be before or after 1.0).

GENERAL/PHYSICS TWEAKING
Added damper mod setting to suspension parts
Added TREAD COLLIDER as a material override (collides with treads and other tread colliders, but not other player parts)
Added advanced option to reduce structure damage from attacher
Changed Slippery material override to do significantly reduced damage to structures
Changed ropes to do a lot less damage to structures
Changed one end of resizing rope to have a better joint anchor position (less awkward skewing)
Increased max starting position to 50 (from 12) for Winch

The first two changes were requests that made sense, and let you do more customization with suspensions and treads. The rest are about improving the Winch/Hook Launcher/Attacher, though they also affect ropes. Structures were taking too much damage from ropes of all sorts, and the Attacher damage to structures is now adjustable. So doing structure-climbing vehicles/machines is a lot easier now, and the Hook Launcher fails to stay attached a lot less often.

CAR-FIGHTING VEHICLES
Tweaked explosion damage/force vs. entities
Tweaked damage/explosions vs. plants
Tweaked blaster force to be more upward
Increased damage/force to automobiles from collisions at high speeds

These changes make vehicles that battles against the car objects/AI more fun. Also trying to make explosions/etc more consistent.

TWEAKING STUFF
Added depth offset to flex panel/triangle/light
Added Shift+click (left of slider) - Select all flex connections on current linkage
- Also works for Motor Linkage on powered pivots and Channel on Prox Sensor
Added an inner glow for thrusters
Added some inherited velocity to some particles (blaster, weapon fire, and thrusters)

Flex Panels/Lights/Triangles become a bit easier to use in awkward locations with a depth offset. Flex Connections (and a couple other things) with the same linkage can be selected with Shift+click. The other two are just minor visual tweaks.

OTHER FIXES
Fixed reinforced joints getting double (or more) mass on 1st spawn (fixes most 1st-spawn issues I think)
Fixed reflection probes going black far too soon (reflection probe bounds 6x bigger, this is the weird graphical issue if you drove far on Desert Test)
Fixed flex arc having terrible collision for build mode
Fixed copy-paste (and other functions) on combo wheels
Made loading a vehicle remove inputs/outputs for parts that shouldn't have them
Fixed letting you assign to an invalid input (for 2-input parts)
Fixed mirror-duplicate not aligning flex triangles (and connectors not updating immediately)
Fixed direction sensor Motion Direction making no sound
Fixed Flex connection drawing still linking to deleted parts
```

## Version 0.245 (April 11th, 2023) Stretching things out

```
Added new part: Winch
Added rope extend/contract controls
Added new part: Flex Light
Added repeat count parameter for Flex Panel (repeats along Width axis)
Added 5 new styles for Flex Panel
Added new small part: Ultra Heavy S
Slightly tweaked Center of Mass (again, sorry) to fix issues with variable mass and multi-collider parts (mass remains unchanged)
Added wrecking ball mass adjustments
Increased Fixed Bombs max strength to 6 (reminder: Strength on Fixed Bombs only affects the damage it takes to explode, not damage/range/etc)
Increased max mass setting for Ultra Heavy/Steel Orb/etc
Improved grass/rock generation for large maps
Fixed dead/inactive flex connections drawing
Fixed pistons not using their sound overrides
Adjusted rope compute shader so it has less obvious twisting (when ropes are vertical)
Fixed rocket gravity settings with game speed set to anything besides 1.0x
Fixed Bomb launcher aerial timer (both versions) and delay time (S version)
Fixed Overdrive S not working for some parts (depending on the order of parts in the vehicle)
Made Overdrive S draw lines on the side
Changed ground plane levels (Desert Test) to use a dynamic mesh collider that follows the player (in addition to the giant plane)
- This makes walkers like Hex Storm more consistent in top speed
Fixed spread of bomb launcher being affected by aerial timer
Fixed (I think) tread belts no appearing if you start too far forward/back from the origin
Fixed some parts getting 2000kg added to them from enabling a checkbox (Wave Generator + Sequencer in particular)
Changed default flex tread values to be better
```

## Version 0.241 (April 7th, 2023) Flex Treads

```
Added new part: Flex Treads
Fixed solid pipes having no player collision (the center part)
Added adjustable ground dust amount for cabs/vehicle
Fixed damage mod UI on logic gate
Changed wave generators to use a limited range of timer values (internal code change to prevent long-term waves from degenerating)
Reverted mass changing from Center of Mass fix (CoM still fixed, mass is left alone)
```

## Version 0.240 (April 4th, 2023) Vehicle destruction system

```
Added vehicle part destruction system (sandbox only mode, for now)
Added new part: Sequencer - Like a wave generator, but produces a series of pulses instead (up to 32)
Add 8 new small parts (weapons now have S versions)
Added Create Mirrored Selection shortcut (Control-M) - Creates a copy of selected parts and mirrors them
Added Expand Part Selection shortcut (Control-E) - selects adjacent parts to current selected parts
Added width/length offsets to flex panels/triangles
Added some subtle mesh variations for Flex Panel + Triangle (Style slider)
Made all cab/vehicle settings available in all modes
Added Vehicle Damage multiplier (applies to all damage to player vehicles)
Added damage mod advanced option to all parts (multiplier on that specific part)
Removed part cost from Sandbox mode, show part hitpoints instead (vehicle cost still shows, but will be going away)
Removed floppy and breakable settings for vehicles
Made more advanced option variables apply to all parts, not just ones of similar type (Sound Volume, Sound Override, Damage Mod, and Material Override)
All non-logic parts can now use material overrides
Material Override can be set to "No Collide Parts" (uses default material, but won't collide with any other vehicle parts)
Added an option to the Claw to set the starting angle (shows a preview of angle, but not fully visible 'til gameplay starts)
Added a dark outline behind logic helper circle drawing
You can now place explosive barrels in sandbox mode
Enabled part rotation for more weapons
Aiming Laser now has a strength value, only affects laser thickness
Red Laser strength can now go up to 5 (instead of 3)
Fixed missile/rocket trails disappearing if they were fired far enough
Added No effects flag for power wheels and treads
Updated collision for a number of parts
Fixed solid pipe connectors being hard to select when the pipe was less extended
Made smaller/larger parts draw if you have them selected (both in the library and the upper right)
```

## Version 0.235 (March 30th, 2023) Vehicle building improvements

```
SIGNIFICANT NEW PARTS
Added new part: Shock Blaster - Instant blast/push with multiple adjustable options
Added new part: Power Socket - 4-way socket joint control
Added 2 new parts: Fixed Swivel and Fixed Pivot (like Flex Swivel/Pivot, but no joint used)

The Shock Blaster lets you create a small explosion or instant push on the player vehicle. Lots of parameters to tweak. The Power Socket is a 4-way joint controller to make some types of vehicles/machines easier to create. It's pretty straight forward to use. The Fixed Swivel and Fixed Pivot are similar to the Flex Swivel/Pivot, but with one key difference: They do not use joints, so they are completely stiff. No extra rigidbodies are added from wanting to create a custom angle in your creations from now on.

