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Update 126 - door controller madness


The new door controller inputs are in plus placement on all door types. Unfortunately fortify doors open/close by swapping mesh so controllers don't move (yet?), this was already very time consuming.
You can pass through them in walking mode.

- included other changes from the rust update

- increased scroll wheel multiplier (accelerates rotation with scrolling frequency)

- updated barricade cover model

- more accurate SAM site and wind turbine placement colliders

- finally added the extra memory cell light

- fixed bugged foundation sockets when using extend

- mostly fixed battery panel slider dragging

Patched in already:

- added large planter snapping, can be rotated after placing

- added visible collider for wind turbine

- fixed double timer bug with activating from panel

- more electric device info updates while mousing over said device


Keeping up with rust lately has been a lot more work than I expected after so many years.
Please help make it worthwhile by spreading the word about fortify if you're enjoying it.

Update 125 - electrical changes


Added all the new Rust electrical changes plus fixed some small inaccuracies/bugs along the way.
Check out the full list of changes here:
https://rust.facepunch.com/news/waves-of-change#ElectricityChangelog


- fixed IO cubes being incorrectly hidden sometimes when deleting or adding a wire

- fixed wind turbine height power calculation not happening

- fixed missing text on the auto turret and SAM panel

- fixed HBHF placement collider being too large

- added the medium and large animated neon signs

- fixed "level camera mode" toggle not taking effect without exiting options

- allowed for hide floors controls in screenshot mode (reminder that page up/down controls level)

- fixed raid mode sometimes being bugged in the iceberg scene

If you come across anything that seems wrong please let me know, lots of time was spent testing but it's never enough.

Update 124 - weapon racks and improved controls?



- added the larger weapon racks, the electric racks are not entirely supported by the copy-paste plugin, wiring isn't included on rust import and it won't export those prefabs at all


- added "level camera movement" in options, default w/s movement is on the left above, holding left alt toggles this on (or off if the option is enabled), this can be changed to another key in the startup input panel


- added visible colliders for the vertical barrel and hitch trough to help with placement, any other deployables need this?

symmetry mode improvements
- symmetry center data is now saved
- optimized the "add symmetry" tool which was pretty slow, spawning symmetrical parts and overlap replacing everything, now it checks for symmetrical parts at the expected position before spawning new ones
- fixed merge causing symmetry center to not be set

fixed undo/redo bugs
- moved parts that were then deleted
- symmetry with certain edit mode tools
- pipe mesh not being rebuilt after undoing a move

- added a check for underground copy-paste imports, moves everything to the surface

- changed LMB drag selection, before holding alt was needed to deselect with this, now just dragging over already selected parts does that

- improved visual range shader, more transparent edges, definitely needed for orthographic mode

- updated wind turbine prefab path for copy-paste exports, FP changed this recently

- fixed a bug where newly placed parts would sometimes show zero stability in the mouse over text

- added a menu link to the fortify youtube page, I'm planning on adding tutorials someday


The new camera movement option is probably what should have been default from the start, I was just stuck in my ways with 3D modeling controls. Let me know what you think.

Update 123 - barrels of fun



- added vertical and horizontal storage barrels

- adjusted minicopter flying physics to have more weight, fortify being 1/3 the scale of rust made matching this difficult

- improved/adjusted scroll wheel rotation acceleration, reduced normal rotation to start at 5 degrees and finer (hold alt) starts at 1 degree, the code multiplies that amount the faster you scroll

- fixed a bug with clicks being missed while wiring or adjusting foundations with a higher framerate

- finally fixed the buggy replace icon being very inconsistent

- improved tool cupboard model plus changed the top industrial adapter position to match the rust update

- vending machines can now be flipped when snapping on doorframes

- updated the solar panel model to match newer rust version, doesn't change the size

- changed screenshot mode to hide current placing part plus a bug fix when using it in raid mode

- fixed a bug with allow overlap option not working with blocks

- fixed deployables flickering blue when red blocked in some circumstances

- adjusted wall frame top mesh to prevent z-fighting

- fix for floors overlapping while using auto-place option

- fixed tri floor frames overlapping into floor frames

Lots of fixing/improving very old code lately, including plenty of small changes not worth mentioning. Hopefully I can get back to new features soon along with adding weapon racks.
Happy holidays everyone!

Currently half off for the winter sale, maybe gift Fortify to a friend: https://store.steampowered.com/app/505040/FORTIFY/


Update 122 - mostly fixes



- adjusted high external wall overlap to match rust better

- updated high external stone wall model

- changed the mesh on top of wall parts to prevent z-fighting

- added HBHF visual range, fixed moving out of range not disabling trigger

- improved deploy placement code related to angle limits

- fixed move level tool not updating floor level while in symmetry mode

- fixed accidental floor overlap if clicking way too fast

- fixed tri floor frames not replacing tri floors

- updated laser detector model

- fixed sedan missing it's selection collider

- picture frames now place on center instead of the bottom