Space Engineers

Space Engineers

PassageIntersections
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Opdatering: 29. juni 2019 kl. 9:16

Opdatering: 22. juni 2019 kl. 17:35

Opdatering: 9. juni 2019 kl. 18:47

Opdatering: 9. juni 2019 kl. 13:11

Opdatering: 9. juni 2019 kl. 10:04

Feel Comfortable In Your Armor Skin

+Went over every block to /hopefully/ let armor skins apply properly

+Touched up many blocks
+Buttons on all varients of Passage Button Panels should now only light up if there is something assigned to the button (like the vanilla one)
+Fixed texture on LCD varients
+Thickened the Enclosed Passage floors so (most) blocks don't have parts poke through it.

+Adjusted all varients of Passage Air Vents power consumption to be in line with vanilla

+ Increased the distances that triggers a LOD transition.

Opdatering: 23. mar. 2019 kl. 21:47

So realistic...that's triple-A sheet.

- Changed Door sounds so they work with "realistic" audio settings.
- Cleaned up inner door model, hopefully wrangled all those "invalid triangles"
- Updated vanilla Passage definition to have all the extra bits that Keen added over the last year or so.

Opdatering: 14. nov. 2018 kl. 0:23

Was using <IsAirTight> before it was cool...?

- Made Half Passage Doors Airtight again

- Fixed LODs for Half Passage Airvent not showing pressurization status lights

Opdatering: 28. aug. 2018 kl. 18:27

PCU? More like C PU!

+Added PCU vales for all passages based off Keen's numbers.

-Moved Passage Glass varents into the respective Passage base block.

Opdatering: 3. juni 2018 kl. 14:29

Added:

- 3 new Passage Pillar blocks (2 pillars on same side, 2 on opposing sides, and 3 pillar)
- Half Passage LCD

Passage Pillar blocks have lighted varients, and all can be placed on large and small grids.

Opdatering: 26. mar. 2018 kl. 5:39

- Fixed a 'hole' in Passage Pillar