VERY IMPORTANT USABILITY IMPROVEMENTS
Added way to select all parts of a type (Shift+click on part type in library)
Added new function to shift selected part logic inputs/outputs to unused inputs outputs (Ctrl+L)

The first makes it easier to select a part that's buried inside other parts (or search for a part in a complex creation). It will select resized parts as well. The second function makes it WAY easier to make complex logic-based creations that need multiple sets of logic. Select all the parts you want to use separate logic then press Control+L. Those parts will change all their logic inputs/outputs to use new slots.

WAVE GENERATOR IMPROVEMENTS
Made wave editor wider and use 2 decimal places
Added some vertical grid lines to wave editor BG
Added phase offset for wave generator (as a multiple of time)
Added reverse inputs for Wave Generator
Added Copy button for waves (from other active wave)
Changed [Y] functionality to be a lot better/clearer
Added small dot for nodes in wave editor
Made wave editor wider and use 2 decimal places
Fixed disabled Reset On Release still resetting the outputs on release
Fixed loop flag not working correctly 1st spawn
MORE CABS AND RESIZABLE PARTS
Added 5 new cabs - Just for visual variety/etc
Added 12 new S parts: 4-way Shield, Side Offset, Spike, Angle 45, Y-Split 45, Y-Split 120, 5-Way 120, Overdrive, Turbine Vacuum, Repulsor Drive, Hover Drive, and Accumulator
Added XXL version of Propeller
6-Way now contracts to 6-Way S (and 6-Way S removed from part list)
Power Pivot now contracts to Power Pivot S (and PPS removed from list)

The 5 new cabs are for visual/connection variety. The S parts lets you build more varied small vehicles, and I wanted an even larger Propeller for a vehicle so now there's an XXL version. A couple parts may appear to have disappeared, but they just got changed to an S version of a similar part. Wanted to do this for a while, and finally made a code change to how things can line up.

LOGIC AND ADVANCED OPTION IMPROVEMENTS
Added XNOR+NAND to logic gates
Added 3 advanced options for Arcing aiming laser
Added inputs to propellers/wings/aeroflaps, used as multipliers in force calculations (if no inputs are assigned, there's no change from before)
Added Magnets advanced options: Range, Applies To, and No Effects
Changed Hover to use input strength to affect hover height
Added Hover filter for Sea Level
Increased Hover height range to 128
Reduced min flex panel/triangle Length/Width to 0.5
Added NONE as an option for the vortex/turbine filter
Changed the output labels on the Camera Translator logic part (and Fast Rotation => Linear Turning)
Added dot product limits for movement and turning (Camera Translator)

Just a variety of improvements to advanced part editing. Some of these I needed for new campaign vehicles, while others were player requests.

MINOR TWEAKS/FIXES
Made F1 hide majority of custom drawing (and connectors) in build mode
Changed how 0 volume parts work a little (they no longer interfere with sound from other parts)
Changed some parts to be more flexible with variable + combined input strength (free swivel, free piston, vortex/turbine, and magnet)
Fixed a couple default values for Camera Translator
Fixed Undo forcing the camera to focus on the selected part (even with "focus on part" disabled)
Fixed problem with input strength being read as 0 when firing a weapon (not a perfect fix, but good enough)
Fixed Vacuum/Turbne being full volume with low input values
Fixed Min Clamp UI range on Output Modifier
Removed debug message for hovering over water
```

## Version 0.230 (March 24th, 2023)

```
Added 12 new showcase vehicles (will be renamed/improved/used in upcoming campaign revisions)
Added new part: Accumulator - Makes building debris stick to your vehicle
- Multiple accumulators have no extra effects, recommend using a vehicle with 1 rigidbody
Added new logic part: Wave Generator - Edit 2 curves and use them to sync up curves across multiple part types
- NOTE: Outputs work a little different than other logic (Ideal for walkers/vehicles with complex motion requirements)
Added new logic part: Logic Math - Apply math functions with up to 4 inputs (add, subtract, multiply, min, max, and average)
- NOTE: Subtract takes away the 2nd/3rd/4th inputs from the 1st (all others are obvious)
Added Sound Override option for a lot of parts
Vortex/Turbine: Added Applies To, No Effects, and separate Range advanced options
Added 3 new mini parts: Vortex, Gyroscope, and Attacher
Added gyroscope Move Dampen advanced option (acts like additional drag on the vehicle)
Added Sound Volume option for nearly all parts that make sound
Added two new advanced options to Output Smoothing logic part (Mapping and Scaling)
Added sound to Pusher
Added Momentum Cam option for cabs (for vehicles where the cab rotates a lot and makes the default follow cam bad)
Reduced pull on player from Blocks/Structures/Objects when using Vortex/Turbine
Added drawing of same-index flex connection lines in advanced mode
Increased linkages/channels to 16 (from 11) for various parts (32 for Flex Connection)
Increased damage from cannon balls/boulders to destroyable objects
Increased damage to smoking cars
Fixed thrusters ignoring the strength of the input
Fixed thrusters making a distortion effect when No Effects was selected
```

## Version 0.227 (March 20th, 2023) A very convenient new part

