[p][img src="https://clan.akamai.steamstatic.com/images/25941108/c77d0a7de6a021dde4fc3fe7b565b7bfa9fb1537.jpg"][/p][p]All Rust placement volume/socket components and checks are now included in Fortify. [/p][p]These are kind of like "hitboxes" that check specific areas while placing. What was used before in Fortify was a simplified version of this, it took lots of code sleuthing to get the full picture.[/p][p]Much time was spent facilitating the transfer of all of this to Fortify and replacing or changing many older systems and the physics layers used. [/p][p]The biggest change is volume checks can be for specific prefabs or exclude them. A couple of examples would be planters blocked by other planters and a check on top of foundations for floor frames. [/p][p]These changes led to other improvements:[/p]
[p]messages for why placement is blocked[/p]
[p]more deployables can be placed on, including the watchtower, table, tool cupboard, workbenches, boxes, with more to come in the near future[/p]
[p]accurate water placement check[/p]
[p]Fortify is much closer in Rust accuracy now, I want users to trust that everything will work in game. There's still more work to be done and feedback is very welcome. Sorry for the wait with some of the latest Rust update changes but this seemed like a worthwhile time investment. [/p][p]Other changes:[/p]
[p]added single wall shelf and half height shelves[/p]
[p]added blue industrial light[/p]
[p]changed foundation models while making them slightly wider for accuracy's sake[/p]
[p]scaled down the chicken coop to match the rust change, it can now be snapped to floors[/p]
[p]added the new vending machine electric input that's needed to preserve food[/p]
[p]changed PTZ camera placement to allow for angled surfaces[/p]
[p]added crafter snap point to engineering workbench[/p]
[p]added jungle skin override in rust copy-paste options[/p]
[p][/p][p]Oh and be on the lookout for a Fortify sale in the near future. [/p]
Update 135 - startup panel replacement
Finally upgraded unity from 2019.2.2 to 2022.3.6 (close to what is used for Rust). This upgrade required moving the startup panel screen/input functionality within fortify because it was removed after 2019.2.
Runtime rebinding required switching to unity's new input system which unfortunately can't transfer old custom keybinds. Benefits include the ability for UI text to display custom keybinds and much better controller support... if there's enough interest.
Hopefully this upgrade with fix some of the rare startup problems some users experience. If you know anyone affected please get them to give it a try.
- added railroad planter triangle
- added visual range to planters that show the new stack blocking collider, it isn't functional yet but will be included in a complete overhaul of the placement blocking system that is coming soon
- removed rectangle select mode, hold MMB to use this type of selection (added a keybind option)
- fixed missing hopper button, sorry about that
- added missing bottom part of double door frames
- updated armor door models with smaller more accurate hatch size
- fixed bug preventing placing pipes when "wire power" option is selected
- added spring to resource count for pressure pads
Update 134 - farming 2.0
- added triangle planter
- added cooking workbench
- added beehives
- added engineering workbench
- added plants to planters just because
- moved around a few deployables in the place list
Just wanted to get in some important rust update deployables early, there will be a small patch after with some minor fixes and to include any rust changes.
In case you missed the recent big update: https://store.steampowered.com/news/app/505040/view/502817574909642989
Keeping up with rust has continued to be very time consuming, if you're a long-time user please consider supporting development.
Update 133 - more deployables
- added stationary ballista
- added card and blackjack table
- added frontier planters: bathtub, minecart and railroad
- added pattern sofa
- added barbed wooden barricade
- added conditional roof bottom piece
- added field of view slider to options, changed the default FOV from 65 to 70
- added visual placement collider for high externals and carlift
- fixed the file list date sort using date created instead of modified
- root combiners can now be placed after splitters
- added IO outline color picker to options
- fixed autosave frequency option not saving
- cull distance option now hides parts at 30m instead of 50
- fixed tool cupboards with a new skins not importing with copy-paste saves
- fixed sentry interference range material causing weird pixel wiggle effect
- holding alt while rotating with Q/E rotates 15 degrees instead of 30
Good news! After much effort I finally managed to get the complete picture of all the stored info, colliders, and physics layers used by each rust prefab that determine it's allowed placement and what it blocks. Fortify is close but definitely could use improvement in this area. It will still take a lot of prefab and code changes but it's been a goal of mine for a long time.
Workshop design used above: https://steamcommunity.com/sharedfiles/filedetails/?id=2563665094
Update 132 - autosave
- added garlands (wall frame, doorways, and windows) and the white Chinese lantern
- added autosave functionality, saves 3 files before overwriting those (remember to save a new file after opening!), the frequency can be set in options, default is 10 minutes
- adjusted scroll wheel rotation to be lower at first but accelerates faster than before
- pressing Q/E now rotates 30 degrees instead of 5
- added a slight rotation snap when placing deploys on floors/foundations making wall alignment easier
- added an outline material to IO cubes to match the colored arrows now in rust, green input and blue output, color customization will be included soon
- added electrical device changes from rust update: fully charged battery outputs, more devices with wall rotation, storage monitor passthrough and more
- improved electric code, mostly to do with more accurate usage in some situations but also fixed timer pulsing not working and other small bugs
- electric lights are now enabled while placing
- added visual limited building area for large furnace
- optimized copy-paste export, only noticeable with very large saves
- fixed a move tool bug that could occur if selection included foundation steps
- fixed half height foundations not being red blocked when placed against a wall frame
- part picker tool now hides placement part while using
Happy holidays everyone! Keep an eye out for possible upcoming discounts and give the gift of Fortify this holiday season.
