Space Engineers
WeaponCore - 2.5
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Ενημέρωση: 2 Ιουν στις 19:05
από 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

Ενημέρωση: 29 Μαϊ στις 18:57
από BDCarrillo

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

Ενημέρωση: 27 Μαϊ στις 6:29
από 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.

Ενημέρωση: 24 Μαϊ στις 16:47
από BDCarrillo

Ενημέρωση: 17 Μαϊ στις 23:05
από BDCarrillo

Ενημέρωση: 13 Μαϊ στις 11:47
από 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

Ενημέρωση: 9 Μαϊ στις 16:11
από BDCarrillo

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

Ενημέρωση: 6 Μαϊ στις 11:40
από BDCarrillo

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

Ενημέρωση: 6 Μαϊ στις 8:40
από BDCarrillo

- Fix NRE in initialhitcheck

Ενημέρωση: 6 Μαϊ στις 6:41
από 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)