More New Parts and Vehicle Building Improvements in Version 0.235
Version 0.235 has a lot of stuff, and I'm trying to go fast this time. To change things up, I'm going to go over the entire changelist in sections.
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

A lot of small changes that add up to the Wave Generator being a lot easier to use and edit. Combined with the Logic IO remapping above, creating walkers with legs is now a lot less tedious.
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
Just fixing things, making them work a little better, etc.
That's it for today. I'm nearing 30 campaign vehicles, and working on them is helping refine advanced part options and keeping my motivation up, so I'll probably keep doing them for longer than I expected.
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

A lot of small changes that add up to the Wave Generator being a lot easier to use and edit. Combined with the Logic IO remapping above, creating walkers with legs is now a lot less tedious.
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
Just fixing things, making them work a little better, etc.
That's it for today. I'm nearing 30 campaign vehicles, and working on them is helping refine advanced part options and keeping my motivation up, so I'll probably keep doing them for longer than I expected.