Slightly modified this workshop design for the image above: https://steamcommunity.com/sharedfiles/filedetails/?id=2669252080
Update 131 - wallpaper and improved copy-paste
- added all the walllpaper plus one of my own design, these are applied (only on the weakside) from the edit panel
- added 90° angle snapping rotation for industrial/fluid parts when not on floors or ceilings
- finally added doorway and window trim,
- added extend functionality for spiral stairs
- added a bit more model detail to some switch type devices
- added the missing industrial pipe color
The copy-paste plugin for Rust recently had a big update. Most relevant to fortify were elevators and industrial pipes now being supported. There's a new child entity system for certain parts that required a bit of work.
The follow changes are copy-paste related:
- made elevators and powered water purifiers compatible with the plugin changes
- elevators now correctly snap lower into foundations/floors, replace any from old files before exporting
- fixed elevators connecting to others through floors
- added door controller import with the plugin changes but exporting still needs more work
- fixed the missing color picker for the metal skin override in options
- fixed the wood skin override not applying
- added "device offset fix" to options, the origin position of a bunch of electric parts was changed in a recent Rust update, this fixes older copy-paste files on import
More could be done for copy-paste compatibility like adding a placeholder prefab so less is lost when transferring back and forth. Suggestions are welcome.
I definitely got bogged down with this copy-paste work which is extra frustrating because of the limited time I have for updates these days, would rather be adding cool new features.
Update 130 - new features and fixes
Spent some time on improving the resource count part list, each part now has it's own UI element. When mousing over one, all of those parts in the scene are highlighted with a shader that draws over everything. Clicking the + icon selects all of that part type (unless using structure select). There's lots of possibilities for other buttons/functions with this change and suggestions are welcome.
- added digital clock, click to test alarm passthrough
- the TC range view now uses multiple shades of orange for each selected structure, still needs an option to change height order (avoiding z-fighting)
- added a toggle to stability view to only show under 10 stability colors
- added missing industrial pipe colors from rust
- fixed tri spiral stairs blocking and being blocked by walls on the column side
- fixed extended walls/frames missing a section
- fixed double roof splash damage in raid mode
- added a proper placement collider to rugs
- fixed the mouse 4 tier change menu not working
- wallpapers aren't in yet, still determining the best way to do so
Patched in already:
- fixed saves with closed doors and no code lock not loading correctly
- multiplayer fix for other player parts not going away
- fixed scientist avatar not showing for other players
- fixed parts not being selected when moving mouse over UI onto part
Update 129 - ramp tier models
- finally added different ramp tier models with a center cutout material
- added the new elevator stack limit of 11 (6 before)
- fixed some elevator stack bugs after making certain changes
- fixed a bug with exiting edit mode not properly canceling the move tool if in use
- fixed bugs with swapping between certain camera modes
- fixed a walking mode bug that involved sinking into a roof when crouching on it
- more small bug fixes
Patched in already:
- fixed roofs not being added to symmetry if overlapping another
- fixed merging files with wiring
Update 128 - improved TC range mode
The tool cupboard range mode has been improved, see the ranges for separate structures at the same time, hide a structure's range and quickly update ranges after making changes. What's visible is now saved when toggling the mode off an on.
- added the motorbike
- fixed incorrect copy-paste file positions for switch type devices, splitter and timer, facepunch recently changed the origin position of these prefabs
- improved (more accurate) height check for ramps and the full model is now shown while placing
- adjusted mid wall placement collider thickness to not cover frames placed there
- fixed getting caught at the base of roofs in walking mode when trying to climb
- fixed a bug with vending machines not being placeable on top of walls (except doorways because of snapping)
- fixed tri floor frames not including parts when using extend
Give the gift of fortify or upgrade for less, both are on sale through July 11th.
- added the seismic sensor, use it's panel to test different detections or click on it, I might make the visual range adjustable eventually
- updated a few things to match the rust update, most notably the 15% smaller medium battery
- all deploys that stay aligned on walls in rust should now match (electric lights, block shaped devices, fluid parts)
- added height adjustment when placing the refinery and large furnace
- fixed door controllers not being added to symmetry
- fixed disconnected door controllers when copying or exiting raid mode
- fixed some placement rotation bugs when using the copy/move "on wall" tool
- fixed small deploys not being added to symmetry when very close to others
- improved the large furnace model
Patched in already:
- added automatic door controller connection when replacing doors
- third person mode now uses level camera movement if enabled (in options)
- fixed walking mode when level camera movement was on
- fixed unpowered pressure pads not sending power when stepped on
- more accurate large water catcher placement colliders
- fixed door controllers not connecting to open garage
- fixed door controllers blocking wall parts in tri floor areas
- overlap replacing a door/wall frame will now remove any door controllers
- fixed door controller open input not overriding a powered close input
- added towel bag timer visual range
So I've started a buymeacoffee page, there's also a link in the fortify menu. It feels weird but the rust update workload continues to stay high and sales haven't been. Development will go on regardless.