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v1.3

Fantastic contraption above is the Walking tank MK 1 by debt

[1.3] - February 24 2020


[h3]Added[/h3]
- A single extra firework variant
- A set of bells ranging from C4 to C5
- Structural metal pole thing
- Siren
- Propagation wire glows when an activation travels through it
- Tiny map
- Limbs can now explode when hit with overwhelming firepower
- Resizing
- Right click an object, select resize. Two handles will appear, one for each axis.
- Hold shift (or what you have assigned to "rotate faster") to resize in both axes simultaneously.
- Limited to uniform scaling when resizing many objects at the same time
- Risky expanded gore mode
- Adds a number of organs and reintroduces guts to the game. This option is disabled by default and should stay disabled considering the performance impact and limited support / attention. Enable at your own risk :)

[h3]Changed[/h3]
- The majority of all machinery is now destructable and will generally cease all function when destroyed
- Behaviour of aerodynamic objects
- General Purpose Bomb is now aerodynamic
- Atom Bomb is now aerodynamic
- Intensity of plate debris rotational force
- Firearms now have properties that better reflect their real life version
- Cathode lights will now shatter when hit with the Beam Rifle and explosions
- Piston textures
- Cathode light texture
- Car textures
- Barrel texture
- Sentry Turret texture
- Lagbox is now gray to indicate its actually made of metal
- Desaturated blood
- Context menu has a scrollbar
- Propagation wire is thinner and looks different
- Increased maximum double click time for map thumbnails
- Black hole sound
- Muzzle flash brightness and resolution
- New sounds for nearly all traditional firearms
- New tank shot sound
- New machine gun sound
- Disabled fake reverb
- Metronomes and detectors will no longer propagate direct activation signals (excludes context menu activation)
- Versioning will from now on go 1.3 -> 1.4 -> 1.5 and so on

[h3]Fixed[/h3]
- Infinite fireworks activation
- Incorrect cathode light weightlessness effect position
- Incorrect broken plate highlight
- Incorrect broken plate spawn position
- Giant wooden bowl not looking burnt after being burnt
- Disassembler muzzle flash is no longer gigantic when weightless
- Canceling saving a contraption is no longer broken
- You can once again pan while hovering over the toybox panel

[h3]Removed[/h3]
- Metronomes no longer burn when energy flows through
- Cathode tube lights don't make take mass away from their surroundings when shot anymore

1.2.7



[h2][1.2.7] - December 26 2019[/h2][h3]Added[/h3]
  • Laser receiver
  • Silver atom bomb texture alternative
  • Text display item
  • General purpose bomb
  • Added plates
  • Added a table
  • And a chair too
  • Stun weapon
  • Fireworks
  • Bowling pin
  • Bowling ball
  • Void map
  • Snowy map
  • Flat bit at the top of Slanted
  • You can double click map thumbnails to load them
  • Blaster bolts now push reflective objects away too
[h3]Changed[/h3]
  • Replaced "pain" meter with an oxygen meter in the inspector
  • Halved drown time (from 4 to 2 minutes)
  • Decreased chance of losing consciousness on impact
  • Halved water impact damage
  • Abyss thumbnail
  • Normal handgrenades are now less powerful
  • Blaster impact
  • Tank texture
  • Wooden pole texture
  • Button texture
  • Made context menu a little bit smaller
  • Certain UI colours
  • Muzzle flash
  • Generators make less noise
  • Humanoids are now always of equal weight, no matter their height
[h3]Fixed[/h3]
  • Drowning
  • Bugs to do with crushing & decimation
  • Elimination of tribulation animation synchronisation
  • Rendering optimisation
  • General optimisation
  • Buttons are no longer made of plastic
  • Laser turret serialisation

