Space Engineers

Space Engineers

Vanilla+ Framework
104개 중 1~10개 표시 중
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업데이트: 2025년 8월 26일 @ 오후 7시 52분

Fixed Missing Ammo Selector menu in blocks of type SmallMissileLauncherReload

업데이트: 2025년 8월 13일 @ 오후 1시 24분

# Vanilla+ Framework
- Fixed CTD in `GL_RetargetOntoFlare`

업데이트: 2025년 8월 12일 @ 오후 3시 19분

# Vanilla+ Framework
- Fixed CTD in `GetTargetBlockFromGrid`

업데이트: 2025년 6월 17일 @ 오후 1시 47분

# Vanilla+ Framework
- Fix game crash when AG_AmmoDefinitionName is `null` instead of "null"
- Optimized performance.

업데이트: 2025년 4월 26일 @ 오전 4시 13분

# Vanilla+ Framework
- Fixed crash which occured rarely when using `VPF_SuppressMissileTrailEffect`.

업데이트: 2025년 4월 16일 @ 오후 6시 14분

# Vanilla+ Framework
- Fixed buff where setting GL_Target via the ModAPI would stop the missile if the previous target was null.
- Added bool `VPF_SuppressMissileTrailEffect` to VPFAmmoDefinition
- Suppresses `<MissileTrailEffect>` in Ammos.sbc. Useful for modpacks where Vanilla+ is optional, and you want the vanilla one OR the vanilla+ one to be shown.

업데이트: 2025년 3월 19일 @ 오전 11시 29분

# Vanilla+ Framework
- Added float `GL_MissileKillOnRangeToTarget` to GuidanceLock_Logic
- Range at which the missile detonates from the target. ~~Useful for staging munitions while keeping lag down~~ Useful for only prox detting on the desired target. Set to zero to disable.
- Should be a positive real number or zero. (units of meters)
- Added bool `RequiresMissileHPAboveZero` to Shrapnel_Logic
- (Missile only) Set to true to require the missile's HP value to be equal to zero (basically the missile did not get shot down by PD).
- Added bool `RequiresMissileHPAtZero` to Shrapnel_Logic
- (Missile only) Set to true to require the missile's HP value to be equal to zero (basically the missile did get shot down by PD).
- Added int `SPL_SpawnDelay` to Shrapnel_Logic
- Delay in ticks to spawn the shrapnel. Set to zero to spawn instantly. Shrapnel will spawn at the point it would normally spawn regardless of any percieved inherited velocity. Set to zero to disable.
- Added int `SPL_SpawnDelayVariance` to Shrapnel_Logic
- Randomized addition to SPL_SpawnDelay. Set to zero for no variance. Shrapnel will spawn at the point it would normally spawn regardless of any perceived inherited velocity. Set to zero to disable.
- Added int `SPL_MaxShrapnelRecursion` to Shrapnel_Logic
- Sets the maximum amount of shrapnel layers for beams only; only has an effect when beams spawning more beam shrapnel are used. Can be used to limit recursive beams for a line of explosions and such. Set to zero to disable.
- Added bool `BWT_IgnoreCollisions` to BeamWeaponType_Logic
- When set to true, causes the beam to completely ignore collisions
- Added randomization options to FX definitions
- Added float `Pos1RandomOffset` to SimpleObjectDefinition (all FX definitions)
- Added float `Pos2RandomOffset` to LineDefinition
- Allows to randomly offset Pos1/Pos2 around the initial point by the amount defined in the two above. Randomization is spherical.
- Added float `RadiusRandomOffset` to SphereDefinition
- Allows the radius of the sphere to be randomized from `Radius-RadiusRandomOffset` to `Radius+RadiusRandomOffset`
- Added MyStringId `LineMaterial` to SphereDefinition
- Texture of the sphere's lines
- Added string `EndOfLifeFXsubtypeName` to VPFAmmoDefinition
- Name of the Subtype of the FX subtype defined in VPF FX Definitions to be used when the missile dies. Set to null to disable.
- Added new functionality between `MaximumLifeTime` and beam weapons
- IF `MaximumLifeTime` > 0 and the missile's initial speed is less than c (299,792,458m/s), then the max trajectory of the beam becomes the missile's initial speed * `MaximumLifeTime`
- Useful to make beam turrets w/ shrapnel layers aim to the maximum distance of said shrapnel layers.
- Added int `NumberOfTimesToRepeat` to SimpleObjectDefinition
- Amount of times to repeat spawning this FX, useful when random offsets are used.
- Fixed issue where guided beams did all their end of life stuff like spawning explosions, shrapnel, etc at every one of their rotation points instead of at just their end.
- Fixed beams not using `PD_MissileDamageRadiusOnDeath` for missile damage calculations.
- Fixed beam direct impacts killing missiles regardless of AMM damage.
- Made beams using firing block color more clear that only missiles can have this feature in documentation.
- Definitions now overwrite their predecessors, if any.
- Fixed https://discord.com/channels/1152039474855944243/1331716930154922025/1331716930154922025
- Fixed guided missiles not guiding if there was a passenger on board.

업데이트: 2025년 1월 24일 @ 오후 2시 20분

Fixed Guidance Logic messing with initial velocity direction on moving ships, causing misses due to no velocity inheritance.

업데이트: 2024년 12월 29일 @ 오전 12시 34분

Fixed guided beams not changing directions when the angle change is small enough. (thanks keen math library for doing this)
Fixed countermeasures seducing missiles not appearing properly on dedicated servers.

realised this thing exists, will use from now on

업데이트: 2024년 10월 29일 @ 오후 2시 50분