Space Engineers

Space Engineers

WeaponCore - 2.5
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Mis à jour le : 27 avr. à 1h33

- Added ammo switching logic for interior turret ammo compatibility for legacy BPs upon placement

Mis à jour le : 25 avr. à 8h06

Fixed subgrid layering corner cases that resulted in apparent phasing of damage
Prohibited "Focus Fire" terminal/hotbar option for weapons that rely on comms for their target

Mis à jour le : 22 avr. à 11h17

Mis à jour le : 16 avr. à 15h41

fixed NRE in ray callback (fun combo of target closest + target grid center)

Mis à jour le : 16 avr. à 13h18

NRE chasing in NormalShootRayCallBack

Mis à jour le : 16 avr. à 10h15

Code cleanup

Mis à jour le : 14 avr. à 16h19

- Added new weapon cfg option in "Other": AllowScopeOutsideObb. By default the LoS check origin is adjusted to be inside the weapon block bounds, setting this true uses the actual scope position. (coreparts structure update needed for modders)
- Changed CastRayParallel calls to CastRay. Delays for LoS checks should be eliminated and false-positive firing at terrain or friendlies should be further reduced
- Fixed a bug with LoS on weapons that target grid center, if there was nothing at the center of the grid the ray would return a false miss and the weapon would give up that grid target
- Added additional weapon debug draws for the scope and scope forward (yellow ball at scope and line)

Mis à jour le : 14 avr. à 9h13

- Reduced planetary voxel prefetch time from 90 to 10 ticks, should eliminate "twitching" weapons when they are following your mouse across voxel
- Weapons in Test Mode (Override) will no longer wait for LOS ray check callbacks
- Default character damage fixed to match notes in DamageScales. Would erroneously default to zero instead of 1

Mis à jour le : 8 avr. à 11h44

Mis à jour le : 7 avr. à 13h13

Fix for NRE on race condition of placing a new wep on a CTC, if the CTC didn't init in time