[h2]Additions[/h2][list][*][p]Stages will prioritize new rooms where possible.[/p][/*][*][p]Player damage logic has been made identical to the enemies', meaning the player can get grabbed, wall slammed, and staggered.[/p][/*][*][p]New room in Tether's Stage: The Big Fan.[/p][/*][*][p][b]Hub[/b] has been reworked, still very bare bones but I hope it is better than the previous one.[/p][/*][*][p]New Item [b]Uninterruptible[/b] has been added.[/p][/*][*][p][b]Item Reward[/b] had its menu completely redone.[/p][/*][*][p][b]Skull Reward[/b] has been added. This is the currency used for meta-progression, the store isn't implemented yet.[/p][/*][*][p][b]Tether[/b] now has an intro cutscene.[/p][p][/p][/*][/list][h2]Changes[/h2][h3]Items[/h3][list][*][p][b]Wall Bounce[/b] now has an icon.[/p][/*][*][p][b]Flash Step[/b] now has an icon and particles.[/p][/*][*][p][b]Heavy Drop Lollipop[/b] now has an icon. Visuals recolored to green.[/p][p][/p][/*][/list][h2]Fixes[/h2][list][*][p]Weapon model doesn't switch when weapon is switched mid-combo.[/p][/*][*][p]Characters can properly step on tiny step collisions now instead of glitching like crazy.[/p][/*][*][p]No more soft-locks when the player has all items and chooses [b]Item Rewar[/b]d.[/p][/*][*][p]Game no longer crashes if no weapon is equipped. [/p][p][/p][/*][/list][h3]Boring internal stuff[/h3][list][*][p]Tons of binary assets were replaced with text-based versions.[/p][/*][*][p]Navigation system has been rewritten.[/p][/*][*][p]Automated build uploading. Updates will be easier to release!!! 🎉[/p][/*][*][p]Updated Godot up to version 4.5.[/p][list][*][p]Shader compiling screen has been removed as 4.5 supports shader baking. The executable is now larger by ~10MBs.[/p][/*][/list][/*][/list]