Space Engineers

Space Engineers

WeaponCore - 2.5
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Actualización: 22 ABR a las 11:17 a. m.

Actualización: 16 ABR a las 3:41 p. m.

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

Actualización: 16 ABR a las 1:18 p. m.

NRE chasing in NormalShootRayCallBack

Actualización: 16 ABR a las 10:15 a. m.

Code cleanup

Actualización: 14 ABR a las 4:19 p. m.

- 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)

Actualización: 14 ABR a las 9:13 a. m.

- 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

Actualización: 8 ABR a las 11:44 a. m.

Actualización: 7 ABR a las 1:13 p. m.

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

Actualización: 3 ABR a las 1:52 p. m.

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

Actualización: 2 ABR a las 12:32 p. m.

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