Space Engineers

Space Engineers

WeaponCore - 2.5
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Opdatering: 9. sep. 2024 kl. 14:50

Changed how player joins are accounted for as a speculative fix for some oddities with seamless transitions

Opdatering: 27. aug. 2024 kl. 8:24

- Fixed corner case exception with packet pool cleanup
- Fixed application of force to only occur once per projectile impact, not per block hit
- Added penetration mechanic- see latest coreparts

Opdatering: 24. aug. 2024 kl. 12:08

- Fixed NRE with smarts using painter if the firing grid jumps out of sync of the target

Opdatering: 22. aug. 2024 kl. 14:29

Opdatering: 18. aug. 2024 kl. 12:49

Opdatering: 17. aug. 2024 kl. 10:06

- Sync fix for Objective Mode in MP
- Removed excessive debug log messages about aiming/gravity

Opdatering: 10. aug. 2024 kl. 12:48

- Added Objective Mode terminal control and action. Default applies the previous behavior in WC of hud-focused targets getting blocks destroyed, while targets that weren't hud-focused would only have blocks shot at until disabled. Now players can select if they want their weapons to use that default, destroy any blocks they target, or disable any blocks they target. The destroy/disable options apply to all targets, including hud-focused ones.

Opdatering: 6. aug. 2024 kl. 11:49

- Fixed painter mark cancellation discrepancy between client, server, and other clients.
- Fixed Advanced Settings tick box- now refreshes terminal when pressed and hides Track Angular Motion
- Updated RNG option descriptions for weapon targeting in CoreParts
- Fixed RNG not randomizing on the first usage

Opdatering: 27. juli 2024 kl. 18:32

- Added weapon camera channels to searchlights, to be consistent with other turrets
- Fixed emissive initial state setting in world load, which used to fire per keyframe instead of per unique emissive. May have previously caused IndexOutOfRangeException in MyConcurrentTwoLevelQueue.Enqueue

Opdatering: 25. juli 2024 kl. 8:26

- Fixed weapons that use TargetGridCenter ignoring terminal settings on target types
- Fixed a PD corner case where TargetGridCenter-fired projectiles might have been ignored