Space Engineers
WeaponCore - 2.5
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Обновление: 2 июн в 19:05
автор: 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

Обновление: 29 мая в 18:57
автор: BDCarrillo

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

Обновление: 27 мая в 6:29
автор: 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.

Обновление: 24 мая в 16:47
автор: BDCarrillo

Обновление: 17 мая в 23:05
автор: BDCarrillo

Обновление: 13 мая в 11:47
автор: 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

Обновление: 9 мая в 16:11
автор: BDCarrillo

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

Обновление: 6 мая в 11:40
автор: BDCarrillo

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

Обновление: 6 мая в 8:40
автор: BDCarrillo

- Fix NRE in initialhitcheck

Обновление: 6 мая в 6:41
автор: 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)