Space Engineers

Space Engineers

WeaponCore - 2.5
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更新:2024年9月10日 @ 17時41分
更新者:BDCarrillo

- Speculative fix for odd interactions with Seamless based on join events (added PlayerConnected event)
- Reworked terminal info display to be more player-friendly and contextually hide/show relevant information

更新:2024年9月9日 @ 14時50分
更新者:BDCarrillo

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

更新:2024年8月27日 @ 8時24分
更新者:BDCarrillo

- 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

更新:2024年8月24日 @ 12時08分
更新者:BDCarrillo

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

更新:2024年8月22日 @ 14時29分
更新者:BDCarrillo

更新:2024年8月18日 @ 12時49分
更新者:BDCarrillo

更新:2024年8月17日 @ 10時06分
更新者:BDCarrillo

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

更新:2024年8月10日 @ 12時48分
更新者:BDCarrillo

- 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.

更新:2024年8月6日 @ 11時49分
更新者:BDCarrillo

- 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

更新:2024年7月27日 @ 18時32分
更新者:BDCarrillo

- 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