Space Engineers

Space Engineers

WeaponCore - 2.5
正在显示第 71 - 80 项,共 193 项条目
< 1 ... 6  7  8  9  10 ... 20 >
更新于:4 月 27 日 上午 1:33
作者:BDCarrillo

- Added ammo switching logic for interior turret ammo compatibility for legacy BPs upon placement

更新于:4 月 25 日 上午 8:06
作者:BDCarrillo

Fixed subgrid layering corner cases that resulted in apparent phasing of damage
Prohibited "Focus Fire" terminal/hotbar option for weapons that rely on comms for their target

更新于:4 月 22 日 上午 11:17
作者:BDCarrillo

更新于:4 月 16 日 下午 3:41
作者:BDCarrillo

fixed NRE in ray callback (fun combo of target closest + target grid center)

更新于:4 月 16 日 下午 1:18
作者:BDCarrillo

NRE chasing in NormalShootRayCallBack

更新于:4 月 16 日 上午 10:15
作者:BDCarrillo

Code cleanup

更新于:4 月 14 日 下午 4:19
作者:BDCarrillo

- Added new weapon cfg option in "Other": AllowScopeOutsideObb. By default the LoS check origin is adjusted to be inside the weapon block bounds, setting this true uses the actual scope position. (coreparts structure update needed for modders)
- Changed CastRayParallel calls to CastRay. Delays for LoS checks should be eliminated and false-positive firing at terrain or friendlies should be further reduced
- Fixed a bug with LoS on weapons that target grid center, if there was nothing at the center of the grid the ray would return a false miss and the weapon would give up that grid target
- Added additional weapon debug draws for the scope and scope forward (yellow ball at scope and line)

更新于:4 月 14 日 上午 9:13
作者:BDCarrillo

- Reduced planetary voxel prefetch time from 90 to 10 ticks, should eliminate "twitching" weapons when they are following your mouse across voxel
- Weapons in Test Mode (Override) will no longer wait for LOS ray check callbacks
- Default character damage fixed to match notes in DamageScales. Would erroneously default to zero instead of 1

更新于:4 月 8 日 上午 11:44
作者:BDCarrillo

更新于:4 月 7 日 下午 1:13
作者:BDCarrillo

Fix for NRE on race condition of placing a new wep on a CTC, if the CTC didn't init in time