Space Engineers
WeaponCore - 2.5
Показване на 61 — 70 от 182 постъпления
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Обновление: 25 апр. в 8:06

Fixed subgrid layering corner cases that resulted in apparent phasing of damage
Prohibited "Focus Fire" terminal/hotbar option for weapons that rely on comms for their target

Обновление: 22 апр. в 11:17

Обновление: 16 апр. в 15:41

fixed NRE in ray callback (fun combo of target closest + target grid center)

Обновление: 16 апр. в 13:18

NRE chasing in NormalShootRayCallBack

Обновление: 16 апр. в 10:15

Code cleanup

Обновление: 14 апр. в 16:19

- Added new weapon cfg option in "Other": AllowScopeOutsideObb. By default the LoS check origin is adjusted to be inside the weapon block bounds, setting this true uses the actual scope position. (coreparts structure update needed for modders)
- Changed CastRayParallel calls to CastRay. Delays for LoS checks should be eliminated and false-positive firing at terrain or friendlies should be further reduced
- Fixed a bug with LoS on weapons that target grid center, if there was nothing at the center of the grid the ray would return a false miss and the weapon would give up that grid target
- Added additional weapon debug draws for the scope and scope forward (yellow ball at scope and line)

Обновление: 14 апр. в 9:13

- Reduced planetary voxel prefetch time from 90 to 10 ticks, should eliminate "twitching" weapons when they are following your mouse across voxel
- Weapons in Test Mode (Override) will no longer wait for LOS ray check callbacks
- Default character damage fixed to match notes in DamageScales. Would erroneously default to zero instead of 1

Обновление: 8 апр. в 11:44

Обновление: 7 апр. в 13:13

Fix for NRE on race condition of placing a new wep on a CTC, if the CTC didn't init in time

Обновление: 3 апр. в 13:52

Touchup to LOS checks for cases where long prefire or postfire events were impacted by waiting for LOS callback.