```
Added new part: Flex Connection (Decorative) - Creates a solid but invisible connection between all Flex Connections of the same Linkage
- NOTE: Creating a connection between rigidbodies that are connected in other ways will give the "Connected to Itself" warning/error
Added adjustable spread for rockets and missile pods
Changed damage/speed to be separate values for rockets/missile pods
Added Default camera option
Changed how hover drive calculates forces (should be less jumpy, more consistent)
Added damage to plants from entity collisions
Changed how isometric camera updates its offset while rotating
Increased death timer of missiles pods/rockets by 5x (12.5/25 seconds)
Fixed free and spring pivot collision (couldn't actually go 90 degrees)
Fixed attacher ignoring alt input (Normal mode)
Added 2 shift all structure buttons to the layout editor and fixed Compound buildings
Fixed Control + MMB/Wheel only working in certain modes
Fixed mirrored rotation for hooks
Fixed Shift + click in build mode still colliding with connectors and letting you add a part
```

## Version 0.226 (March 16th)

```
Added Car damage models + explosions
- NOTE: The amount of damage taken by cars will likely be adjusted based on future maps/missions/etc
Rockets/missiles are now affected by gravity (new option in advanced mode)
Overdrive now affect rockets/missiles (speed and explosions)
Changed Follow camera to be the default
Made some improvements to Follow camera
Changed Normal camera name to Orbit
Re-enabled Normal/Orbit camera for play mode
Fixed/Changed right-stick behavior for camera on gamepad (lots of changes)
Fixed cars often becoming slow/etc after falling in water and getting back out
Adjusted Follow cam to not roll sideways
Reduced firing spread on missile pod (and a little bit on rockets)
Changed depth of field to be LOW by default (won't affect anyone who played the game previously)
```

## Version 0.225 (March 14th, 2023)

```
Added new part: Rocket Launcher - fires medium-sized rockets (intended to use Single Shot)
Added new part: Missile Pod - fires small missiles (intended to use Automatic)
Changed Play Mode to only allow Isometric and Follow Camera
Added optional camera filter to Sandbox mode (makes it act like play mode)
Improved follow camera behavior in multiple ways
Added vehicle-specific follow camera tuning options (Cab - advanced mode)
Added isometric tuning options as well
Improved how explosions affect certain objects (plants and crystals)
Added object destruction system (it's on many metal objects, particularly cargo containers, but not cars yet)
Added "Attach To" option for filtering what the Attacher/Hook Launcher attach to
Added "Hover Over" option for the Hover Drive
Added some new AI behavior to help them get unstuck
Reduced the high speed camera wobble
Fixed changing part color not working correctly
Fixed Floppy and Breakable not working
Fixed Pisces not showing up in Sandbox mode
```

## Version 0.220 (March 7th, 2023) Racing ahead

```
Added new logic part: Relative Controls (up/down/left/right output based on camera direction and input)
Added new part: Repulsor Drive (apply force/torque based on camera direciton and input)
Added new part: Hover Drive (apply a stabilized upward force when near the ground/water)
Added AI for automobiles: Place target markers in sequence to make them drive in a loop (AI chooses the closest and keeps going)
Replace 4 variant islands with tracks for racing fun, available in Sandbox mode
Added relative control option for limited pivots and pistons
Changed fixed bomb controls so you can drop them without a release connector
Added engine sounds for automobiles
Updated follow camera for entities
Updated automobile handling (more wheel friction)
EDITOR: Made it easier to expand/contract markers (shift+click changes by 5)
Fixed not all vehicle unlocking at level 20
Increased global volume falloff a bit
```

## Version 0.215 (March 2nd, 2023) Round and round

```
Added ability to take control over cars, dummies, and boulders
Controls are shown on HUD, and you can change them in Remap Controls screen
Added new parts: Small Wheels (Free and Powered) that use spherical colliders and variable sizing
Changed all other wheel parts to use much smoother colliders (64-segmented cylinders)
Changed all wheels to have selectable materials
Changed Giant Wheels to have variable sizing
Max part count increased to 2,000
Limit number of times the "place another rope" message appears (6 times)
Fixed alt input on release connector not working
Update part count more frequently/generally, so it should be correct the majority of the time now
Fixed Flex wheel mass/cost to be more reasonable (and not scale to 0)
Adjusted some other wheel costs slightly
Fixed Steering wheel angles not working
Reduced ground effect for vehicles that are touching the ground, particularly when using powered wheels and treads
Removed strength limit message
Changed bombs so they can explode every consecutive physics frame
```
At this date, one year prior, was Instruments of Destruction's Early access release ! Happy birthday ! This trailer was also revealed.

## Version 0.211 (February 23rd, 2023) Fill the level with junk edition

```
Added new button and mode to place objects in sandbox mode
- Use Shift + LMB to adjust the height, Ctrl + LMB to adjust the rotation
- Select any entity from the list on the side, and you can drop them into the world
Added 3 new object types (SUV, car, and truck) that can be added to levels or placed
Added a fog option in the middle of the middle options column
Added Options menu UI to build/pre-build menus
Fixed bombs exploding at the start of gameplay if they never got a chance to explode in previous run
Fixed changing the size of the power swivel resetting the torque to 1
Fixed KB Cam Control option not disabling Numpad 2/4/6/8 when it was disabled
```
Trivia : It was during this update that Rhythm Storm's first trailer was shown

## Version 0.210 (February 9th, 2023) Crash test dummies : flying into action

```
Added Crash Test Dummy entity
[Bomb Launcher with "Dummy Launcher" set is the best way to see them for now]
Changed structures so they create dynamic ground links instead of always being at the 0-height plane
Fixed hook launcher so it fires the same speed and reaches the same length more consistently
Make flex panel/triangle resizing possible to do 0.1 increments (hold shift)
Added option to increase friction of fast swivels
Fixed center of mass usually being offset for parts with joints
Fixed internal speed calculations and some other variables not being reset to 0 at start of gameplay
Thrusters can now use 2 buttons (still works old way depending on buttons)
Thrusters now have adjustable Time To Max setting
Thruster (normal size only) can now go up to max strength of 4
EDITOR: Fixed drag select picking objects behind the camera
EDITOR: Fixed drag select (without Shift/Control) inverting the highlighted selected objects instead of always selecting them
```

## Version 0.208 (December 22, 2022) Holiday bonus patch

```
New Part: Flex Triangle!
- It even *mostly* works with Mirror Mode (crosses fingers)
```

## Version 0.207 (December 21st, 2022) Control remapping

