Space Engineers

Space Engineers

WeaponCore - 2.5
Se afișează 41-50 din 184 intrări
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Actualizare: 3 iun. @ 9:23

- 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 .

Actualizare: 2 iun. @ 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

Actualizare: 29 mai @ 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

Actualizare: 27 mai @ 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.

Actualizare: 24 mai @ 16:47

Actualizare: 17 mai @ 23:05

Actualizare: 13 mai @ 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

Actualizare: 9 mai @ 16:11

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

Actualizare: 6 mai @ 11:40

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

Actualizare: 6 mai @ 8:40

- Fix NRE in initialhitcheck