It's finally out!

I have worked so hard on this release. It's still far from what I have in mind but at least we are one big step closer. I really hope you like it!
Highlights in this update:
- Modular building parts and Adaptive modular building parts. With the tiny voxel size in Blockscape It can take a very long time just to build a simple house. Modular building parts works on collection of blocks to speed up the building process. You can now place entire floors and walls with a single click.
- Smoother voxels All terrain voxels are now smooth.
- Better visuals Lots of changes in color grading and post effects to give you a better looking Blockscape.
- New particle system Falling leaves, smoke and dust particles.
- Inventory sorting Blockscape has a huge number of tools, shapes and materials.
- Physics engine I have integrated the Bepu physics engine into the heart of Blockscape. Moet of the functionality is currently hidden but you will see some cool features added in the next updates.
- Vehicles This is an experimental feature. Using building plates you can now build vehicles and drive around the landscape.
- New faster rendering engine
- New Protector mob They are guarding shrines around the world. Not much fun yet but you can try to kill them in survival mode :)
- New water simulation and rendering Workd better and looks better. You can now go with the flow :)
- New fire simulation Fire now spreads correctly and burns wood into charcoal and foliage into nothing.
- Wheat farming You can now plant wheat seeds, water the soil, harvest the wheat and bake bread. If you know your Blockscape you can even make workers do all that for you.
Full list of changes:
// Added support for Modular Building Parts.
// Added many Modular Building Parts. More to come.
// It is now possible to paint all parts in a state model.
// Added new tool tab for mbp.
// Changed rayleigh scattering to make landscape more saturated.
// Fixed height of Roof Double MBP.
// MBP non solid blocks don't overwrite solid blocks anymore.
// MBP Corners now snap to floor
// Many changes to snapping logic to handle snapping size not equal to tool size
// Added level tool
// Added Raise terrain tool
// New gravel texture
// Gravel is now the default beach material with a 50% chance of being converted to sand in spring and summer biomes.
// Fixed some issues with the stone brick texture
// Fixed errors in the oak leaves texture
// Fixed errors in the birch leaves texture
// More size variation to grass and flowers
// Games will now always start with clear weather. After some time there will be a small chance of foggy wheater.
// MBP Corners now snaps to wall y pos
// Fixed MBP Roof double half snapping errors
// Other state model blocks are now protected when deleting a state model.
// Added some more detail to grass plant textures
// Added procedural second layer to grass. Leaves for autumn/dry grass, blue and white flowers for spring grass and yellow flowers for summer grass.
// Added reed (very high grass). Grows near water in summer biomes.
// Grass can now be generated down to water level in spring and summer biomes.
// Recativated some old block types (quarter sphere, quarter sphere small, slope 45 small)
// Fixed rare missing blocks on some modular building parts (like lower overhang cubes on roofs)
// Fixed cases where some plants was not generated on LOD 0 world chunks
// Added distant terrain normal mapping
// Fixed some errors in snow texture
// Fixed most (all?) of the holes in the terrain near water
// [LALT] + [LSHIFT] + [RMB] to split modular building parts into blocks.
// Tools inventory sorting. Use sort_name tag in tool xml.
// Materials inventory sorting. See materials.csv.
// Fixed normal interpolation and material transition at world chunk borders
// Generated buildings should use MBP floors
// Generated buildings should use MBP outer walls
// Generated buildings should use MBP inner walls
// Generated buildings should use MBP ceilings
// Add bounding size to block models
// Fixed "Slope c3 can't be placed upside down".
// Added new bounding tag to block models.
// Added bounding to walls for roof auto parts
// Added bounding to states
// Added adaptive modular building parts.
// Save State models bits.
// Physics support using Bepuphysics
// Added support for Vehicles.
// Create/modify vehicles using building plates.
// Inventory items should never scaled up if smaller than one block.
// New particle system.
// New color grading.
// Grass is now only generated on top layer.
// Added fire particles.
// Added smoke particles
// Fixed normal interpolation errors between max lod level chunks.
// Golem detonation does not generate fire anymore.
// Crater from detonations was too big.
// Fixed some materials are not affected by detonations.
// Fixed house floors are not affected by detonations.
// Fixed pitched hurt sound.
// Added particle emitters.
// Added protector mob.
// Fixed Protector hitbox.
// Fixed Flower particles starts from the wrong (root) place.
// Fixed Player attack on Protector.
// Fixed Detonations against Entities doesnt work properly because damage is calculated from entity center.
// Fixed inventory 3d objects rendering
// Added Load cube model to building plate.
// Protector eyes now light up when player is close
// Removed growth on cliffs underwater.
// Fixed Protector spawn pos.
// Fixed spawn offset for settlers.
// Fixed destruction particles from big things.
// Fixed Can't dig when holding certain tools.
// Added ferns to forests.
// Added shrine entrance.
// Improved snow texture.
// Removed scalar field voxel data in rooms.
// AMBP now check if add bits have changed before split.
// Holding mouse over a state model now shows a red box around it if in delete mode
// Fixed swimming. Now Only head is above water surface.
// Health is now regenerating correctly.
// Fixed fire doesn't spread to scalar field voxels.
// New water simulation.
// New water rendering.
// Flowing water will now push player.
// Fixed terrain not receiving light from point light sources.
// Fixed protector shadows.
// Fixed missing iventory fluid texts.
// Fixed fluid horizontal movement against blocks.
// Water now removes any fire that is one block away.
// Fire now turns wood into coal.
// Fire now turns plants into nothing.
// Added falling leaves particles from trees.
// Fixed fire simulation speed
// Fire now disapear when coal is burned out.
// Fixed invisible workers.
// Materials now give off smoke when burned out.
// Added smoke fluid.
// Player now take damage from fire.
// Removed water from basement to tunnel entrance.
// Fixed slow running simulation cases.
// Fixed Tree saplings complain about ground material.
// Fixed Only first level of tree tree growth works.
// Fixed wrong Plant seed inventory material names.
// Added wet soil material.
// Water now convert Soil into Wet soil
// Wheat now turn Wet soil into Soild when tasm state is activated.
// Wheat growth stages now convert wet soil into normal soil.
// Fixed mining of water in survival mode.
// Fixed strange garbage near borders in some of the modular building parts.
// Fixed digging with blocky tool on thin scalar field voxels.
// Better icon for water fluids.
// Fixed strange surface garbage near world chunk borders.
// Black small "ball" cursor now show intersection point for all cursor types.
// Wheat now drops wheat seeds.
// Grass now drop wheat (rare).
// Wheat are now state models.
// Fixed Workers rendering error.
// Fixed Worker hands colors doesn't match head color.
// Added new "Eternal Coal" material used by torches and other fire hostsut!
// Added bread.
// Fixed worms now working in some cases.
// Added small bottle with water recipe.
// Fixed Wrong item description for recipes in Crafting Screen.
// Eternal charcoal now only allow fire to burn inside the block.
// Fixed recipe for torch (Must not include eternal charcoal as ingredient).
// Added Salt from Enigmas recipe
// Added Baking bread recipes.
// MBlock tool should remove plants.
// Fixed dead Protectors are alive after game is reloaded.
// Bombs wont destroy protected buildings anymore.
// Throwing bombs now affects inventory.
// Fixed Guard attack damage.
Have fun!
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