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It's exactly what I always thought the shield in Space Engineer should be.
If the community had used this approach all along, we'd have something better. That doesn't overload the game, doesn't need a dependency and maybe it would even work on Xbox as well.
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=>Fixed the Block Variants code so they now show on Xbox/PC everything and none are hidden.
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-Looks cool
-Functional version is very durable
Cons:
-The functional version takes up a 7:3:3 (w:h:l) space while the actual shield is only 7:2:2
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=>GUI Icons now use the Pre-multiplied Alpha System.
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https://www.youtube.com/watch?v=8iCqSnVoc0I
http://steamproxy.com/sharedfiles/filedetails/?id=438525899&searchtext=retractable
if retractable ramps can block bullets and missiles outside the bounding box why can thies. retractable ramps can even cut an enemy ship in half. i have been using them to cut printed objects off the base too.
anything outside the bounding box the collision mesh will not work.
I will see :)
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=>Made the Azimuth Invisible Shields more invisible.
=>Code Optimizations.
=>Texture Optimizations and Fixes and Updates.
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I will make the changes in both this pack and the complete pack :)
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=>Fixed the Shields not being colorable in DX-9.
=>Added new functional versions of the azimuth shields that work.(bigger bounding box)
=>Added new functional versions of the azimuth shields that have custom collision meshes/boxes(no more clipping guaranteed)
=>Added new Azimuth Shields to the Blueprint Classes.sbc.
=>Added new Azimuth Shields to the Block Categories.sbc.
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With a HUGE HUGE help from Eikester these turrets are now possible( Keep in mind everyone I did NOT make these models)
All the models/data code was made by TumbleTV and not me. :D
I only upgraded the models for DX-9 and the new DX-11 Compatability. :D