```
Add control remapping for most Keyboard shortcuts in gameplay and build mode (in Options near the lower left)
Add control remapping for most gamepad shortcuts
[NOTE: Most help displays haven't been updated yet, so they will mostly display the default, not what a control currently is.]
Added 2 new parts: Y-Split 120 (perfect 3-way split, good for making hexagons/etc), and 5-Way 120 (2 more connectors on top/bottom)
Added ability for hook launcher to attach to entities and to player vehicles
Added "Lock Cabs In Place" option for Sandbox mode (not saved with vehicle, intended for building advanced vehicles)
Added MAX IMPACT SPEED display, shows up if you get an impact of 200 km/hr or more (helps with Ballista testing)
Adjusted level load damage falloff time to 3 seconds (instead of 5)
Adjusted a number of part masses/costs (mostly in the FrameSimple category)
Fixed Min Rotation slider not snapping to smaller increments when holding shift
Added a small message to the Load Vehicle menu about restoring the previous vehicle if you meant to save instead
Added a possible fix to the game soft-crashing if the downloaded featured vehicle file can't be read by the game
```

## Version 0.206 (December 19th, 2022)

```
Added a limit to how much tension ropes on grappling hook will apply (prevents ropes going absolutely insane)
Added an option to re-use the previous thumbnail when updating a Steam Workshop vehicle
Adjusted how some parts are displayed in the UI (added additional rotation modifier)
Added option to use the previous thumbnail in an Updated vehicle
Fixed sure grappling hook not having the right color when fired
Made a ground-attached hook pull on the player a more reasonable amount
Changed how pull strength to player works a bit on structures, so there's a reasonable cap for unbroken structures, and broken ones don't pull you as much
Changed minimum pull damage radius to be smaller towards the bottom of structures
Made the grappling hook retract if it hits water
Fixed ropes making weird long-box-shaped splashes
Made the flex arc able to cycle base connector (so it can be resized from either side, essentially)
```

## Version 0.205c (December 17th, 2022)

```
Fixed propellers being broken.
Fixed flex swivels and free swivels not locking.
Fixed not being able to use Toggle mode for locking on most parts that should have had it.

Added F11 (in-game): Toggle debug display for center of mass info.
```

## Version 0.205 (December 16th, 2022) Introducing the grappling hook!

```
Added new part: Grappling Hook
Added optional outputs for bombs, pistons and limited rotation pivots
NOTE: Bombs activate (for 1 frame) when they explode, pistons and pivots activate the +/- outputs based on reaching the ends of their limits
Added locking mechanism for the following parts (assign a key to use it, can also be a toggle):
Sliding pipe, Axle/Axle S, Flex Swivel, Flex Pivot, Free Swivel, Free Pivot, Socket
NOTE: Locking doesn't completely stop any movement/rotation, just slows it WAY down
Changed advanced mode slider behavior with SHIFT (increments slowly towards cursor)
Changed it so you get the active cab type when you reset a vehicle or delete everything (instead of always the 1st one)
Reduced the delay between multiple bombs exploding (player bombs are almost instant)
Fixed ultra-slow connector generation in certain cases (would cause reloading the level to take 20+ seconds)
Fixed center of mass not being correctly calculated when entering play mode
WARNING: This will mess with some vehicles, particularly flyers
Fixed flex arc not lining up when previewing the placement, and being the wrong default size
Fixed flex beams having the wrong alignment for one of the connectors after rotating + playing the game
Level Editor: Fixed focus on selection not working for meshes, loop centers, and joints
Fixed pistons ignoring input strength for multiple modes (Auto-Extend/Retract and half of Oscillate)
Fixed phantom parts getting saved to the vehicle file in edge cases (ignore them on load)
Fixed copy-paste settings not updating the part shapes for ones that change dynamically (such as suspension)
Fixed a few localization issues
Disabled motor torque spin debug message
Reduced chance of broken metal forming a jointed structure (by 40%)
```

## Version 0.202 (November 22nd, 2022) Smoothing out some rough edges

```
NEW PARTS
Added new logic part: Proximity Sensor
Added new logic part: Leveling Sensor
Added new logic part: Output Smoothing
Added new part: Variable Arc - 90 degree turn with custom radius, decent collision

IMPROVEMENTS
Revised the mega impact so it's an actual shockwave that spreads over time
Changed build mode to keep the part selection after playing game
Added Cab advanced mode camera shake setting
Added toggle option for logic gates (current = normal)
Fixed Debug Draw not saving/loading after you play the game

BUG FIXES
Fixed always-on lights (and other similar things) not triggering toggle inputs/timers on startup
Fixed paste-copied-settings number being wrong
Fixed changing physical controls not affecting the whole selection
Fixed attachers creating a debug message when trying to attach to the ground (could lag the game in certain cases)
Fixed motor linkage 11 not working
Changed variable length parts to extend a bit further (while playing)
Added some safety code to slow down crazy vehicles (caused by variable length pieces and treads)

EDITOR TWEAKS/FIXES
Editors: Made shift/control work consistently with build mode (shift->add, control->toggle)
Editors: Made it easier to place entities/structures on meshes again
Editors: Fixed clicking on something not always selecting it
Editors: Fixed undo not affecting meshes
Editors: Fixed ground plane preventing you from updating the placement position
Editors: Fixed annoying jump in position when first selecting something in ground mode
```

## Version 0.201a (November 20th, 2022)

```
Fixed multiple problem with flex beam (and rope) deleting/placement/etc
Fixed a problem with ropes/flex beams and undo mode
Fixed Flex beams getting weird with ctrl+shift+v
Fixed mirror mode not affecting drag-select
Fixed connectors not updating after 1/2 move/rotate
Fixed being unable to rotate the double wheel
Fixed deleting everything preventing you from doing anything else with the vehicle (or undoing it)
Fixed a couple bugs with loading a cabless vehicle
```

## Version 0.201 (November 18th, 2022)

