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This means that parts can be detached into separate constructions without immediately removing links between them.
String Selector: Uses an input Boolean to choose between outputting one of two tweakable Strings.
String Multi-selector: Uses an input Number to choose between outputting one of several tweakable Strings.
Number Expression Logical Operators
...and to resize in non-unit size intervals.
Text decal z-fighting (to be fair this happens on the Windows build too, but not as bad):
I will look at fixing these soon hopefully.
Let me know how you get on with the Linux build, I'm curious if anyone else sees the same kind of performance gains, thanks!
Note that a Number Comparator or Number Selector is still necessary if you need more control over how the converted type values are mapped.
Keyboard & Joystick Control
This includes an optional time-out to hide the "construction controls" overlay, configured in OVERLAYS panel.
The focus for this update has been on adding "logic" to the game. With some helpful input from the community, I settled on a three stage plan for this.
Note that for "triggerable" parts such as lights, only a Boolean data channel can be selected for override. Whereas for a part that has analog control (such as a motor), only a Number data channel can override control.
Note that for a data channel to override a tweakable, their data types (Boolean or Number) must match.
This label then appears when choosing a data channel in a linked part.
Many new parts have been added for building logic in the game, here's a brief description of them.
This scenario also has an "Automotive Ideas" shed with some examples of logic that could be applied to vehicle creations.
And there are some examples of digital circuits to check out too.
Note that this scenario is more of a demonstration than a full tutorial. Once you've played through it, I'd advise loading it as a scene so you can pick it apart to see how everything is put together!

Release notes:-
It's just another boring flat map, but hopefully a bit easier on the eye for long building sessions than the "Flat Plane" map, plus it has no environmental audio.
Then open the SELECTION menu and click Duplicate Selected (or just press Left Ctrl + D):
This will duplicate the parts into new construction(s), with attachments, links, etc. intact:
NOTE: To implement this, I had to change the save format slightly. Any "part intersections" (the red crosses you get after deleting attachments between intersecting parts) from existing saves will be lost.
They can even be unfrozen.
Jointed attachments can be created, including rotary, slider, or any other type.
Note that the attachment locations are still derived from the part's alignment grids, so an attachment can't be created at an arbitrary position or orientation. This doesn't make much difference for fixed attachments, but it does limit the possible locations of jointed attachments.
Hey everyone, after taking a much needed break, I'm back to work on the game!
There are also gears of various sizes with the ratchet mechanism built in.
...including a universal joint "yoke" that can be combined with the "Angle Axle 4 x 90" connector to build universal joints.
There a few more improvements too, check out the full release notes for details:-
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