Space Engineers

Space Engineers

WeaponCore - 2.5
193개 중 121~130개 표시 중
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업데이트: 2024년 9월 10일 오후 5시 41분
작성자: BDCarrillo

- Speculative fix for odd interactions with Seamless based on join events (added PlayerConnected event)
- Reworked terminal info display to be more player-friendly and contextually hide/show relevant information

업데이트: 2024년 9월 9일 오후 2시 50분
작성자: BDCarrillo

Changed how player joins are accounted for as a speculative fix for some oddities with seamless transitions

업데이트: 2024년 8월 27일 오전 8시 24분
작성자: BDCarrillo

- Fixed corner case exception with packet pool cleanup
- Fixed application of force to only occur once per projectile impact, not per block hit
- Added penetration mechanic- see latest coreparts

업데이트: 2024년 8월 24일 오후 12시 08분
작성자: BDCarrillo

- Fixed NRE with smarts using painter if the firing grid jumps out of sync of the target

업데이트: 2024년 8월 22일 오후 2시 29분
작성자: BDCarrillo

업데이트: 2024년 8월 18일 오후 12시 49분
작성자: BDCarrillo

업데이트: 2024년 8월 17일 오전 10시 06분
작성자: BDCarrillo

- Sync fix for Objective Mode in MP
- Removed excessive debug log messages about aiming/gravity

업데이트: 2024년 8월 10일 오후 12시 48분
작성자: BDCarrillo

- Added Objective Mode terminal control and action. Default applies the previous behavior in WC of hud-focused targets getting blocks destroyed, while targets that weren't hud-focused would only have blocks shot at until disabled. Now players can select if they want their weapons to use that default, destroy any blocks they target, or disable any blocks they target. The destroy/disable options apply to all targets, including hud-focused ones.

업데이트: 2024년 8월 6일 오전 11시 49분
작성자: BDCarrillo

- Fixed painter mark cancellation discrepancy between client, server, and other clients.
- Fixed Advanced Settings tick box- now refreshes terminal when pressed and hides Track Angular Motion
- Updated RNG option descriptions for weapon targeting in CoreParts
- Fixed RNG not randomizing on the first usage

업데이트: 2024년 7월 27일 오후 6시 32분
작성자: BDCarrillo

- Added weapon camera channels to searchlights, to be consistent with other turrets
- Fixed emissive initial state setting in world load, which used to fire per keyframe instead of per unique emissive. May have previously caused IndexOutOfRangeException in MyConcurrentTwoLevelQueue.Enqueue