Space Engineers

Space Engineers

Water Mod
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Actualización: 15 MAY 2022 a las 12:21

Fixed crash

Actualización: 15 MAY 2022 a las 11:39

Version 3.6
* Reimplemented respawn pod feature
* Fixed parachutes not detecting water surface
* Vanilla respawn pods no longer spawn in water sometimes
* Parachutes now close when they touch the water surface
* Potentially fixed crash when cleaning up grid data
* Potentially fixed collectors not collecting items on DS

Actualización: 14 MAY 2022 a las 16:09

Version 3.5
* Grid Physics optimizations
* Removed some files
* Potentially fixed an issue with DS config serialization

Actualización: 14 MAY 2022 a las 9:07

Version 3.4
* Render optimizations
* Fixed water not rendering for a single frame when changing a setting
* Fixed fluid materials not being serialized
* Reimplemented boat wake
* Potentially fixed collectors not collecting items on DS
* Fixed physics issue regarding wakes
* Fixed blocks needing to touch water for their functionality to update

Actualización: 30 ABR 2022 a las 4:35

Version 3.3
* Decreased water waves volume
* Fixed character crash
* Fixed log spam from anticheat

Actualización: 27 ABR 2022 a las 15:45

Version 3.2
* Functional blocks reset to their original power state when they are allowed to function again
* Players have a 15 second breath before drowning damage occurs
* Increased drowning damage
* Fixed characters drowning if only their waist was underwater
* Decreased number of ambient bubbles
* Moved character drowning damage into character definition
* Added horizontal transformations to the water surface to make it look more natural
* Fixed floating object buoyancy being 60x what it should be
* Fixed character backpacks not having drag or buoyancy
* Potentially fixed floating object log spam

Actualización: 24 ABR 2022 a las 16:40

Actualización: 24 ABR 2022 a las 15:01

Version 3.1
* Fixed character crushing not checking airtightness
* Fixed crash when removing water while the camera is underwater
* Fixed all lighting breaking deep underwater
* Fixed crash when loading world with more than one water
* Fixed flashing when rendering more than one water
* Fixed error text for planets without water
* Potentially fixed floating-object log spam
* Potentially fixed bubbles spawning where they shouldn't
* Optimized floating-objects physics

Actualización: 23 ABR 2022 a las 10:53

Fixed API issue

Actualización: 23 ABR 2022 a las 9:01

Version 3.0
* Water physics is now based off of volume of water displaced (Archimedes Principle)
* Airtight rooms now affect buoyancy
* Added underwater explosion effects
* Added surface explosion effects
* Fixed small grid physics bug
* Fixed implicit Vector3 conversions
* Default water quality setting is 1.5
* Bubbles are created a little above the player's head in first person
* Fog color is now affected by time of day
* Inverted gas tank efficiency (Empty tanks displace the most water and are therefore more buoyant)
* Oxygen and Hydrogen tanks do not have any buoyancy difference as it's based on displacement now
* A full gas tank is considered full of water
* Released video guide on how to build boats
* Fixed floating objects being slowed even if they're not underwater
* Increased visibility of water surface viewed from underwater
* Linear drag is more accurate
* Improved how drag is calculated
* Wolves and Spiders can no longer spawn underwater
* Increase angular drag
* Performance optimizations
* Fixed water surface appearing transparent from underwater when the setting was disabled
* Fog doesn't decrease indoors anymore
* Rebalanced water impact damage
* Block damage is only calculated if the grid itself is traveling more than 15m/s regardless of rotation speed (Optimization)
* Improved vertical velocity damper
* Dropped items are affected by buoyancy now
* Increased amount of ambient bubbles so you can tell where water is better
* /wcob also shows the amount of displacement a grid has
* Removed water wheels behavior
* Decreased default tide speed
* Dropped items no longer create bubbles
* Dropped items create splashes when they impact with water now
* Unknown signals now float because of the new physics
* Parachute autodeploy now works for detecting water surface
* Water darkness scales according to the aphotic, euphotic, and dysphotic zones
* Added specular reflections to surface
* Buoyancy no longer increases with depth (Density is independent from pressure and liquids are practically incompressable!)
* Default water density is now 1024/m^3 (Salt Water)
* Solar Panels & Oxygen Farms are turned off when underwater (API Usage Example)
* Buoyancy forces are calculated at the actual center of the block, instead of the main mount point
* Added swimming
* Added new underwater splash sounds for when the camera is underwater
* Seagulls do not caw if the camera is underwater
* Cleaned up unused files
* Minimum density is 1kg/m^3
* Optimized depth TSS script
* Added pressure TSS script
* Fixed seagulls existing on planets without water
* Created guide for how to build boats (https://sp.zhabite.com/sharedfiles/filedetails/?id=2654168726)
* Reimplemented character drag
* Reimplemented character buoyancy
* Reimplemented respawn pod spawning functionality
* Improved culling a lot
* Render optimizations
* Reduced amount of transparent materials
* Added command /wtextures that lists all the available water textures
* Fixed /wtexture allowing to input any thing
* Added texture JWaterFullLight
* Improved surface rendering
* Improved horizon culling & rendering
* Reimplemented Coastal rendering
* Floating objects no longer create bubbles
* Removed seed
* Improved visuals from space
* Increased amount of fog to water distance according to world-record secchi disk observation distance (80m)
* Fixed COB Indicator being hard to see
* New COB Indicator rendering
* Added maximum functional pressure for blocks
* Fixed grids that are only one block not having drag
* Reimplemented fish
* Fixed fish generating above water
* Reimplemented seagulls
* Decreased frequency of seagulls cawing
* Decreased amount of seagulls
* Impact damage now depends on fluid density as well
* Retired command /wdensity
* Added command /wmaterial to set the physical material of the fluid (Water, Lava, etc...)
* Added command /wmaterials to list all the available physical materials
* Fixed splash effect playing when you enter water inside an airtight room
* Reduced visibility of water surface inside airtight rooms
* Decreased size of the water bubbles
* Code cleanup
* Added buoyancy TSS script
* Added buoyancy ratio TSS script (100% means neutrally buoyant, less than 100% means sinking)
* Rebalanced ice collection in collectors
* Improved tiling of water surface texture when very close
* Ocean sounds last higher up
* Changing water quality settings no longer removes fish, bubbles
* New bubble rendering
* Optimized simulated splashes
* New ambient bubbles texture
* Increased minimum LOD detail level
* Optimized surface splash draw
* Added command /wrradius to get the radius relative to the camera
* Increased maximum water quality to 4
* Decreased minimum water LOD radius
* Change permissions check for /wfog to be space master or higher
* Added command /wdiscord to open to the discord server
* Added UI through Text Mod API (F2 menu)

API Version 17 (Minimum 14)
* Added method GetBlockVolume to get how much water a block displaces
* Added method GetBlockVolumes to get the volume of every block
* Created WaterConfig.xml (Block/Planet Modders, use this!)
* Created guide for how to use the Water Mod API (https://sp.zhabite.com/sharedfiles/filedetails/?id=2639207010)
* Added ability for surface only and water only blocks (Read the guide!)
* Added option to keep damage particles for blocks underwater (Read the guide!)
* Added new method for setting up planets for water
* Made old method of setting up planets for water obsolete
* Added character API so you can make characters breath underwater
* Added respawn API so you can make certain respawn pods spawn only on water, in water, or surface
* Fixed NRE crash when registering API
* Fixed NRE when no waters exist
* Added water texture api to show in /wtextures (Read the guide!)