Space Engineers

Space Engineers

WeaponCore - 2.5
Ergebnisse 71–80 von 193
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Update: 27. Apr. um 1:33

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

Update: 25. Apr. um 8:06

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

Update: 22. Apr. um 11:17

Update: 16. Apr. um 15:41

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

Update: 16. Apr. um 13:18

NRE chasing in NormalShootRayCallBack

Update: 16. Apr. um 10:15

Code cleanup

Update: 14. Apr. um 16:19

- 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)

Update: 14. Apr. um 9:13

- 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

Update: 8. Apr. um 11:44

Update: 7. Apr. um 13:13

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