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Update V0.6.2-7336 - Advanced Building Tools Bug Fixes

Hello Everyone! Today we’ve got another update for you which brings the new advanced building tools to the live version of Besiege as well as more bug fixes! https://www.youtube.com/watch?v=uWKEJ92486U If you missed the last post we made, we’ve decide to add a selection of new advanced building tools to Besiege. They will let you, rotate blocks at custom angels, select and copy sections of your machines, move selected blocks to other areas of your machine and ignore intersecting when placing blocks!
The new advanced tools are turned off in the options by default but can be easily toggled on in the main menu’s options or whilst playing the game under the cog menu. This is to prevent confusing newer players by having too many building options when they first start playing the game.
Please also note that a scaling tool is not included in the advanced tool suite and there is no plan to add this option into the vanilla game. There is quite a bit of contention in the community about whether Besiege should support the scaling a blocks, but it’s never been something we envisioned as being part of Besiege. So the scaling of blocks will remain a non-vanilla method of building.
Recently we’ve been working on a complete overhaul of the way that mapped keys are displayed. The original system was designed for far simpler machines and is not very helpful when you’re trying to figure out all the buttons for larger, more complex machines. The new system works by placing all of the keybindings attached to a machine in a single list. Blocks with the same keybindings are grouped together, this allows you to quickly see all the blocks which are being affected by a particular key. Hovering over a key in the key mapping overview will highlight the blocks it applies to in blue. No more staring blankly at dozens of little squares on your screen, desperately trying to figure out how to move forwards. ^^ That’s all for now folks, but we have got a number of other cool things in the works (Don’t worry we’ve not forgotten about levels!), so stay tuned for further announcements about upcoming content! Cheers! Von Changelog: Additions: - Added "Basic", "Advanced" and "Built with Mods" machine tags - Added extra security to ToggleBT::Set - Added message data length verification to some of the network message processing code - Re-added fire avoidance by default. Fixes: - Fixed Scaled Rocket Center of Mass - Calls proper update methods after resetting machine rotation - Fixed NREs after auto removing brace - Fixed MyBounds for modded blocks - Fixed weird edge case where the machine middle calculation couldn't find the starting block - Fixed NRE edge case when last selected entity is null - Added nullchecks to Entity transform tools in case one of the entities is (currently being) destroyed - Deleting and duplicating now uses the transform caching system - Fixed machine rotation stepping - Center of Mass updates correctly when build zone is moved - Machine tools gizmo now uses AddPieces centerOfObject instead of MachineCenterPos (latter doesn't update while machine is calculating clusters) - Fix for the StructuralPhysJoint in MP because of a prolonged FixedUpdate when a lot of wheel are involved - Fixed purple smoke from 3 AI prefabs - Undoing machine move now correctly updates the gizmo - Fixed SoundOnClick and CanonBlock trying to play a disabled sound source - EntityLogic::UpdateLogic now checks if the current event is within the events range Changes: - Made rotate tool more sensitive - Deselects everything when Machine::PostLoad is called - No longer processes BlockSelectionTool hotkeys while machine is simulating - No longer displays warning message when FireController couldn't be found when receiving douse message on the arrow projectile - Revised DouseFire method - Now checks isEditingLevel when updating block tool gizmo - Nullchecks collider directly instead of first fetching the transform in TriggerSetJoint::ConfigCheckForDoubleJoints - Snapping is now based on current position, not the global position - No longer tries to flush transform cache in SP when creating undo actions


[ 2018-03-09 16:41:38 CET ] [ Original post ]



Besiege
Spiderling Studios
  • Developer

  • Spiderling Studios
  • Publisher

  • 2020-02-18
  • Release

  • Simulation Singleplayer
  • Tags

  • Game News Posts 82  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Overwhelmingly Positive

    (43396 reviews)


  • Review Score

  • http://www.besiege.spiderlinggames.co.uk/
  • Website

  • https://store.steampowered.com/app/346010 
  • Steam Store

  • The Game includes VR Support



    Besiege Linux Depot v009 [552.45 M]Besiege Linux Depot v010 [811.99 M]

  • Public Linux depots

  • The Splintered Sea
    Besiege: Supporter Pack
  • Available DLCs

  • Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the desperate enemies have at their disposal. Create a trundling behemoth, or take clumsily to the skies, and cause carnage in fully destructible environments. Ultimately, you must conquer every Kingdom by crippling their castles and killing their men and livestock, in as creative or clinical a manner as possible!
    MINIMAL SETUP
    • OS: Ubuntu 12.04 or higher
    • Processor: 2.2Ghz Dual CoreMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: OpenGL 2.0 compatible. 512 MB VRAM
    • Storage: 3 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 12.04 or higher
    • Processor: 4Ghz Quad CoreMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: 3 GB Dedicated VRAM
    • Storage: 5 GB available space
    GAMEBILLET

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