```
Added new part: Basic Speaker featuring 8 different sounds and pitch/volume control (in Activated)
Removed copied settings when placing things (Control shortcut)
Changed mirrored mode to always rotate/move mirrored
Made mirrored mode more visually obvious
Forced edited vehicles to double-load if number of parts changes, or you place any new parts
- This fixes issues with motors/treads not working correctly the first time you play with them
Added material override to variable pipes and light beams
Fixed starting rotation not affecting all selected parts min/max rotation (only affected main one)
Fixed beam rotation going funky
Added Pos Snap (snaps the selected parts to 3D grid, based on the primary selected part)
Added Rot Snap (snaps to nearest orthogonal alignment, based on primary selected part and rotation mode)
Added option to change movement size [ + ]
Added option to disable ground effects for vehicles (cab advanced mode)
Added mouse-controlled movement and rotation (1 and 2 on main keyboard)
Added option to disable effects for Thruster
Added subtle trail effect to omni-wing part (can be disabled)
Added two new super-bouncy override materials
Made wrecking balls and steel orbs have material override option
Added connector-relative rotation for selected parts (Control + [ or Control + ])
- This is intended for after you paste and things aren't lined up the way you expected, but it's useful other times as well
Fixed some issues with ropes and bridge joints disappearing
```

## Version 0.200 (November 17th, 2022) Building selection update

```
Added multi-select to build mode
- [LMB] Drag to select multiple parts
- [Control + LMB] to add to selection
- [Shift + LMB] to toggle selection
Added editing support for multi-selected parts
- Only affects SIMILAR parts (same or resized parts, or wheels of same function)
Changed move [Arrow keys] to support multi-select
- No longer uses connected parts (see below), only what you have selected
- [Shift + Arrow Keys] now does 1/4 movement (instead of 1/2)
Added selected part rotation controls
- [Control + Arrow Keys] now does rotation
- [Shift + Control + Arrow Keys] uses 7.5 degree rotation (instead of 45)
Added shortcuts to select Connected [T] and Same Type [Shift + T] parts
Added Copy and Paste for parts [Control + C] and [Control + V]
- Pastes the new parts where the old ones were by default
Added relative part pasting [Control + Shift + V]
- Based on the highlighted connectors when you copy AND paste (Hold [Control] and you'll see it isolated)
Changed part setting pasting to [Shift + C] and [Shift + V]
- Applies to all selected parts (of a similar type)
Added shortcut to toggle rotation center [W]
Optimized start up time by moving map outline generation to first time you enter play mode
- Saves ~5 seconds to start game
Added some support for multiple cabs (no more single limit)
- First cab is still used for tracking player speed/etc
- Camera now tracks average cab position, will zoom out some based on overall cab bounding box
Made Tires and gears no longer cause sparks when hitting other parts
Added material override option for gears, flex wheel, and all the decorator parts
Added [Control+A] and [Control+I] shortcuts to select all and invert selection
Increased the part limit to 1500
```

## Version 0.191 (November 16th, 2022)

```
Added new part: Double Wheel
Added button to view all logic connections (hold L in build mode)
Optimized connector updating so large vehicles are a lot easier to work with (15x faster on 1100 part vehicle)
Changed steel orb + XL to use continuous physics (so they are better projectiles)
Added non-advanced mode editing of flex panel size (E and S are the shortcuts)
Increased max flex panel size so it can cover 5 full-size parts (instead of 4.5)
Fixed vehicle note editing being offscreen
Fixed connection highlighting showing the wrong index for some logic controls (2nd page and beyond)
Remove mirrored rope/flex beam part when disabling mirror mode
Fixed not being to rotate socket
Increased max number of drawn connectors to 4096 (fixes issues with massive vehicles)
Added possible fix for parts having inputs/outputs when they shouldn't
Level editor: Fixed ground editing of custom loops intersecting the bottom UI section
Level editor: Fixed ground editing not letting you edit the level name
Added Option to disable IJKL and numpad controls (keyboard cam controls)
Removed Joint Stabilizer in options menu (it's now part of the cab advanced menu)
Fixed issue with large buttons having too large a hitbox
```

## Version 0.190c (October 23rd, 2022)

```
Made a number of changes to powered swivels/pivots
Added torque multiplier for powered swivels/pivots
Fix axles and floppy+breakable
Adjusted steering wheel model (pushed wheel inward to make it more stable)
Adjusted chain link to be more stable (but no more distance flex)
```

## Version 0.190b (October 22nd, 2022)

```
Fixed connection bugs with axles/drivetrains
Fixed connector/collision issue with solid pipes (especially large one)
```

## Version 0.190 (October 21st, 2022) Prepare for take-off

```
NEW PARTS
Added new parts: Propeller and Propeller XL - Gets more lift from spinning than movement
Added new part: Wing - Gets more lift from movement than spinning
Added new part: AeroFlap - Tries to keep the vehicle moving in the direction of the flap (forward+backward)
Added new part: Gyroscope - Much stronger than real gyroscope, with separately adjustable spin dampening as well
Added 3 new parts: Power Drivetrain, Fast Drivetrain, and Axle - Added support for multiple connections on the 2nd half of a joint piece, so these are like swivels with multiple connectors
Added 2 new parts: Solid Pipe and Large Solid Pipe - Adjustable length pipes (Use E and Shift+E to change length)
Added new part: Flex Wheel Fixed - Adjustalbe size wheel (use E and Shift+E to change size)
Added new part: Flex Panel - Variable sized panel in length + width
Added 4 new parts: Gear 10/12 and Gear 16/18 (expand 10->12 and 16->18)
Added new part: Magnetic Plate - No more cages to trap Steel Orbs
Added new part: Fixed Bomb S - contract Fixed Bomb

PART CHANGES
Increased maximum vehicle parts to 1200
Added Thrust modifier for Turbine Vacuum (up to 5x thrust compared to previously)
Increased max distance to 500m for the distance sensor
Added new modifier to Fast Swivel/Piston: Ramp Speed (how fast it gets to full power)
Added Inflate Speed modifier to Balloons
Added Joint Stabilizer shortcut to Cabs so you don't have to go to Options to change it (still a global option)
Fixed distance sensor light not working (same with arrow always being red)
Fixed distance sensor not being active in build mode
Fixed toggle swivels ignoring independent motor
Fixed Power Swivel S doing nothing (not sure when it broke, but it's fixed now)

