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TIGSource ForumsCommunityDevLogsGearBlocks - Build working physics based machines and mechanisms [EARLY ACCESS]
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Author Topic: GearBlocks - Build working physics based machines and mechanisms [EARLY ACCESS]  (Read 64848 times)
dangersam
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« Reply #240 on: August 23, 2024, 02:42:12 PM »

GearBlocks 0.7.9000



Hey all, here's a small update with a few improvements and some new parts.

Angled beams and connectors

In the previous update I introduced the "V" and "W" angled beams, primarily to allow for building V configuration engines.  If you've been using these parts, you may have noticed some bugs with the building system (e.g. sometimes your construction might freeze at a weird angle).

I'll come back and address these problems in the future, but seeing as those angled parts are now out in the wild, I figured I might as well release the others I've made.  So you'll now find more angled beams, and connectors too!



Engine crank nose

I've added a "crank nose" part, which can attach to the existing crank parts.  This is particularly useful if you want axles coming out of both ends of a single driven crank.



This makes the "front crank" parts kind of redundant actually, but I'll have to keep them so as to not break existing builds.

More wheels

We also have some more wheels thanks to community member Alex!




There are one or two other tweaks and improvements too, here are the full release notes:-
  • New parts:-
    • Engine "crank nose" with resizable axle.
    • Angled connectors.
    • Angled beams.
    • Car wheels designed by Alex (6.5 and 7 units diameter, various widths).
  • Added "double audio pitch" toggle to engine head part behaviour settings.
  • Added separate volume slider in audio settings for environment sounds.
  • Added "Ctrl + F" freeze / unfreeze shortcut to material, painter, and grabber tools.
  • Lua scripting changes and new features:-
    • New "button image" UI element (use IElementFactory.CreateImageButton() to create from Lua).
    • Added IsTargetable property to IElement (disable to prevent a UI element from blocking the mouse pointer).
    • Added GetDims() method to IBoundary.
  • In PlayerHUD script mod, pressing Tab now toggles between metric and imperial units.
  • Bug fixes.
  • Upgraded to Unity 2021.3.43.
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dangersam
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« Reply #241 on: November 23, 2024, 01:37:17 PM »

GearBlocks 0.7.9091



Hey everyone, after taking a much needed break, I'm back to work on the game!

The next major task to tackle is "logic" (switches, sensors, control modules, etc.) which will involve some experimentation and iteration to figure out how it should all work.  This will take a little while, so in the meantime here's a small update with a selection of new parts and other improvements.


Angle limiters

These parts connect to an axle via a rotary bearing, and restrict rotation between a minimum and maximum angle that you can specify.




Ratchets

These also connect to an axle via a rotary bearing, and allow for rotation in only one direction.  You can configure the number of ratchet locking "steps", set the locking direction, and optionally bind a key to temporarily release the ratchet lock.



There are also gears of various sizes with the ratchet mechanism built in.




Other parts

Speaking of gears, I've added a couple more spur gear size variations, and worm gears with the opposite thread direction.  You'll also find some new blocks and connectors...



...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:-

  • New parts:-
    • Block, resizable in all three axes (and hollow, like the sphere and cylinder).
    • U-Plate block.
    • Offset tile 1x2 and 2x2 blocks.
    • Spur gears 28T and 36T.
    • Worm gears x1, x3, and x7 with opposite thread direction.
    • Ratchets (axle-to-axle & block-to-axle).
    • Ratchet gears x1 to x3.
    • Angle limiters (axle-to-axle & block-to-axle).
    • Small corner 90 and tee 90 pipes.
    • "2-Hole & Axle (Perp)" and "2-Plate & Axle" connectors.
    • Universal joint "yoke" connector.
  • Stepper motors now have optional angle limits.
  • Added colliders to gear and pulley "hubs".
  • Added option to simulation settings to disable physics force range limit.
  • Added option to builder tool "advanced options" to adjust part highlighting brightness.
  • Added option to ConstructionDebug script mod for showing part colliders.
  • Added option to game settings to disable cloud diagnostics crash and exception reporting.
  • Updated localised strings.
  • Bug fixes.
  • Upgraded to Unity 2021.3.45.
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dangersam
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« Reply #242 on: December 21, 2024, 01:12:36 PM »

GearBlocks 0.7.9120

Happy Holidays everyone, here's one more small update for the year!

