Space Engineers

Space Engineers

WeaponCore - 2.5
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Opdatering: 25. maj 2024 kl. 20:35

- Rework of projectile on projectile damage calcs, as previously you could end up with a high primary damage projectile unintentionally surviving multiple hits and doing nearly infinite damage against other projectiles. This was more apparent with smarts that would select and chase a new target. Projectiles with EOL detonations could also explode multiple times without dying.
- This should not have a noticeable impact on a majority of existing weapons or ammo. Modders check the wiki changelog for full notes.

Opdatering: 24. maj 2024 kl. 8:30

- Added RegisterSubGrid error handling for a modified FatBlocks collection
- Repel tooltip note clarification

Opdatering: 19. maj 2024 kl. 10:23

- Fixed burst count defaulting to 1 for certain sequencing actions, resulting in short cycling of weapons

Opdatering: 18. maj 2024 kl. 18:20

- Added AntiSmartv2 that uses ewar strength and projectile health fields to distract smarts. See EWAR section on wiki, and new enum in coreparts.

Opdatering: 4. maj 2024 kl. 10:06

Fixed a github vs steam discrepancy that removed the newer server override system. It's back in now as described in the wiki

Opdatering: 2. maj 2024 kl. 16:51

- Added SG and LG flare/firework launchers to an exemption. They should no longer be removed.
- Added some debugging to catch an elusive SharpDX audio error
- Removed unused code/vars
- Clarified Override tooltip

Opdatering: 26. apr. 2024 kl. 6:57

Opdatering: 26. apr. 2024 kl. 6:33

- Deconflicted faction color on ammo and color variance- previously having a color variance would suppress faction colors

Opdatering: 20. apr. 2024 kl. 13:50

- Fixed PD targeting failing to acquire smart handweapons that are dumbfired (similar to a grid-based weapon on override)

Opdatering: 20. apr. 2024 kl. 4:13

- Touched up MaxAbsorb + Pooled to act as described in the ammo template