Patch notes: 1.20.1d

Patch notes 1.20.1d: [list] [*] Fixed issue where mounts were having a hard time squeezing into platforms [*] Fixed player's color when leaving an underwater door [*] Fixed issue where spiders that spawned from a pot were hanging from nearby roofs [*] Fixed issue where falling platforms were being triggered by the wrong things (such as blood) [*] Small tweak to the Ice Caves' yeti caves entrance layout [*] Added missing tunnel transition decoration towards a shiny treasure world [*] Removed incorrect facing laser trap from a certain palace's treasure room [*] Fixed artifact on Pilot's character [*] Fixed initialization error with some old graphics cards [/list] Patch notes 1.20.1c: [list] [*] Fixed an issue which would cause the daily challenge to restart shortly in some setups [*] Fixed issue where players were sometimes being unjustly crushed just by having platforms nearby [*] Players can now let go of a rope while attacking [*] Fixed whip issue when jumping and attacking on a 1 tile high corridor [*] Fixed issue where being damaged while holding the jump button could later trigger a jump if button isn't let go [*] Fixed issue where dying after a long fall while wearing the ankh would make the player do a small jump after being revived [*] Players now recover control slightly sooner after leaving pipes [*] Slightly reduced the time before a player can grab a rope [*] Fixed issue to prevent players from being dropped from a rope when attacking right after throwing something [*] Fixed issue where the throwing animation made players unable to move through platforms while climbing ladders down [*] Fixed issue where players with the climbing gloves could accidentally grab falling platforms far away from their physical collider [*] Fixed issue where standing on a falling platform while hovering with a hoverpack prevented the platform from falling [*] Fixed issue where players could sometimes miss a stomp right after leaving a pipe [*] Tweaked stomp margin so it should hopefully feel safer to use [*] Tweaked lavamander's hitbox [*] Slightly tweaked bats' and vampires' flying hitbox shape [*] Tweaked grub's hitbox to better match their sprites [*] Widened floating orb's hitbox just slightly so it can be hit by the whip right from below [*] Hermit crabs starting to climb will now smoothly switch hitboxes so they don't make players miss stomps [*] Fixed issue where creatures could sometimes move while outside of the level bounds [*] Broken arrows will hopefully no longer be the bane of your existence (tweaked depth) [*] Fixed issue when necromancers revived a creature that had just been tossed by the Pitcher's Mitt [*] Fixed issue when necromancers revived a pet while another creature was holding it [*] Opening crates by using up+attack now tosses the contents forwards so they can more easily be skipped [*] Fixed issue where items stuck to honey could sometimes slowly fall down [*] Fixed issue where chained blocks could still be pushed [*] Setting an on sale equippable on fire now correctly angers its vendor [*] Fixed issue where certain events that didn't trigger a defensive response from vendors could eventually kill them without ever dropping their weapon [*] A player that's hanging from the base of a giant clam will no longer be crushed when it closes [*] Fixed issue where players wearing Vlad's Cape got stunned when jumping away from other players' hands [*] Certain closed back layer rooms will no longer have blocked paths generated towards them [*] Floors now also trigger falling platforms [*] Lava will now cook dead turkeys as well [*] Fixed issue where bear traps weren't triggering when put over certain floors (such as the sliding walls) [*] Fixed issue where cavemen could sometimes harmlessly pick an armed bear trap up [*] Fixed issue where tossing a creature against upside-down spikes with the pitcher's mitt prevented the corpse from falling back down [*] Octopus will now only inflict vertical toss and stun damage when actually damaging from above [*] Fixed issue where certain wall torches could keep on igniting on a loop after being put off [*] Fixed issue when a player wearing the pitcher's mitt tried to toss the light arrow while riding a mount [*] Fixed issue where a falling platform could get dragged down by a pushblock and not explode on contact with the floor [*] Fixed issue where fire frogs triggered by players left Waddler in a bugged angered state [*] Teleporting inside the back layer room of the vault now always correctly angers shopkeepers [*] Pushing the imp's lava pot with a shield or by any other means now forces it to drop [*] Firebugs can now be correctly pushed away from chains [*] Fixed issue where helmet Olmites could sometimes still be stomped [*] Fixed issue where stealing from a shop made backpacks have extra invencibility frames that other items (such as bomb bags) didn't [*] Fixed issue where an in-flight sorceress' dagger could still spawn an enemy after the Sun Challenge completes [*] Fire frogs no longer explode when shattered after being frozen [*] Red skeletons are now also considered undead and can therefore be killed by the camera flash [*] Being killed by a red skeleton now uses the same death message as the regular one [*] Fixed issue where mosquitoes could sometimes get stuck infinitely on the corner of a tile [*] Fixed frog trap generation so they don't create paths that require resources [*] Fixed crash when dice were brought into a portal [*] Fixed issue when a monster wakes up while on hands of a player that's riding a mount [*] Shields no longer protect from witch doctors' voodoo attack (also fixes a related teleporting issue) [*] Prevented certain floor tiles from spawning right above platforms [*] Fixed Au's robe flipping during his walking forward animation (and his head moving one pixel to the side) [*] Fixed Van Horsing's hat poking out of the frame on one frame of his throwing animation [*] Fixed several blocked paths (many related to coffin rooms) [*] Fixed issue where blowing up a pipe while inside left your equipped item looking smaller [*] Deployed parachutes can no longer be cloned [*] Blowing up a certain altar after a specific sacrifice will no longer halt the transition to a certain world [*] Fixed issue where paused time wasn't being added on certain scenarios [*] Renderer tweak, might make the game run smoother on certain scenarios (updated Windows 10 swap flip mode) [*] Fixed broken tree texture artifact [*] Fixed issue where the HUD wasn't hiding after taking off with the ship [*] Slight tweak that will hopefully make the renderer pick the correct screen frequency [*] Made available a structure to make developing autosplitters less annoying [*] Fixed issue where particles were suddenly disappearing [*] Fixed a memory leak related to liquids [*] Updated credits title [/list] Online Beta Changes: [list] [*] Certain item outputs (such as when opening a pot) will now be decided at generation, making the experience more stable across runs and during online rollbacks [*] Fixed an issue which would allow players to wrongly unlock achievements and journal entries during prediction phase of rollback [*] Dying in an online run now keeps the camera in place for a couple of seconds so players can get feedback of what killed them [*] Fixed issue where players could be given the wrong amount of bombs/ropes after a player had disconnected from an online run [*] Fixed issue where online players disconnecting after their coffin had been created could lead to uncontrolled situations [*] Player coffins will now generate in levels 10, 50, and 90 of a certain world [*] Fixed issue where a player disconnecting in certain situations could crash remote games [*] Added support for Recent Players of players joining by invite code or steam invite [*] Players that disconnect while wearing the Ankh will now drop it first [*] Disabled joining to the room you're already in via room code [*] Cloned player coffins will now become hired hand coffins [*] Fixed camera glitch when reviving during an online run [/list]