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[h1]Movement Changes[/h1]
This update introduces many tweaks to movement to make velocity calculations more physically accurate, as well as some balancing. These changes may make some areas feel a bit off. Please screenshot and send any rails or wall runs that don't feel like they are getting you to where you feel they should.
[h2]Rail Grinding[/h2]
[list]
[*] Velocity calculations at the end of a grind are now physically accurate
[*] Forward and upwards velocity are now correctly distributed based on the rails slope
[*] Upwards velocity as is now influenced by your speed
[*] Decreased the speed of Speed Strips when moving up them. This stops you from being launched too high
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[h2]Wall Running[/h2]
[list]
[*] Velocity calculations at the end of a wall run are now physically accurate
[*] Forward and upwards velocity are now correctly distributed based on the angle of the wall
[*] Upwards velocity as is now influenced by your speed
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[h2]Sliding[/h2]
[list]
[*] You will now receive a higher initial speed if you fall onto a slope. This speed boost is determined by the slopes steepness and the velocity of your fall
[*] Speed is now properly maintained when exiting a slide. Previously only your x and z velocity were maintained which meant downwards velocity on a slope would be lost
[*] Speed is now more accurately influenced by the angle of the slide surface
[*] Sliding up a slope will decrease the time in which you maintain your initial speed (speed is normally maintained for 1 second)
[*] You can now lose speed in the time where speed is kept, it just won't go below the initial speed
[*] You can no longer gain speed in water
[*] Sliding will no longer initiate when holding the jump button. This fixes a bug where trying to bhop and slide up a hill caused you to jitter
[*] Fixed a bug where touching a rail would cancel the slide
[*] Fixed a bug where falling from a great height onto a slope would cause you to bounce when trying to immediately move forward. This bug applied to all grounded states but was particularly problematic for sliding.
[*] Fixed a bug where exiting a slide whilst moving fast down a slope would cause you to jump
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[h1]Ghost Data[/h1]
[list]
[*] Hovering over buttons and icons on the Demo screen will now reveal a label
[*] You can now change the the playback speed of a demo ranging from x0.1 to x2
[*] Downloaded demos will now show the name of player you downloaded it from
[*] The Racer now stays in sync with the clock even if its disabled
[*] Fixed a bug where the Racer would appear where the camera was when exiting the Demo
[*] Fixed a bug where the Racer would move despite not having started the run
[*] Fixed a bug where the Racer could be seen after switching to a different gamemode
[*] Fixed a bug where Demo binds worked when the game was paused
[*] Fixed a bug where the report menu binds worked when the Demo UI is hidden
[*] Fixed a bug where the colours for personal and downloaded Ghost Lines were swapped
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[h2]Zen Recording[/h2]
[list]
[*] You can now record Ghost Data at any moment in Zen by pressing E and play it back by pressing F
[*] You can also view a Ghost Line of the recording
[*] Note that this Ghost Data is not persistent and will be wiped when exiting the gamemode. A new recording will also overwrite the previous
[*] Just like in Timed, a recording can only last roughly 3 minutes to conserve memory usage
[*] Default Bind Changes
[*] Separated Rail Ducking from Sliding
[*] Pay now defaults to Q. App switching is now just done with one key, which defaults to E. This has been done to prevent accidental activation of the Steam overlay
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[h1]Other[/h1]
[list]
[*] If you start the game from the Gamemode menu, you will be returned there when quitting to title (Quick Play behaviour remains the same)
[*] Getting hurt by a laser now plays the normal damage sound (on top of the sizzle sound), and makes the screen shake
[*] Fixed a bug where you could ledge climb whilst moving backwards
[*] Fixed a bug where completing a run whilst the previous run is still uploading would cause the loading icon to appear indefinitely
[*] Fixed a bug where the Quick Fall camera tilt wasn't tied to the correct input
[*] Fixed a bug where setting a bind to a back button (e.g. right click) would exit out of the options menu
[*] Small changes to the world
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