Space Engineers

Space Engineers

WeaponCore - 2.5
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Uppdatering: 20 apr, 2024 @ 13:50

- Fixed PD targeting failing to acquire smart handweapons that are dumbfired (similar to a grid-based weapon on override)

Uppdatering: 20 apr, 2024 @ 4:13

- Touched up MaxAbsorb + Pooled to act as described in the ammo template

Uppdatering: 20 apr, 2024 @ 0:22

- Added SkipBlocksForAOE option under ObjectsHit in ammo definition

Uppdatering: 18 apr, 2024 @ 11:39

- Added option to prohibit cooling when a weapon is turned off
- Corrected wiki/git links
- Fixed chat command for mod development debug mode

Uppdatering: 13 mar, 2024 @ 18:35

- Corrected character targeting failure if a player was hiding behind an unowned grid/armor blocks

Uppdatering: 10 mar, 2024 @ 19:39

- Added prohibit options for shot delay and burst count under weapon UI. This is meant for instances where players utilizing quirks of salvos may go against intended balance/impair functionality of weapons.

Uppdatering: 7 mar, 2024 @ 16:23

- Reworked hit particles to remove a chance of them appearing to lag in space behind the actual impact point
- Added support for TimedSpawn proximity for painted targets

Uppdatering: 5 mar, 2024 @ 7:25

- Reworked warheads/critical reactions
- Fixed searchlights to maintain their orientation between world loading events

Uppdatering: 3 mar, 2024 @ 1:32

- Fixed certain particles related to animation states (like prefire) hanging in space indefinitely after block removal
- Fixed TimedSpawns criteria for using the DirectAimCone- it's now only used if the pointing mode is direct AND DirectAimCone has a value

Uppdatering: 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