0.2.0 - Geometrics (Alpha Release)

Sprocket

Carefully balance mobility, firepower and armour in a dedicated tank designer. Then uncarefully put them to the test in a series of combat scenarios progressing through the ages of the tank. Here, your limit is what you can fit inside your hull and turret while still being able to move forwards.

Hi all, The 0.2 closed alpha is complete and all major issues have been fixed. The public alpha begins now and the update cycle returns to normal. [b]Test it now by opting into the '0.2-alpha' branch in the game's betas tab. (Sprocket > Properties > Betas)[/b] You wont be able to load old designs until 0.2 is closer to its beta release. Aside from fixes, development will now focus on bringing missing features over from 0.127, as well as iterating on the new features based on your feedback. [h3]Additions[/h3] [list] [*] Added turret baskets. [*] Duplicate and move now applies to every selected part, instead of only the last selected. [*] All parts attached to a part will now move when it is moved. [*] Parts can now be placed on cannon barrels. [*] Parts can now be moved on planes, instead of purely on single axes. [*] Rotation sensitivity can now be halved while placing parts by holding shift. With snapping enabled, this will half the snapping angle. [*] Rotation snapping can now be toggled by holding control. If rotation snapping is on by default, holding control will disable snapping. [*] Part repositioning toggle is now per compartment and is saved across loads. [*] Part move, rotate and resize can now be started using the same hotkeys as when editing points in freeform. [*] Freeform can now mirror deletions, fills and extrusions. [*] Added colour variation on vehicle dirt. [*] Added paint colour variation. Particularly noticeable on flat paint, which is no longer one solid colour. [*] Suspension arm length can now be edited. [*] Track length and width syncing to the hull can now be manually toggled. [*] Track wheel array total length can now be manually set. [*] Track wheel grouping can now have an offset. Letting you layout wheels like [oo ooo o] instead of being limited to [ooo ooo]. [*] Cannons can now be assigned to more than one firegroup. [*] You can now hold the group select key (Ctrl by default) to select an entire plate in freeform. [*] Added ability to switch parts in-place by selecting the desired parts and picking a different variant. Only works on certain part types (side skirts, plates, fenders, cupolas and exhausts) [/list] [h3]Changes[/h3] [list] [*] Freeform has been rewritten from the ground up. [*] Open-topped vehicles are now possible. The requirement to have compartments fully sealed is no longer necessary and has been removed. [*] Turrets now have a hole in the turret ring. [*] Generated hulls now generate a hole in the top, for turret placement. [*] Ammo racks can now be extended lengthways. [*] Ammo rack obstruction is now based on the area you allocate, instead of the shells themselves. Allowing you to make changes to shell size without invalidating all of your ammo racks. [*] Adjusting turret ring height no moves all parts, regardless of whether they're picked up by part repositioning. This includes freeform turrets. [*] Cannons are now placed independently from mantlets. Though they wont be able to move unless they're placed on a mantlet. Multiple cannons can be placed on each mantlet now. [*] Cannons can now be selected by right clicking on their barrel. [*] Rewrote input handling. Should make every input more predictable across the editor. [*] Crew roles are now assigned by assigning parts to operate, instead of setting the role and then configuring it. [*] The vehicle editor to a more point and click to edit style of navigation, instead of navigating through tabs. e.g. Selecting a cannon will enter the cannon editor. [*] Cannon blueprints are no longer deleted if no cannon is using them, they'll stick around until the designer is restarted or a new design is started/loaded. [*] Collision detection between parts is now much more accurate and responsive. [*] Cannon rotation constraints are now set manually. This then creates an area of space required to be clear for the set rotation range. [*] Made edges half as thin on designer GUI overlays. [*] Overlays are now switched via buttons on the bottom right of the screen, instead of a dropdown. [*] All tabs can now be activated by dragging the pointer over them while the left mouse button is pressed. [*] The vehicle editor now goes through a more thorough reload when changing designs and eras. This increases general stability. [*] Removed slider to recess cannons into the mantlet, as this can now be done via the move tool. [*] Track design options are now only displayed for the selected track part, so you wont have to search through a long list of track options anymore. [*] Track belts now adjust track segment length slightly when belts are generated, allowing belts to fit together perfectly, without a non-aligned belt segment near the rearmost roadwheel. [*] Track wheels are now moved using the placement tools, like every other part. [*] Wheels now receive unique paint mapping, so they'll appear less repetitive. [*] Paint mapping is now updated while placing parts, instead of only updating when the part is placed. This isn't really necessary but it looks cool. [*] Standardized fender dimensions, so switching between fender variants shouldn't require you to rescale them. [*] Part mirroring is no longer detected by their positions, but by a solid link. Meaning if they get out of alignment, moving them with mirroring enabled will re-align them. [*] Disabling mirroring now disables mirroring when moving parts via the move tools. Instead of only disabling mirroring during placement. [*] Autosaved designs now preserve their design name, instead of renaming the vehicle to 'Autosave'. [*] Improved responsiveness of the move placement tool and generated compartment click & drag, removing the disconnect from the part and the cursor. [*] .blueprintMeta files are no longer necessary and wont be created for new designs. [*] Undo redo has had a complete rewrite. It should be fully reliable now. [*] Click and drag editing of compartments can now be cancelled by right clicking. [*] Made freeform vertex and edge selection more predictable and responsive. [*] Freeform snapping is now enabled by default, with the default precision changed to 1mm. Units changed from metres to millimetres. [*] More grime is now added closer to the ground. [*] The hotkey to exit and enter the vehicle editor can now be rebound separately. [*] Remodelled and retextured the spoked wheel to bring it up to standard with the rest of the game. [*] On axles with more than one wheel, the inner-most wheel will now face inwards. [*] Changing suspension arm angle and length now changes the suspension position, instead of the wheel positions. [*] Exhaust visual effect reworked to plume more and linger longer. [*] The number keys are now used to switch between editor overlays. [*] Message logs now have a solid shadow background, instead of a blurred one. [*] LOS armour plate thickness is now more realistic and is more accurate on plate corners and sides. [*] Edges are now permanently visible when editing in freeform. [*] Part obstruction has been removed for all decorative parts. [*] Removed the scale rod from sandboxes as correct vehicle scale is now enforced. [*] Rotated flat sandbox sky 180 degrees and reduced contrast to brighten dark areas. [*] Decal URL input field character limit raised from 64 to 2048. [*] Reworked freeform slope tool to use a linear input instead of a radial one. It now acts like dragging a glacis on generated compartments. [/list] [h3]Fixes[/h3] [list] [*] Resize tool visual gizmo now matches resize direction when global space is enabled. [*] Global rotation with the rotation tool is now possible. [*] Fixed camera clipping into certain cupolas when zoomed into commander first person. [*] Fixed alignment of the Churchill VII front and midsection fenders. [*] Fixed a memory leak that occurred when saving designs. [*] Improved freeform detection of mirrored faces. [*] Fixed camouflage misalignment on scaled parts. [*] Mirrored non-planar plates will now be perfectly symmetrical across the vehicle. Also prevents some cases of part auto-repositioning breaking part symmetry. [/list] [h3]Optimizations[/h3] [list] [*] Custom paintjobs and decals now load over time, instead of all at once. [*] Cannons now have lower levels of detail generated, speeding up their rendering when far away. [*] Improved speed of track belt generation. [*] Optimized vehicle shader paint coordinate calculation. [*] Optimized many models. [/list] Thank you for the continued support and patience. Enjoy! - Hamish