Space Engineers

Space Engineers

WeaponCore - 2.5
Exibindo entradas 81–90 de 201
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Atualização: 22 de abr. às 11:17

Atualização: 16 de abr. às 15:41

fixed NRE in ray callback (fun combo of target closest + target grid center)

Atualização: 16 de abr. às 13:18

NRE chasing in NormalShootRayCallBack

Atualização: 16 de abr. às 10:15

Code cleanup

Atualização: 14 de abr. às 16:19

- Added new weapon cfg option in "Other": AllowScopeOutsideObb. By default the LoS check origin is adjusted to be inside the weapon block bounds, setting this true uses the actual scope position. (coreparts structure update needed for modders)
- Changed CastRayParallel calls to CastRay. Delays for LoS checks should be eliminated and false-positive firing at terrain or friendlies should be further reduced
- Fixed a bug with LoS on weapons that target grid center, if there was nothing at the center of the grid the ray would return a false miss and the weapon would give up that grid target
- Added additional weapon debug draws for the scope and scope forward (yellow ball at scope and line)

Atualização: 14 de abr. às 9:13

- Reduced planetary voxel prefetch time from 90 to 10 ticks, should eliminate "twitching" weapons when they are following your mouse across voxel
- Weapons in Test Mode (Override) will no longer wait for LOS ray check callbacks
- Default character damage fixed to match notes in DamageScales. Would erroneously default to zero instead of 1

Atualização: 8 de abr. às 11:44

Atualização: 7 de abr. às 13:13

Fix for NRE on race condition of placing a new wep on a CTC, if the CTC didn't init in time

Atualização: 3 de abr. às 13:52

Touchup to LOS checks for cases where long prefire or postfire events were impacted by waiting for LOS callback.

Atualização: 2 de abr. às 12:32

(excluding point defense against projectiles) from the delay for LOS checks