Space Engineers

Space Engineers

WeaponCore - 2.5
160 sonuçtan 11 ile 20 arası gösteriliyor
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Güncelleme: 11 Haz @ 16:12

- WaterMod support now includes tides

Güncelleme: 8 Haz @ 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.

Güncelleme: 8 Haz @ 18:36

Güncelleme: 6 Haz @ 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

Güncelleme: 6 Haz @ 13:58

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

Güncelleme: 4 Haz @ 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

Güncelleme: 3 Haz @ 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 .

Güncelleme: 2 Haz @ 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

Güncelleme: 29 May @ 18:57

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

Güncelleme: 27 May @ 6:29

- Added option in Smarts to "IgnoreAntiSmarts"
- Fixed Energy ammo reloading, mags to load was ignored but is now factored in to the amount of energy ammo that is "loaded" per reload event
- Fixed corner case of virtual beam updates throwing an exception if the firing grid was deleted while hit checks were waiting on a thread.