GENERAL/CAMERA CHANGES
Added Floppy + Breakable mode to Sandbox if you want to have a breakable vehicle (see above)
Improved follow camera so it is less jittery, better for nearly all situations/vehicles (not great, but stll way better)
Updated/improved camera save/restore (Tracking/Free mode)
* Use Shift+F7/F8/F9 to save positions
* Use F7/F8/F9 to restore positions (shows valid restores in upper right)
* F6 restores previous position from the last time you played
Added IJKL as camera movement keys (in most camera modes)
Increased max draw distance by 3x
Added groundwash effect for moving quickly over the ground (visual effect)
Added ground effect force boost when using a Heli Blade or Wing near the ground
Forced box colliders on level meshes to have a thickness of 1 in every dimension (fixes treads collision issue)
Sped up camera follow speed for Tracking camera mode
Updated first showcase vehicle and moved crystals away from trees on Pisces
- Still not sure why trees are leaning over randomly
Made CTRL affect all camera mouse movement with middle mouse button/wheel (5x speed)
Added First Flyer as a new Showcase Vehicle (replaces Triple Threat)

EDITORS
Made it possible to zoom WAY out in the editors
Removed speed-based camera shake in the editors (slightly reduced in-game)
Added new ground-plane generator for non-water using maps
Added shadow distance modifier to environment settings in island editor
Added HIDDEN IN-GAME and EDGE SUPERFILTER options for loops in ground editor (so you can generate grass/rocks on the ground plane that fade nicely)
Fixed some issues with the editor and orthographic mode (way more usable for island editing)
On maps with no water, added a surrounding dust effect when the player goes fast
```

## Version 0.172 (October 18th, 2022) Massive logic and advanced usability improvements

```
Improved input/output drawing, particularly when hovering over a control
Added visualization of distance/direction sensors (toggle on Debug Draw in Advanced Mode)
Added visualization of laser range
Added visualization of angle ranges for pivots and swivels with limits
Added visualization of position ranges for pistons/suspension
Made Logic Testing process/store in the actual gates during build mode (easier to debug complex logic)
Added adjustable starting angle to Suspension Socket
Added adjustable rotation limits to Suspension Swivel, Suspension Arm, Suspension Socket, and Pivot Spring
Made angle limits on powered pivots/swivels automatically update based on the starting angle
Made starting position restrict min/max position instead of the other way around (prevents breaking things better)
Added a new sandbox island: Desert Test (it's an early work-in-progress)
Made it easier to work with giant planes and loops in the island editor
Made it possible to fade the grass/rocks over a longer distance (per ground loop)
Removed default inputs from Logic Gates
Fixed (I think) toggle controls so they work with logic at very low/high frame rates
Fixed the input lights on logic gate updating at the wrong time
Fixed showing the popup for outputs when mousing over a physical control
Fixed lights not working with Always On
Fixed input/output drawing to highlight in double-mode correctly
Fixed being able to accidentally assign inputs/outputs to things that should have none (Logical Control buttons)
Fixed Suspension S having controls shown
Fixed some new first-time tool-tips being wrong
Fixed rotation of large piston (and others)
```

## Version 0.171 (October 15th, 2022)

```
Added 3D logic connection drawing for logical controls
- Shows current part by default (if it has any, or if it's a logic part)
- Shows parts with inputs/outputs when you mouse over a physical/logical control
Increased logic controls to 1024 (from 32), added page up/down controls to advanced mode (PageUp/PageDn also work)
Changed logic to run on FixedUpdate instead of Update, so it behaves the same at variable framerates
Changed Input/Output selection to be per-button instead of a 3-click cycle
Adjusted weapon sound volumes to be a bit more balanced
```

## Version 0.170a (October 15th, 2022)

```
* Added popup display to show what input/output you're assigning controls to
* Added shortcuts to change inputs/outputs remapping (5-8 on main keyboard)
* Changed outputs so they can also assign to a full axis
* Fixed issue with showing gamepad controls breaking build mode
* Changed things to be named INPUTS/OUTPUTS/CONTROLS consistently
```

## Version 0.170 (October 14th, 2022) Logic update

```
Added new part: Logic Timer - This is an input delay with 2 modes (see below)
Added new part: Logic Gates - Use up to 4 inputs and 3 gates to do some basic logic
Added new part: Basic Light - Customizable light that can also be used as a toggle for controls that don't have them
Added new part: Distance Sensor - Measures distance from the sensor (proximity) or distance from sea level (altitude)
Added new part: Direction Sensor - Measures your direction (North-East-South-West-Up-Down) or speed in those 6 directions plus 2 more (Sensor facing direction, or Any).

[Just wanted to interrupt and say each of the 5 logic parts serves multiple purposes. There will be more logic parts and things that trigger outputs, but these 5 should handle most of your programming/logic desires. Onward with the changes...]

Added new part: Free Piston - Works like Free Swivel, but in piston form. When not powered in use, it will slide freely. Power is also applied very differently than normal pistons.
Added new part: Quad Split S - Splits 1 connector into 4, intended for use with logic parts if you need to use a large number of them (larger version coming soon)
Changed and sped up connector + overdrive drawing
[*} Added 3 new part categories and rearranged some stuff (kind of a lot)
Adjusted min/max rotation to do exactly what you'd expect (relative rotation from your starting angle) on rotating parts
Adjusted min/max rotation angles to snap in better increments
Adjusted pivot direction display so it's more relevant/helpful
Added advanced build option to enable "independent motor" for limited-rotation parts (now the default)
- Independent motor parts will neither be affected by, nor affect, other rotation parts
- Set custom "Motor Linkage" index so you can link motors like you want (this is basically the old behavior, but no longer linked to controls)
Fixed mirror mode sometimes choosing the wrong mirrored part in certain cases (common with mini-wedges)
Fixed some limits/issues with suspension length
Fixed the logic for hiding advanced/help stuff
```

## Version 0.161 (October 3rd, 2022)

```
Add new part: Sliding Pipe (strength adjusts sliding friction)
Changed pistons to use Min/Max positions for improved usability
Updated 3 piston models to make them use staggered extensions
Rebalanced huge impacts in a few ways to make it less of a problem for massive vehicles
Added Mega Impacts slider to Sandbox mode so you can still play with extreme impacts if you want
Fixed release connector to apply force based on sub-part positions, not rigidbody
Made it possible to disable particles completely
```

## Version 0.160b (October 1st, 2022)

