Bots adjust their speed caluclations with slopes, so they anticipate moving faster going downhill and will stop sooner. They also EBrake instead reversing when trying to reverse up a hill.
Cuz bot ticcmd generation is kinda chunky, and was curious how much time it takes. (It's actually a lot less than I thought ... still pretty hefty though)
While I finally pushed to do this because of the epic Blue Sphere reference, I was kinda thinking about doing this for a while, because it gives more room for bots to level up during Hard GP.
I thought about just making the new level cap go up normally, but I decided on keeping the bots' passive buffs (like top speed & ring boosts) go up linearly, while rubberbanding range is kept the same.
I don't think I can properly explain it, but this basically means level 13s are a touch harder than old level 9s before, and new level 9s are touch easier than old level 9s. Basically think of it as more level range than actually making the bots harder.
The expanded range means that Hard GP can start off easier, but end harder. (And of course, Master is even more ridiculous c:)
I think it was the realtics check...?!
The issue is still here but significantly better... I THINK?? I can't tell if I just hate this code so much I'm telling myself that it's better so I don't have to look at it anymore
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
* Fix majority of Battle resyncs.
* Change how Paperitem spawners work. Instead of rerolling the RNG if a map spot is already used, maintain a list of available spots...
* Correct over-the-network type of player->spheredigestion.
* Remove the condition that prevented the spheres' spawnpoints from being sent over the network, which meant they were only respawning on the host's end...
* Fix itemroulette on Battle playerarrow. (Rarely seen these days but still possible to observe as spectator for Break the Targets)
* Change draw order of Position Faces and Tab Rankings to allow for players' numbers to draw on top of the big out-of-bumpers X.