Space Engineers
WeaponCore - 2.5
กำลังแสดง 11-20 จาก 161 รายการ
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อัปเดต: 11 มิ.ย. @ 7: 27pm

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

อัปเดต: 11 มิ.ย. @ 4: 12pm

- WaterMod support now includes tides

อัปเดต: 8 มิ.ย. @ 7: 11pm

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

อัปเดต: 8 มิ.ย. @ 6: 36pm

อัปเดต: 6 มิ.ย. @ 3: 35pm

- 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

อัปเดต: 6 มิ.ย. @ 1: 58pm

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

อัปเดต: 4 มิ.ย. @ 7: 51am

- 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

อัปเดต: 3 มิ.ย. @ 9: 23am

- 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 .

อัปเดต: 2 มิ.ย. @ 7: 05pm

- 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

อัปเดต: 29 พ.ค. @ 6: 57pm

- Fixed reputation changes not appearing in SP or hosted games
- Fixed voxel LOS checks and other pauses in firing for lack of LOS