Difference between revisions of "Update 01.046"
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+ | ==Summary== | ||
+ | The sensor block has been added; you can configure what happens when something enters or leaves from the sensor’s field - the configuration is similar to the button panel. It's also possible to set a filter, so it will trigger events only for small ships, large ships, floating objects or characters. In the future we will add an option to allow filtering based on friend/foe status. Also, flashing options have been added for lights; you can create navigation lights and runways - multiple lights can be synced. Warhead has now timer and also can be detonated remotely through the terminal. | ||
+ | |||
==Features== | ==Features== | ||
− | *sensor block | + | * sensor block |
− | *flashing lights | + | * flashing lights |
− | *warhead terminal controls | + | * warhead terminal controls |
Fixes | Fixes | ||
− | *added multiplayer lag/slowdown compensation (helps with rubber banding) | + | * added multiplayer lag/slowdown compensation (helps with rubber banding) |
− | *added possibility for name change during dedicated server setup | + | * added possibility for name change during dedicated server setup |
− | *fixed issue when character moved objects locally by pushing (server ignored it) | + | * fixed issue when character moved objects locally by pushing (server ignored it) |
− | *fixed connector still yellow when turned OFF | + | * fixed connector still yellow when turned OFF |
− | *fixed turret rectangle visibility | + | * fixed turret rectangle visibility |
− | *fixed unlocked connectors allowing item transfer | + | * fixed unlocked connectors allowing item transfer |
− | *fixed rocket launcher not remembering option to use conveyor system | + | * fixed rocket launcher not remembering option to use conveyor system |
− | *fixed crash when locking connectors | + | * fixed crash when locking connectors |
− | *fixed completed solar panels do not have sun reflection | + | * fixed completed solar panels do not have sun reflection |
− | *fixed gravity generator model bug | + | * fixed gravity generator model bug |
− | *fixed landing gear attached to pistons could not be unlocked | + | * fixed landing gear attached to pistons could not be unlocked |
==Known Issues== | ==Known Issues== | ||
− | *changing the field of the sensor or loading the game will activate the sensor. This will be changed in the future updates. | + | * changing the field of the sensor or loading the game will activate the sensor. This will be changed in the future updates. |
− | *you can't assign the same sensor action for both entering and exiting the sensor's field | + | * you can't assign the same sensor action for both entering and exiting the sensor's field |
Revision as of 21:37, 4 September 2014
Summary
The sensor block has been added; you can configure what happens when something enters or leaves from the sensor’s field - the configuration is similar to the button panel. It's also possible to set a filter, so it will trigger events only for small ships, large ships, floating objects or characters. In the future we will add an option to allow filtering based on friend/foe status. Also, flashing options have been added for lights; you can create navigation lights and runways - multiple lights can be synced. Warhead has now timer and also can be detonated remotely through the terminal.
Features
- sensor block
- flashing lights
- warhead terminal controls
Fixes
- added multiplayer lag/slowdown compensation (helps with rubber banding)
- added possibility for name change during dedicated server setup
- fixed issue when character moved objects locally by pushing (server ignored it)
- fixed connector still yellow when turned OFF
- fixed turret rectangle visibility
- fixed unlocked connectors allowing item transfer
- fixed rocket launcher not remembering option to use conveyor system
- fixed crash when locking connectors
- fixed completed solar panels do not have sun reflection
- fixed gravity generator model bug
- fixed landing gear attached to pistons could not be unlocked
Known Issues
- changing the field of the sensor or loading the game will activate the sensor. This will be changed in the future updates.
- you can't assign the same sensor action for both entering and exiting the sensor's field