Space Engineers

Space Engineers

WeaponCore - 2.5
161개 중 41~50개 표시 중
< 1 ... 3  4  5  6  7 ... 17 >
업데이트: 2025년 4월 22일 @ 오전 11시 17분

업데이트: 2025년 4월 16일 @ 오후 3시 41분

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

업데이트: 2025년 4월 16일 @ 오후 1시 18분

NRE chasing in NormalShootRayCallBack

업데이트: 2025년 4월 16일 @ 오전 10시 15분

Code cleanup

업데이트: 2025년 4월 14일 @ 오후 4시 19분

- 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)

업데이트: 2025년 4월 14일 @ 오전 9시 13분

- 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

업데이트: 2025년 4월 8일 @ 오전 11시 44분

업데이트: 2025년 4월 7일 @ 오후 1시 13분

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

업데이트: 2025년 4월 3일 @ 오후 1시 52분

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

업데이트: 2025년 4월 2일 @ 오후 12시 32분

(excluding point defense against projectiles) from the delay for LOS checks