Highly untested and may break world
Current release unspecified
- Worked on nightmare missile
Not scary, yet
- update VE version
- Updated file: gradle.properties
- Set correct VE version #
- Sync
- Updates scripts and version #s
- Fixed #67
I blame @calcalvia for this one
- Changed to VE for Project A
- Added custom damage type for redmatter
This should bypass armor but will need more work down the road.
- Reduced redmatter entity damage from ~100M to 2K
This is to fix issues with other mods that try to reduce and neglect the damage. In which the high damage would result in overflows, underflows, bugs, crashes, and odd behavior. This is a temp fix as a better fix would be to change the damage type and add logic to bypass armor.
- Automation: Updated Voltz Version to 1.7.0
- Renamed blast repulsive to tnt, Recoded breach blast to work correctly
- Fixed redmatter locking up when it has no blocks to remove but has been set dead
- Fixed fluid handling for redmatter
- Fixed #52 hyper sonic ignoring hardness values when breaking blocks
- Added transfer of right click to launcher screen from launcher frame
- Fixed #50, Fixed radar GUI not working, Fixed radar packet handling, Re-add redstone to radar
- Fixed T3 launcher support frame crashing when calculating random miss location
- Fixed cammo not support metadata, Fixed cammo loading air block causing render to fail
- Change to allow power to flow through frame to screen
- Fixed #59
- Removed RF code, neglected to notice machine prefab in VE contained RF code
- [Untested] Recoded machine prefab to use UE energy and to convert RF to UE
- Fixed explosive block dropping while in creative mode
- Removed unused model, Fixed #57 s-mine not rendering
- update VE version
- Changes for api and projectile prefabs
- update VE version
- API change
- update VE version
- Changed to VE ID
- Import changes
- Update to VE 1.0.0
- Removed particle effects from flying block to fix #48
- Sync
- Moved resonant interfaces to VE
- update changelog