Space Engineers

Space Engineers

Iota's Modular Jump Gates
Mostrando 11-20 de 38 aportaciones
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Actualización: 16 JUL a las 11:08 a. m.

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

Actualización: 15 JUL a las 6:08 p. m.

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

Actualización: 14 JUL a las 8:15 p. m.

Fixed [Issue #3][github.com] again x2
Fixed "Reconstruct Gates" button not working on multiplayer clients

Actualización: 13 JUL a las 6:19 p. m.

Fixed [Issue #3][github.com] again
Allowed "Reconstruct Gates" button to be visible on multiplayer clients with admin

Actualización: 10 JUL a las 4:06 p. m.

Added the Jump Gate Remote Link[github.com] to allow detached style gates - Thanks @howardxu23 and @Reblitech
Fixed sync issue between remote antennas and their attached controllers/gates
Changed block sync in multiplayer, hopefully should be more reliable
Added new "debug" chat command
Incremented the ModAPI version (1.1 --> 1.2)

Actualización: 8 JUL a las 5:16 p. m.

Fixed [Issue #9][github.com]
Added networking information to log file

Actualización: 8 JUL a las 9:59 a. m.

Fixed [Issue #7]?[github.com]
Fixed issue with jump gate node velocity not updating properly

Actualización: 8 JUL a las 9:27 a. m.

Fixed [Issue #3][github.com]

Actualización: 5 JUL a las 4:06 p. m.

Fixed [Issue #6][github.com]
Mod specific log files should now be generated in their own folder: 3313236685_IotaModularJumpGatesLogic

Actualización: 24 JUN a las 1:18 p. m.

Fixed log spam issue
Added a mod-specific log file to log only this mod's events and information.