Space Engineers

Space Engineers

WeaponCore - 2.5
Se afișează 11-20 din 162 intrări
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Actualizare: 13 iun. @ 10:31

- Fixed weapon list names sometimes being blank for AI Offensive Block
- Fixed CTC display of controlled weapons, including updates for loss of rotors/hinges or changing them

Actualizare: 11 iun. @ 19:27

- Improved UI to hide terminal controls/hotbar actions that may not apply to weapons (like point defense that can only ever target projectiles)

Actualizare: 11 iun. @ 16:12

- WaterMod support now includes tides

Actualizare: 8 iun. @ 19:11

- Weapons that target grid center respect objective mode options, at the level of the whole grid. In this context disabled means no power.

Actualizare: 8 iun. @ 18:36

Actualizare: 6 iun. @ 15:35

- Cleanup of unused vars
- Touchup of combat block focus logic to require both a flight and combat block to be on to update focus targets

Actualizare: 6 iun. @ 13:58

- Fixed Automaton Combat Block assignment of target to WC focus target, and firing of fixed smarts that use comms

Actualizare: 4 iun. @ 7:51

- Fixed bug with custom AOE sounds and hit sounds that were the same not producing an audible sound
- Added definition-level options to prohibit weapons from targeting LG or SG, with user feedback in terminal

Actualizare: 3 iun. @ 9:23

- Added toolbar actions to increase/decrease max range of turrets/smarts
- Clarified toolbar action names/display for setting min/max target size
- Added "No LOS" to right hud display options, corrected weapons reporting "Too Far" (was default) excessively
- Added feedback for hud display modes when cycling with Numpad .

Actualizare: 2 iun. @ 19:05

- Added Water Hit Sound, Water Hit Particle, and Voxel Hit Particle options to ammo defs
- Added clarifications on how the various hit sounds for ammo interacted in CoreParts repo
- Fixed bug where particles would fail to draw if the projectile didn't have a tracer
- Eliminated use of Water Mod API to render Water Mod splashes- this was ludicrously expensive and hardly noticeable