Space Engineers

Space Engineers

WeaponCore - 2.5
Ergebnisse 41–50 von 183
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Update: 2. Jun. um 19:05

- 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

Update: 29. Mai um 18:57

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

Update: 27. Mai um 6:29

- 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.

Update: 24. Mai um 16:47

Update: 17. Mai um 23:05

Update: 13. Mai um 11:47

- 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

Update: 9. Mai um 16:11

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

Update: 6. Mai um 11:40

- Gatling sound file fix (proper hz rate, thanks Consty!)

Update: 6. Mai um 8:40

- Fix NRE in initialhitcheck

Update: 6. Mai um 6:41

- Reverted CTC optimization, will now lead for weapons using smarts (needed for some guns, was eliminated to save on processing and subpart movements but oh well)