Space Engineers

Space Engineers

WeaponCore - 2.5
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Actualización: 2 JUN a las 7:05 p. m.

- 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

Actualización: 29 MAY a las 6:57 p. m.

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

Actualización: 27 MAY a las 6:29 a. m.

- 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.

Actualización: 24 MAY a las 4:47 p. m.

Actualización: 17 MAY a las 11:05 p. m.

Actualización: 13 MAY a las 11:47 a. m.

- 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

Actualización: 9 MAY a las 4:11 p. m.

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

Actualización: 6 MAY a las 11:40 a. m.

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

Actualización: 6 MAY a las 8:40 a. m.

- Fix NRE in initialhitcheck

Actualización: 6 MAY a las 6:41 a. m.

- 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)