```
NOTE: Power Pivot S will be out of position if you placed it previously
* Fixed Power Pivot S not working correctly.
* Fixed Sliding Rail so it functions as it did before.
* Fixed expand/contract changing the color slot of the mirrored piece.
```

## Version 0.160 (September 30th, 2022) Mini update

```
Added support for multi-piece parts with super-flexible sizing
Improved piston functionality to allow far more range of motion and customizability
Updated parts: Small Piston, Large Piston, and Side Piston use new systems (revised 3-part models)
Updated parts: Side Suspension and Suspension use new flexible sizing (revised 3-part models)
Added new part: Suspension S (contract from Suspension)
Added new parts: Mini Beam (expandable to Mini Beam XL) and Mini Beam S (contractable to Mini Beam XS)
Added new parts: 4-Way Cross Mini (contract from Cross 4-Way) and Angle 90 Mini (contract from Angle 90)
Added new parts: Y-Split Mini (contract from 3-Way Y-Split) and T-Split Mini (contract from 3-Way T-Split)
Added new parts: Power Pivot S and Swivel 90 S (contract from full-size versions)
Added new parts: Fast Swivel S and Power Swivel S (contract from full-size versions)
Added new parts: Dump Box XL, Hook XL, and Spiky Ball XL (expand from Dump Box, Hook, and Spiky Ball)
Added new parts: Wrecking Ball XL and Wrecking Ball S (expand from Wrecking ball)
Added new parts: Mini Wedge and Mini Wedge XL
Updated parts: Flex Swivel and Flex Pivot models reduced in thickness
Updated parts: Round Cover and Square Cover reduced in thickness (Square Cover renamed Mini Panel)
Added new parts: Round Cover S/XL and Mini Panel XL/XXL (expand from Round Cover and Mini Panel)
Add option to choose which part size you prefer to place (smaller, normal, bigger)
Fixed Fast Swivels not being affected by Overdrive
Increased power to Fast Swivels (particularly high powered ones)
Increased the max angular velocity of vehicle parts (affects fast swivels in particular)
Changed camera to go way higher and fixed shadows when doing so
Increased max altitude parameter so balloons/rockets/etc can go higher
Added new big impact effects for large downward player impacts on ground/structures
Added toughness to blocks in structure editor
- INV makes them indestructible, otherwise is a hitpoint multiplier
Added connection to front of thruster (also fixes issue with them not aligning with mirror mode)
Fixed some cases of undo in ground editor (loops became unselectable, could also stop working completely)
Fixed Drill XL and Skid XL mass being too light
Increased size of water depth texture for island/water depth effects
Removed most particle effects from water under land
Fixed Magnets, Thrusters, and Fast Swivel not activating the overdrive glow
Renamed some parts to have more consistency (still not 100% consistent, but good enough for now)
Prevented both help and advanced mode from being active at the same time (build mode)
```

## Version 0.151 (September 27th, 2022) Soundtrack update

```
Added 4 new gameplay songs and 2 new build songs (plus 2 more bonus tracks)
Added soundtrack customization screen so you can choose which songs play
Added Mass Modifier, which adjusts entire player vehicle while playing (doesn't adjust mass display, select cab in Advanced Mode to edit Mass Modifier)
Doubled the max charge amount for distract mode (and structure testing)
Widened maximum zoom in/out range for most camera modes
Reduced damage to structural blocks (from structure/ground collisions only) when 120hz physics is not enabled
Added "Recommended" label to 120hz physics
Fixed expanding/contracting an object resetting the color slot
Made it more obvious which blocks are decals in the editor
Ignore all block damage for a short while after island loads
```

## Version 0.150e (September 14th, 2022)

```
Added updating to structures and islands:
1. Browse to the thing (structure/island) you want to update, push "Set Ready To Update"
2. Load the thing/edit it/etc.
3. Press Workshop Upload...
4. Update Island/Structure is a button, it should be available aka not disabled.
[It'll list the item ID, and the original item name. If the description was blank, it'll copy the description from the item you're about to update.]

Fixed not being able to upload islands with workshop structures on them
```

## Version 0.150d (September 10th, 2022)

```
Fixed entity list so markers/boulders load correctly
Reduce point particle size a little (they're more opaque than before, not sure why)
```

## Version 0.150c (September 9th, 2022)

```
STRUCTURE EDITOR FIXES & TWEAKS
Fixed Update Footprint not being undoable
Fixed maximum joint counter
Removed shortcut key for Center All in the structure editor
Changed wedge skew toggle to Control+W instead of Control+D
Removed Reset Cam from Structure Mode because it was not useful
Fixed Orientation checkbox not toggling correctly
Added objective outline offset to structure data (custom per structure instead of using BRIDGE flag)
Fixed Add At Mouse not hitting the ground in the structure editor
Disable Cam button in non-3D views, behaves same as Normal
Don't load color palette from editor level
Fixed Extrude from wedge was 2x longer than it should have been
Fixed Q (Fast Move) not being axis-aligned
Fixed Select All not creating the handle
Fixed F focusing on old selection instead of everything (with nothing selected)
Fixed F not doing anything in FREE mode
Added a Snap Size and Snap Position (below Reset Rotation)
Added buttons for tutorial videos to the editor hub menu (future ones disabled)
Added some confirmation to New Structure?
Fixed MirrorX/Y/Z having the wrong orientation for rotated & wedge blocks
Fixed "Select Intersecting" so it ignores wedge blocks
Fixed Select Non-Standard so it uses the size of the block, not it's axis-aligned bounding box
Fixed a few missing localization entries
Removed unnecessary warning about ground
```

## Version 0.150b (September8th, 2022)

```
Fixed custom mesh bounding box offset on import
Fixed some undo problems with meshes
Added new entity type: simple signs (arrows and 1, 2, and 3, use custom data to change the variant)
Turbine vaccuum applies more force to the player while underwater (3.5x)
```

## Version 0.150 (September 7th, 2022) World building update

```
STRUCTURES
Added new type of block for structures: Wedge
Removed right-angle restrictions to blocks/rotation
Improved tools to make structure creation easier/faster
Added painted block support to structures
Added support for custom structure palettes per island
Increased hitpoints for blocks so structures are a little harder to destroy

