Space Engineers

Space Engineers

WeaponCore - 2.5
Viser 171–180 av 185 bidrag
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Oppdatering: 28. feb. 2024 @ 19.44

Fixed camera aiming voxel prefetch for planets (camera ray wouldn't return terrain if no grids nearby, causing weapons to aim around erratically or enabling selection of grids that should have been blocked)
Voxel prefetch above utilized to return coordinates of voxel being looked at- manual aiming (Control Mode Manual + panning camera) should be more precise on planets
Added Supportive PD Terminal and Hotbar controls - players can now choose if their weapons can try to target all enemy projectiles in the area (option on) vs only projectiles targeting the construct that the weapon is on (option off)
Added Disable Supporting PD option to weapons, in the UI def section. Default is false. If set to true, the weapon will be limited to defending the construct it's on and the Terminal/Hotbar options will not be available

Fixed WC fixed weapons sometimes being present in Ship Weapons category

Oppdatering: 25. feb. 2024 @ 20.03

Updated ProjectileLockedOn and ProjectileLockedOnPos API methods to utilize master AI to account for subgrids

Oppdatering: 25. feb. 2024 @ 16.49

-Fixed cases where searchlights might have idle movement enabled, which couldn't be cycled off by players as the control was removed. Resulted in some jittering of searchlights in some cases.
-Bugfix to cache faction info on projectiles. (showed up as NRE in TargetProjectile)

Oppdatering: 24. feb. 2024 @ 18.04

Fixed grid AI.MaxTargetingRange (used to gather info on nearby potential targets or obstructions). Throughout WC it was based on the lesser of AI aiming max distance or trajectory of the longest ranged weapon. On grid initialization it was only looking at the trajectory max. This AI.MaxTargetingRange value now updates on weapon removal as well, when it previously did not decrease until a world load event or copy/paste of the grid.

Updated projectile targeting logic to respect "Target Neutrals" toggle on weapons

Updated ProjectileLockedOn and ProjectileLockedOnPos API methods to only return projectiles locked onto the input grid

Oppdatering: 23. feb. 2024 @ 22.33

Remove logging

Oppdatering: 23. feb. 2024 @ 22.29

Fix MaxTargetDistance == 0 not defaulting to unlimited range

Oppdatering: 23. feb. 2024 @ 19.51

Server config file has had a major overhaul (again). Overrides are now much easier to read and organise, and take up significantly less file space.

Existing configs will be automatically updated to the new format, you don't need to do anything 😃

WC armor definitions can now also have their resistance values modified by server config.
See wiki page for example configs.

Oppdatering: 22. feb. 2024 @ 16.17

Fixed NRE when stopping turret rotation sounds or some phantom spawns

Added check for PD targeting- should not try to shoot underwater if the fired projectiles will die hitting the water surface

Increased cooperative PD range check to the grid's MaxTargetingDistance, as defined by the longest ranged weapon on the grid (up from 3x the grid volume size)

Fixed some projectiles hanging in space indefinitely

Oppdatering: 18. feb. 2024 @ 21.11

Oppdatering: 14. feb. 2024 @ 16.12