Space Engineers

Space Engineers

WeaponCore - 2.5
193개 중 51~60개 표시 중
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업데이트: 2025년 6월 2일 오후 7시 05분
작성자: 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

업데이트: 2025년 5월 29일 오후 6시 57분
작성자: BDCarrillo

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

업데이트: 2025년 5월 27일 오전 6시 29분
작성자: 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.

업데이트: 2025년 5월 24일 오후 4시 47분
작성자: BDCarrillo

업데이트: 2025년 5월 17일 오후 11시 05분
작성자: BDCarrillo

업데이트: 2025년 5월 13일 오전 11시 47분
작성자: 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

업데이트: 2025년 5월 9일 오후 4시 11분
작성자: BDCarrillo

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

업데이트: 2025년 5월 6일 오전 11시 40분
작성자: BDCarrillo

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

업데이트: 2025년 5월 6일 오전 8시 40분
작성자: BDCarrillo

- Fix NRE in initialhitcheck

업데이트: 2025년 5월 6일 오전 6시 41분
작성자: 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)