ISLANDS
Added support for custom meshes in Layout: Ground mode
Import/move/rotate/scale custom meshes
Added support for grass/rocks on custom meshes (all types except Upper)
Added palette editing for islands (affects structures)
Sped up camera in layout editor (hold CTRL to go faster)
Added ability to create Normal/Challenge/Expert objectives for a custom island
Added list buttons for selecting an island in Sandbox mode
Added ability to turn off water for islands (height ceiling still active, but can go down really far)
Added Editor region as an option for islands (mostly for the grid-matching dust effects)

STEAM WORKSHOP
Added uploading/downloading structures thru Steam Workshop
Added Steam Workshop structure support to Island editor
Added uploading/downloading islands thru Steam Workshop
Added auto-downloading of Workshop structures on Workshop islands
Added support for playing workshop islands from sandbox mode, play mode, and more

VEHICLES/GAMEPLAY
Added variable max strength for part types
Increased max strength of many part types (things that spin or extend)
Made power wheels go faster/apply more force at higher strength values (can make faster vehicles)
Added reverse-cycling for strength (Hold SHIFT and press S or the button)
Added fine-tuning for advanced mode sliders (Hold SHIFT)
Allow disabling of effects for mini-thruster
Fixed collision with bullets and triggers, and collision with attachers + triggers
Reduced atmosphere falloff to be weaker, made balloon have way more buoyancy underwater
Changed map grid/dashed line drawing to speed it up
```

## Version 0.127d (August 4th, 2022)

```
* HACKED the vehicle spawning code to deal with treads/chainsaws being messed up after they are first placed in build mode.
* Added strength setting the Suspension Swivel.
* Updated part starting positions/angles when copy-settings is used (and fixed cost not updating).
```

## Version 0.127c (August 2nd, 2022)

```
* Added new part: Side Offset (and Side Offset XL) to Frame category
* Updated a few showcase vehicles to have better suspension
```

## Version 0.127b (August 2nd, 2022)

```
* Fixed bug with unlocking in campaign
* Fixed particles being offset on vehicle spawn
```

## Version 0.127a (August 2nd, 2022)

```
Fixed 3 sandbox islands not loading
```

## Version 0.127 (August 2nd, 2022) Vehicle building improvements

```
* Added New Part: Angled Y-Split (like a double turn 45 combined into one part)
* Added Copy-Paste for part settings (CTRL+C to copy, CTRL+V to paste)
[NOTE: Paste is to the HIGHLIGHTED part, not selected part]
* Added Copy-settings placement option (hold CTRL while adding a part)
* Increased max speed of vehicle spawn/despawn animation
* Added triple-speed option for vehicle spawn/despawn (hold SHIFT)
* Added warning for workshop vehicles with hacked strength values
* Changed lighting settings for Compound
* Fixed bullet collision issue that made them collide with water incorrectly (and disappear mid-air)
* Fixed custom island loading issue with old islands
* Fixed key-holding bug when you started gameplay
* Disabled shot cost display in advanced mode
```

## Version 0.126a (July 26th, 2022)

```
* Fixed Suspension Arm and Pivot Spring not bending correctly in most orientations
* Fixed angle limits for Suspension Arm
* Removed position for Suspension Socket
* Removed blank description for X8 Rifle
* Fixed collision for Gauss Gun not working
```

## Version 0.126 (July 25th, 2022) A big weapons update

```
* New part: X8 Rifle (fires bullet, with high rate of fire possible)
* New part: Gauss Gun (fires explosive bullet, with medium rate of fire possible)
* Added weapon firing modes to all 4 projectile weapon parts (Single Shot, Automatic, Burst)
* Added refire rate, burst size, and relative delay settings to weapon parts (advanced mode)
* New parts: Suspension Swivel, Suspension Socket, and Suspension Arm
* Added Strength (mass) setting to Steel Orb and Steel Orb XL
* Replaced Structure Zoo 2 with Compound, which is now the default Sandbox island
* Fixed weapon trails jumping around sometimes (particles and trails each had a similar to distinct version of this)
* Updated cannon part model to fit sizing of projectile a bit better
```

## Version 0.125 (July 20th, 2022)

```
* Added/updated bonus discounts for all missions
* Added/updated star ratings for all missions
* Updated some showcase vehicles (10+)
* Updated some missions/objectives
* Made mouse cursor not disappear when using gamepad in menus
* Fixed Showcase vehicle labels not always correct (how they unlock)
* Fixed YouTube-created vehicles being locked
* Fixed issue with secret objective on Centaurus
* Fixed built-in structure loading issue with custom islands
```

## Version 0.124 (July 13th, 2022) Upgraded to 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 (July 8th, 2022) 8 new prototype islands

```
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 (June 13th, 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 (June 10th, 2022) New Part Party

```
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 (May 26th, 2022) Big building update

```
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 (May 12th, 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 (May 2nd, 2022)Small tweaks and bug fixes

```
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 (April 27th, 2022) Changes

```
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 (April 26th, 2022) minor fixes

```
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 (April 26th, 2022) Major Update

```
(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 (April 20th, 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 (April 15th, 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 (April 11th, 2022) Structure and Layout Editor enter Beta phase

```
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 (March 28th, 2022) Relatively minor changes, but a decent amount of them:

```
* 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 (March 24th, 2022) minor fix

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

## Version 0.112a (March 24th, 2022) minor fix

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

## Version 0.112 (March 24th, 2022) Brings Big Workshop Improvements, Undo/Redo, and More!

```
* 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 (March 23rd, 2022) Radeon RX 500 (and earlier) cards: Slowness Fixed!

```
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 (March 12th, 2022) Minor fix

```
* 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 (March 12th, 2022) Upcoming Features

```
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 - Round Parts Extravaganza (March 10th, 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 Mission star update (March 8th, 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 - Steam Workshop Improvements (March 7th, 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)
```

## Steam Workshop Support - Beta (0.106) (March 6th, 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 (March 3rd, 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 (minor version)

```
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 (March 2nd)

This is the first build published after the game entered public Early Access,, ignoring the Demo.

```
* 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)
```