v1.2.6

[1.2.6] - November 17 2019
Added
  • Lagbox
  • Cathode lights
  • Laser sentry turret
  • Limb status view
  • Limb crush sensitivity setting
  • F1 opens control screen
  • Added an option for detectors to only trigger on detection, instead of triggering on undetection as well
  • Limb status (toggle with S by default)
  • Detailed inspection of limbs (right click a limb, select Inspect)
    • Attempts to combine all information of selected limbs (from different people as well) and display useful information regarding all of them.
  • Some more ambience
Changed
  • Tank fire sound
  • Humans don't paint the floor with blood when they're drained
  • Firearm damage is now affected by distance
  • Firearms are more powerful at point blank range
  • Increased global bullet speed
  • Halved firearm impact force
  • Decreased bullet speed and damage of the M1
  • Clamped impact particle sizes
  • Slight blue tint
  • Increased health of certain limbs
Fixed
  • Major firearm ballistics model bugs (especially exit wounds registration)
  • Minor crushed limb bugs
  • Dismembered limbs reacting to fire
  • Damaged androids not sparking anymore after 1.2.2
  • A few spelling errors
  • Scherbenwerfer launching point
  • Zombie issues
  • Fixed a bug to do with deleting an object while having the context menu open
  • Fixed an activation propagation problem
Removed
  • UI scale setting (it now resets to 100%)

v1.2.5

[1.2.5] - October 27 2019
Added
  • Glock 17
  • Desert Eagle
  • PPSH
  • M1 Garand
  • Vector
  • Stielhandgranate
  • Disassembler gun
  • Decimator
  • Total limb crushing (toggleable in settings)
  • Physics iterations slider in the settings menu. Higher values for a more accurate simulation. Lower values for a better framerate.
  • Adrenaline
    • Humans will get a slight increase in strength and consciousness in response to intense pain
  • Changed default jukebox texture
  • Added a new texture to the jukebox
  • Added jukebox context menu options
Changed
  • Updated sniper rifle sound
  • Improved bruise look
  • Smoothed out the slanted map
  • Crystal sprite
  • Scherbenwerfer sprite
  • You can now hold wrenches
  • Humans bleed out 1.5x as fast
  • Humans and androids can now hold objects with both hands
  • Objects held by humans and androids will now drop on death (of the arm)
    • This also means objects will immediately be dropped when you attempt to pick something up with an incapable arm
  • Firearm performance improvements
  • Increased head joint strength
  • A little extra logging info
Fixed
  • Fixed the slanted map devouring sharp objects
  • Animation override is now correctly preserved when saving/loading
  • Zombies will no longer remain cowered forever
  • Fixed minor ragdoll problems
  • Fixed incorrect jukebox thumbnail

v1.2.4



[1.2.4] - October 12 2019


Added
  • Pumpkin
  • Scherbenwerfer
  • Electricity Transformer
  • Mirror
  • The ability to toggle weightlessness on objects


Changed
  • Freezing outlines now disappear after a second
  • Crossbow finally has knockback
  • Bleeding wounds now heal automatically
    • This also means the lethality of wounds is now based on how deep it is. Syringe wounds heal quickly, while a spear through the stomach won't heal at all.
  • Sharp objects can now penetrate multiple objects
    • This breaks any lodged objects in saves from older versions
  • Improved performance of particles
  • Updated to Unity 2019.2.8f1
  • Made androids a bit less powerful (their strength was ungodly)
  • Syringes are now grippable



Fixed
  • Fixed upper arms locking after life syringe
  • Fixed human heads being ever so slightly offset
  • Fixed decals occasionally rendering on top when they shouldn't
  • Fixed cables should be more stable now
  • Floodlight-light appearing incorrectly underwater
  • Fixed a bug where sharp objects would get stuck in other objects
  • Truck thumbnail
  • A few items refused to interact with water (thank you, hugopolis)
  • Non-existent objects can no longer be undone after clearing the room
  • You can no longer get semi-stuck in the wall when moving the camera using the keyboard
  • Set contraption name character limit to 64
  • Sharp object phasing through universe
    • Hard to reproduce, I think it's fixed now (again)
  • Minor bugfixes