Space Engineers

Space Engineers

WeaponCore - 2.5
Näytetään 41–50 / 162
< 1 ... 3  4  5  6  7 ... 17 >
Päivitys: 25.4. klo 8.06

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

Päivitys: 22.4. klo 11.17

Päivitys: 16.4. klo 15.41

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

Päivitys: 16.4. klo 13.18

NRE chasing in NormalShootRayCallBack

Päivitys: 16.4. klo 10.15

Code cleanup

Päivitys: 14.4. klo 16.19

- 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)

Päivitys: 14.4. klo 9.13

- 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

Päivitys: 8.4. klo 11.44

Päivitys: 7.4. klo 13.13

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

Päivitys: 3.4. klo 13.52

Touchup to LOS checks for cases where long prefire or postfire events were impacted by waiting for LOS callback.