Space Engineers

Space Engineers

WeaponCore - 2.5
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Actualización: 10 SEP 2024 a las 5:41 p. m.

- Speculative fix for odd interactions with Seamless based on join events (added PlayerConnected event)
- Reworked terminal info display to be more player-friendly and contextually hide/show relevant information

Actualización: 9 SEP 2024 a las 2:50 p. m.

Changed how player joins are accounted for as a speculative fix for some oddities with seamless transitions

Actualización: 27 AGO 2024 a las 8:24 a. m.

- Fixed corner case exception with packet pool cleanup
- Fixed application of force to only occur once per projectile impact, not per block hit
- Added penetration mechanic- see latest coreparts

Actualización: 24 AGO 2024 a las 12:08 p. m.

- Fixed NRE with smarts using painter if the firing grid jumps out of sync of the target

Actualización: 22 AGO 2024 a las 2:29 p. m.

Actualización: 18 AGO 2024 a las 12:49 p. m.

Actualización: 17 AGO 2024 a las 10:06 a. m.

- Sync fix for Objective Mode in MP
- Removed excessive debug log messages about aiming/gravity

Actualización: 10 AGO 2024 a las 12:48 p. m.

- Added Objective Mode terminal control and action. Default applies the previous behavior in WC of hud-focused targets getting blocks destroyed, while targets that weren't hud-focused would only have blocks shot at until disabled. Now players can select if they want their weapons to use that default, destroy any blocks they target, or disable any blocks they target. The destroy/disable options apply to all targets, including hud-focused ones.

Actualización: 6 AGO 2024 a las 11:49 a. m.

- Fixed painter mark cancellation discrepancy between client, server, and other clients.
- Fixed Advanced Settings tick box- now refreshes terminal when pressed and hides Track Angular Motion
- Updated RNG option descriptions for weapon targeting in CoreParts
- Fixed RNG not randomizing on the first usage

Actualización: 27 JUL 2024 a las 6:32 p. m.

- Added weapon camera channels to searchlights, to be consistent with other turrets
- Fixed emissive initial state setting in world load, which used to fire per keyframe instead of per unique emissive. May have previously caused IndexOutOfRangeException in MyConcurrentTwoLevelQueue.Enqueue