- Spawn them after player count has been calculated properly.
- Move gametype spawning into its own argument. Now instead of 1 flag that said it inverted Time Attack spawning but ACTUALLY just made it spawn in all modes, there's flags for the two gametypes which can be combined. Not setting any will use the old default behavior (rings are in both modes, items are multiplayer-only).
Dummy sound to be implemented later for the end of a skipstats warp, but the thok actually sounds kind of fun.
Requires skipstats (and nextmapoverride, for cleanliness) to be unset in P_PostLoadLevel instead of P_LoadLevel.
- Use easing functions for the rubberbanding values themselves, for more fine-control over the end-points and the curves.
- Fixed K_UpdateRubberband being broken from using shift instead of divide.
- Rename `debugbotpredict` to `debugbots`, it now displays some of the bots' botvars values as well. If the player isn't a bot, it will show them from the first place bot (for inspecting the rubberband value).
- Bot turning buff was increased, from x1.25 to x2.0. Noticed that Tails bots were failing turns on Popcorn Workshop. I personally think that Tails bots shouldn't be failing very many turns unless if they're finding objects, and constant wall-bumping should be reserved for Eggman and Metal :P
- Added new spindashing conditions:
- In offroad.
- Trying to go up-hill on a steep slope.
- On a conveyor going the opposite direction they're trying to go. (Barren Badlands)
- Instead of checking for any spindash condition and adding to the confirm timer, it adds to the confirm timer for every single condition.
- Increased the confirm time from 2sec to 3sec to accommodate for this change.
- Fixed not using precise momentum angle, causing the low-speed scenarios spindash is intended for to not always work.
- Bots now check for spindash conditions even in damage states, allowing for spindashes after a spinout.
- Fixed the spindash confirm not decreasing over time when entering a condition and then exiting it, causing random spindashes when it wouldn't make sense.
- Their waypoint radius gets thinner quicker
- Waypoint distance is scaled with each ones' floor slope, instead of done once at the end of the prediction.
- Prediction is pulled back further when it goes through a wall
- Prediction starts earlier and goes less far
- Bots will brake at shallower angles (allows them to brake-turn more often)
- K_AddDodgeObject and K_AddAttackObject now adjust based on the radius of the object
- Fixed K_AddDodgeObject adding to the goto objects instead of avoid objects
- Optimized blockmap search size for K_FindObjectsForNudging
- Current waypoint is no longer cleared each frame
- Quake epicenter + radius now work.
- Since quake epicenter works, removed the display player check on all of the quakes, so other players can feel them.
- Multiple quake effects are stored in a linked list and dynamically created/freed, so they can stack together.
- Made in china
- Made the quake effects only work on the z axis.
- Quakes now alternate their intensity and dampen it over time, instead of randomly picking values.
- Added quake effects for offroad and stair-jank
- Disabled quakes in reducevfx
- Removed actionmovie and windowquake (sorry jartha)