Space Engineers

Space Engineers

WeaponCore - 2.5
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Update: 27 Apr @ 9:13pm

- Clarified HUD messages (right hand side) and terminal for weapon status, added new displays to indicate if a turret is turning to track a target, wep needs a target, or a potential target is inside min range or outside max range
- Clarified terminal ammo message to indicate if the selected ammo type isn't available, but other ammo is found in inventory (prompting user to check their selected ammo type)
- Added optional shield hit particle to ammo
- Corrected bug with fixed weps that need a target queueing up a shot with key toggle, causing them to unexpectedly fire at the next hud selected target

Update: 27 Apr @ 3:05pm

Update: 27 Apr @ 11:10am

- HUD improvements

Update: 27 Apr @ 1:33am

- Added ammo switching logic for interior turret ammo compatibility for legacy BPs upon placement

Update: 25 Apr @ 8:06am

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

Update: 22 Apr @ 11:17am

Update: 16 Apr @ 3:41pm

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

Update: 16 Apr @ 1:18pm

NRE chasing in NormalShootRayCallBack

Update: 16 Apr @ 10:15am

Code cleanup

Update: 14 Apr @ 4:19pm

- 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)