Space Engineers

Space Engineers

WeaponCore - 2.5
Affichage des entrées 41-50 sur 186
< 1 ... 3  4  5  6  7 ... 19 >
Mis à jour le : 6 juin à 13h58

- Fixed Automaton Combat Block assignment of target to WC focus target, and firing of fixed smarts that use comms

Mis à jour le : 4 juin à 7h51

- Fixed bug with custom AOE sounds and hit sounds that were the same not producing an audible sound
- Added definition-level options to prohibit weapons from targeting LG or SG, with user feedback in terminal

Mis à jour le : 3 juin à 9h23

- Added toolbar actions to increase/decrease max range of turrets/smarts
- Clarified toolbar action names/display for setting min/max target size
- Added "No LOS" to right hud display options, corrected weapons reporting "Too Far" (was default) excessively
- Added feedback for hud display modes when cycling with Numpad .

Mis à jour le : 2 juin à 19h05

- Added Water Hit Sound, Water Hit Particle, and Voxel Hit Particle options to ammo defs
- Added clarifications on how the various hit sounds for ammo interacted in CoreParts repo
- Fixed bug where particles would fail to draw if the projectile didn't have a tracer
- Eliminated use of Water Mod API to render Water Mod splashes- this was ludicrously expensive and hardly noticeable

Mis à jour le : 29 mai à 18h57

- Fixed reputation changes not appearing in SP or hosted games
- Fixed voxel LOS checks and other pauses in firing for lack of LOS

Mis à jour le : 27 mai à 6h29

- Added option in Smarts to "IgnoreAntiSmarts"
- Fixed Energy ammo reloading, mags to load was ignored but is now factored in to the amount of energy ammo that is "loaded" per reload event
- Fixed corner case of virtual beam updates throwing an exception if the firing grid was deleted while hit checks were waiting on a thread.

Mis à jour le : 24 mai à 16h47

Mis à jour le : 17 mai à 23h05

Mis à jour le : 13 mai à 11h47

- QC pass on hotbar actions/terminal controls, aligned CTC and hotbar to current weapon terminal order
- Added CanTargetSubmerged option to weapons, now they'll no longer rely on having an ammo that ignores water to aim at submerged things if used

Mis à jour le : 9 mai à 16h11

- Unused code cleanup
- ModAPI hooks for Aristeas' EM/radar mod