Space Engineers
WeaponCore - 2.5
กำลังแสดง 51-60 จาก 193 รายการ
< 1 ... 4  5  6  7  8 ... 20 >
อัปเดต: 2 มิ.ย. @ 7: 05pm
โดย 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

อัปเดต: 29 พ.ค. @ 6: 57pm
โดย BDCarrillo

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

อัปเดต: 27 พ.ค. @ 6: 29am
โดย 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.

อัปเดต: 24 พ.ค. @ 4: 47pm
โดย BDCarrillo

อัปเดต: 17 พ.ค. @ 11: 05pm
โดย BDCarrillo

อัปเดต: 13 พ.ค. @ 11: 47am
โดย 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

อัปเดต: 9 พ.ค. @ 4: 11pm
โดย BDCarrillo

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

อัปเดต: 6 พ.ค. @ 11: 40am
โดย BDCarrillo

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

อัปเดต: 6 พ.ค. @ 8: 40am
โดย BDCarrillo

- Fix NRE in initialhitcheck

อัปเดต: 6 พ.ค. @ 6: 41am
โดย 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)