Space Engineers

Space Engineers

PassageIntersections
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Uppdatering: 29 jun, 2019 @ 9:16

Uppdatering: 22 jun, 2019 @ 17:35

Uppdatering: 9 jun, 2019 @ 18:47

Uppdatering: 9 jun, 2019 @ 13:11

Uppdatering: 9 jun, 2019 @ 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.

Uppdatering: 23 mar, 2019 @ 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.

Uppdatering: 14 nov, 2018 @ 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

Uppdatering: 28 aug, 2018 @ 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.

Uppdatering: 3 jun, 2018 @ 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.

Uppdatering: 26 mar, 2018 @ 5:39

- Fixed a 'hole' in Passage Pillar