Space Engineers

Space Engineers

Iota's Modular Jump Gates
1-10 van 36 items weergegeven
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Update: 26 aug om 8:38

Fixed [Issue #15][github.com]

Update: 15 aug om 17:47

Modified static variables to be cleaned on session unload (Should fix memory leaking)
Fixed construct tick fail system - Now shows owners of affected grids and admins that an error occurred
Fixed APIs
Incremented Mod API to version 1.4
Incremented Animation API to version 1.2
Constructs now update using properly implemented worker threads

Update: 10 aug om 19:35

Fixed an issue preventing ships from jumping when an object is attached via mag plate.
Added system to reinitialize grid logic if it fails 3 consecutive ticks.

Update: 4 aug om 13:28

Fixed issue with subgrids detaching after jump

Update: 30 jul om 20:24

Fixed [Issue #14][github.com]

Update: 30 jul om 16:01

Added gravity alignment option (Issue #13[github.com])
Fixed issue with grids not being rotated properly
Fixed issue with GPS/beacon waypoint gravity lensing
Updated configuration options - See in-game message regarding said options
Added in-game startup messaging to deliver message on world join
Updated timings for block and construct updates
Added method to ModAPI: 'GetConstructCalculatedOrientation'
Added terrain checking to jump gate - Entities will not be jumped if the resulting position is inside voxel

Update: 20 jul om 10:02

Fixed [Issue #12][github.com] - Misconfigured velocity variable

Update: 18 jul om 20:04

Fixed [Issue #3][github.com]
Added entity locking for gate animations (Issue #8[github.com])
Added catapult animation (Issue #8[github.com])
Updated animations API to support entity locking
General Bug Fixes
Added new chat commands

Update: 16 jul om 11:08

Fixed "Auto Activation" control not properly syncing on multiplayer
Fixed auto activation timer not properly showing and hiding on multiplayer
Moved certain update logic to their own methods for easier debugging

Update: 15 jul om 18:08

Fixed [Issue #10][github.com]
Fixed gates constantly rebuilding every 3 seconds