Space Engineers

Space Engineers

Iota's Modular Jump Gates
36件中 1-10 を表示
< 1  2  3  4 >
更新: 8月26日 @ 8時38分

Fixed [Issue #15][github.com]

更新: 8月15日 @ 17時47分

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

更新: 8月10日 @ 19時35分

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.

更新: 8月4日 @ 13時28分

Fixed issue with subgrids detaching after jump

更新: 7月30日 @ 20時24分

Fixed [Issue #14][github.com]

更新: 7月30日 @ 16時01分

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

更新: 7月20日 @ 10時02分

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

更新: 7月18日 @ 20時04分

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

更新: 7月16日 @ 11時08分

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

更新: 7月15日 @ 18時08分

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