Space Engineers

Space Engineers

WeaponCore - 2.5
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更新:6月2日 @ 19時05分
更新者: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

更新:5月29日 @ 18時57分
更新者:BDCarrillo

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

更新:5月27日 @ 6時29分
更新者: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.

更新:5月24日 @ 16時47分
更新者:BDCarrillo

更新:5月17日 @ 23時05分
更新者:BDCarrillo

更新:5月13日 @ 11時47分
更新者: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

更新:5月9日 @ 16時11分
更新者:BDCarrillo

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

更新:5月6日 @ 11時40分
更新者:BDCarrillo

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

更新:5月6日 @ 8時40分
更新者:BDCarrillo

- Fix NRE in initialhitcheck

更新:5月6日 @ 6時41分
更新者: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)