Space Engineers

Space Engineers

WeaponCore - 2.5
目前顯示第 51-60 項,共 193 項
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更新:6 月 2 日 @ 下午 7:05
BDCarrillo 發表

- 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 @ 下午 6:57
BDCarrillo 發表

- 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 @ 上午 6:29
BDCarrillo 發表

- 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 @ 下午 4:47
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更新:5 月 17 日 @ 下午 11:05
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更新:5 月 13 日 @ 上午 11:47
BDCarrillo 發表

- 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 @ 下午 4:11
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- Unused code cleanup
- ModAPI hooks for Aristeas' EM/radar mod

更新:5 月 6 日 @ 上午 11:40
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- Gatling sound file fix (proper hz rate, thanks Consty!)

更新:5 月 6 日 @ 上午 8:40
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- Fix NRE in initialhitcheck

更新:5 月 6 日 @ 上午 6:41
BDCarrillo 發表

- 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)