Space Engineers

Space Engineers

WeaponCore - 2.5
Hiển thị 121-130 trong 193 mục
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Cập nhật: 10 Thg09, 2024 @ 5:41pm

- Speculative fix for odd interactions with Seamless based on join events (added PlayerConnected event)
- Reworked terminal info display to be more player-friendly and contextually hide/show relevant information

Cập nhật: 9 Thg09, 2024 @ 2:50pm

Changed how player joins are accounted for as a speculative fix for some oddities with seamless transitions

Cập nhật: 27 Thg08, 2024 @ 8:24am

- Fixed corner case exception with packet pool cleanup
- Fixed application of force to only occur once per projectile impact, not per block hit
- Added penetration mechanic- see latest coreparts

Cập nhật: 24 Thg08, 2024 @ 12:08pm

- Fixed NRE with smarts using painter if the firing grid jumps out of sync of the target

Cập nhật: 22 Thg08, 2024 @ 2:29pm

Cập nhật: 18 Thg08, 2024 @ 12:49pm

Cập nhật: 17 Thg08, 2024 @ 10:06am

- Sync fix for Objective Mode in MP
- Removed excessive debug log messages about aiming/gravity

Cập nhật: 10 Thg08, 2024 @ 12:48pm

- Added Objective Mode terminal control and action. Default applies the previous behavior in WC of hud-focused targets getting blocks destroyed, while targets that weren't hud-focused would only have blocks shot at until disabled. Now players can select if they want their weapons to use that default, destroy any blocks they target, or disable any blocks they target. The destroy/disable options apply to all targets, including hud-focused ones.

Cập nhật: 6 Thg08, 2024 @ 11:49am

- Fixed painter mark cancellation discrepancy between client, server, and other clients.
- Fixed Advanced Settings tick box- now refreshes terminal when pressed and hides Track Angular Motion
- Updated RNG option descriptions for weapon targeting in CoreParts
- Fixed RNG not randomizing on the first usage

Cập nhật: 27 Thg07, 2024 @ 6:32pm

- Added weapon camera channels to searchlights, to be consistent with other turrets
- Fixed emissive initial state setting in world load, which used to fire per keyframe instead of per unique emissive. May have previously caused IndexOutOfRangeException in MyConcurrentTwoLevelQueue.Enqueue