Weld tool

This is a new script mod tool that allows parts to be attached to one another, without them needing to be properly aligned together.



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.

Also note that some part behaviours may be expecting only one attachment of a certain type, and creating extra attachments with the weld tool may result in unexpected behaviour.

This tool is really intended for advanced builders who want to circumvent the usual grid based limitations, it's not intended to replace the standard building system.

Lua scripting

For the modders out there, there are some additions to the Lua scripting API.  From a Lua script it's now possible to get and modify part behaviour tweakables, create and delete part attachments, and even apply physics forces to parts.  I look forward to seeing what you can come up with using this stuff!

There are a few other improvements and additions too, as always, check out the release notes for details.

Thanks to you all for your support this year, for playing the game, and for sharing your amazing creations!

Release notes:-

  • Lua scripting changes and new features:-
    • Added new ITweakables interface implemented by part behaviour to provide access to its tweakables.
    • Added methods to IAttachmentOperations to create, replace, and delete part attachments.
    • Added FixedUpdate entry function, called on Lua scripts once per simulation time step.
    • Exposed fixed delta time value.
    • Added new IPhysical interface implemented by part descriptor, with a method for applying a force to a part.
    • Added TargetedPosition property to ITargeter interface.
  • New script mods:-
    • ServoTool - Sets a servo / stepper motor's trim angle from its current angle.
    • WeldTool - For attaching one part to any other, without them needing to be aligned together, or even frozen!
    • PhysicsExample - A simple demonstration of applying a force to a part.
  • New 2.5x9 truck wheel (rim designed by Nate).
  • Implemented joint force / torque debug visualisation, and added options to ConstructionDebug script mod to enable it.
  • Added dropdown menu to part behaviour UIs, as an alternative way to choose a joystick axis to bind.
  • Added toggle to video options for disabling chromatic aberration, independent of vignette.
  • Bug fixes.
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dangersam
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« Reply #243 on: January 23, 2025, 02:53:53 PM »

GearBlocks 0.7.9153

Hey all, just another small update!

New Flat Map

There's now a new "Concrete Pad" map:



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.

Part Selection Duplication

You can now duplicate your current part selection.

Select some parts:



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.

Deprecated Parts

The engine "front crank" parts are now deprecated, as the "crank nose" part makes them redundant.  I can't remove them without possibly breaking existing creations, so they're still in the game, just hidden in the part spawner UI.

NOTE: If you need to get access to these deprecated parts in the spawner UI again, type ShowDeprecatedParts true in the debug console.

Lua Scripting

There's now some additional physics functionality available from Lua scripting, you can now do stuff like:

Code:
function FixedUpdate()
    if Physics.RayCast( Vector3.__new( 0, 10, 0 ), Vector3.Forward, 1000 ) then
        local distance, position, normal, colliderInstanceID = Physics.QueryCastHit( 0 )
        local part = PartColliderRegistry.GetPart( colliderInstanceID )
        if part then
            print( 'Part: ' .. part.FullDisplayName )
        end
    end
end

See the API documentation for more details: https://www.gearblocksgame.com/apidoc/class_smash_hammer_1_1_scripting_1_1_physics_proxy.html

Also, typing "LogKeyNames" or "LogAxisNames" in the debug console now lists all available input key and axis names respectively.  This allows you to more easily find out what key names can be used in Input.GetKey() etc.



Release notes:-

  • NOTE: Changed save format, any "part intersections" from existing saves will be lost.
  • Implemented part selection duplication.  To duplicate the currently selected parts, click Duplicate Selected in the SELECTION menu, or press Left Ctrl + D.
  • Torsion springs now have an option to turn off angle clamping.
  • Engine "front crank" parts are now deprecated and hidden in the spawner UI (given that the "crank nose" part makes them redundant).
  • Modified the EngineTool script mod to allow choice between showing engine head's timing angle or current crank angle.
  • Lua scripting:-
    • Added Physics module with methods for raycasts, spherecasts, etc.
    • Added PartColliderRegistry, with a method for retrieving a part from the ID of one of its colliders.
    • Added an overload of CreateAttachment() in IAttachmentOperations that takes a separate search position and normal for the owner and connected parts.
    • Typing "LogKeyNames" or "LogAxisNames" in the debug console now lists all available input key and axis names respectively (to be used in Input.GetKey() etc. for Lua scripting).
  • Added "Concrete Pad" map.
  • Bug fixes.
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