Space Engineers

Space Engineers

WeaponCore - 2.5
Zobrazuje se 51–60 z 193 položek
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Aktualizace: 2. čvn. v 19.05
provedl BDCarrillo

- 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

Aktualizace: 29. kvě. v 18.57
provedl BDCarrillo

- Fixed reputation changes not appearing in SP or hosted games
- Fixed voxel LOS checks and other pauses in firing for lack of LOS

Aktualizace: 27. kvě. v 6.29
provedl BDCarrillo

- 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.

Aktualizace: 24. kvě. v 16.47
provedl BDCarrillo

Aktualizace: 17. kvě. v 23.05
provedl BDCarrillo

Aktualizace: 13. kvě. v 11.47
provedl BDCarrillo

- 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

Aktualizace: 9. kvě. v 16.11
provedl BDCarrillo

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

Aktualizace: 6. kvě. v 11.40
provedl BDCarrillo

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

Aktualizace: 6. kvě. v 8.40
provedl BDCarrillo

- Fix NRE in initialhitcheck

Aktualizace: 6. kvě. v 6.41
provedl BDCarrillo

- Reverted CTC optimization, will now lead for weapons using smarts (needed for some guns, was eliminated to save on processing and subpart movements but oh well)