Space Engineers

Space Engineers

WeaponCore - 2.5
Näytetään 51–60 / 193
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Päivitys: 2.6. klo 19.05
tekijältä 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

Päivitys: 29.5. klo 18.57
tekijältä BDCarrillo

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

Päivitys: 27.5. klo 6.29
tekijältä 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.

Päivitys: 24.5. klo 16.47
tekijältä BDCarrillo

Päivitys: 17.5. klo 23.05
tekijältä BDCarrillo

Päivitys: 13.5. klo 11.47
tekijältä 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

Päivitys: 9.5. klo 16.11
tekijältä BDCarrillo

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

Päivitys: 6.5. klo 11.40
tekijältä BDCarrillo

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

Päivitys: 6.5. klo 8.40
tekijältä BDCarrillo

- Fix NRE in initialhitcheck

Päivitys: 6.5. klo 6.41
tekijältä 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)