1. Update v1.56:
  2. Block changes
  3. Aquatic Screw:
  4. now has a top speed dictated by the angular velocity to emulate the ideal rotation speed for the pitch of the blades
  5. speed slider max value has increased from 2 to 3
  6. "Mirrored" toggle added to select the chirality of the screw
  7. Harpoon Launcher:
  8. Fixed unproportional forces between launcher and harpoon
  9. Reel in behaviour has been slightly tweaked
  10. Harpoons now don't break non physics objects in the user made levels and level editor
  11. Fixed Harpoon sometimes being able to be stuck when trying to retract
  12. Rudder:
  13. Now works as a control surface or aileron in air
  14. Rudder now has proper health
  15. Paddle:
  16. paddle push force now is proportional to how intact it is
  17. Sail:
  18. fixed a collision issue on the sail
  19. Sail now has proper health
  20. Source Cube:
  21. newly spawned source cubes (i.e. not loaded from old saves) will be solved as accurately as wheels, to stop the behaviour where placing a wheel on a machine will feel different than without it
  22. Spring:
  23. fixed a modded interaction issue when the dimensions were scaled down to near zero in certain axes
  24. Sensors:
  25. fixed immense lag when tall terrain and water could be seen
  26. fixed sensor's detecting floor when ignoring static
  27. Flying Block:
  28. The flying screw now is less effective under water
  29. Water Cannon:
  30. Now updates force particles during the physics ticks as well, so the forces applied from water cannons should be more consistent at all time scales and framerates
  31. Misc:
  32. slightly updating how blood and damage looks on blocks
  33. UI & Controls
  34. Camera:
  35. Added option for follow machine orientation camera (similar to our console implementation)
  36. Fixed an issue with centering camera on the machine
  37. Various small camera fixes
  38. Options Menu:
  39. Default controls for blocks now is in the controls section to be rebound. (The tooltips won't reflect this change atm)
  40. Main UI:
  41. Fixed bottom bar on the UI looking weird when people do not own The Splintered Sea
  42. Levels
  43. The Sunken Stronghold: NEW
  44. Stormrunner's Grave: NEW
  45. Ironweave Passage: NEW
  46. Feeding Frenzy: NEW
  47. The Devouring Pit: NEW
  48. Razortooth Cave:
  49. Made sharks harder to kill
  50. Replaced chest with faberge egg treasure
  51. Increased distance to goal
  52. Added shark eggs as obstacles
  53. Added more sharks
  54. Seafarer's Haven:
  55. Added Rock Ball
  56. Added Ship wreck
  57. Fixed rendering order of the large fire and smoke on the beacons
  58. Saltrock Fortress:
  59. Using the correct ambience and music
  60. AI
  61. Sharks:
  62. Sharks now take reduced damage from blunt impacts
  63. Sharks can now break free from being grabbed
  64. Sharks now make decision based on head position rather than center position
  65. Sharks now have swimming sfx
  66. Misc
  67. made attacks properly evaluate certain armor blocks in the way, that would otherwise have been ignored
  68. Sharp vs blunt damage differences now properly interact with the AI
  69. Harpoons now deal reduced damage on impact with AI
  70. Bug Fixes
  71. Drasckar's Bastille now no longer has a motor force on the cog wheel
  72. Drasckar's Bastille now has gravity applied to the metal grate
  73. Fixed an NRE happening on middle mouse click
  74. Fixing scaling on some zoom dependent objects
  75. Fixed various blocks not responding correctly with their water interactions if zero-g was toggled
  76. Fixed an issue with water zones in the level editor when multiple were loaded directly on top of eachother
  77. Fixing length detector drawing out rope correctly
  78. Multithreaded our water aerodynamic drag comparisons to improve fps a little bit for large machines
  79. Fixed wrongly being able to use the block searching hotkeys even in simulation or as a spectator
  80. Made it so only the machine entering sim is in zero gravity during the sim change
  81. Fixed when loading level editor levels with water the rendering on the water surface would mess up if shadows were disabled
  82. Fixed an issue in zone 12 where something was automatically breaking
  83. Fixed structures like the airships not being able to be weakened by burning
  84. Fixed an issue with DLC enabling and disabling that would cause errors in multiplayer e.g.
  85. Attempted a fix for NREs caused by mods being processed like having unique controls, but returning null controls
  86. Attempted a fix for achievement syncing during startup and shutdown of Besiege where it'd fail to compare the proper progress between local and online
  87. Attempted a fix for macos when underwater explosions are triggered because the metal renderer can't handle either rendering them correctly nor throwing a normal error
  88. Fixing ripples on water sometimes rendering weird because they weren't spawning within the correct water height.