- Sep 05, 2022
- Sep 03, 2022
-
-
Sal authored
-
Sal authored
-
Sal authored
-
Sal authored
- Easier to read the code of - Has adjustable values for the starting distance and the forced distance, instead of being kind of glued into the calculation. - Has a smoother multiplier range. - Fixes a weird inconsistency with its intended distance. (Couldn't tell if 3 or 4 was its intended distance, I went with 4 for now since I believe that's where it currently would start appearing.) Unsure if this on its own is enough to fix SPB no longer appearing, but it does give me easier values to tweak if it still doesn't.
-
Sal authored
Compressed by 12.5%. Ring Racers' value was probably too high for a game with the only catchup mechanic being the items themselves.
-
- Sep 02, 2022
-
-
Sal authored
Not a solution (a real one requires making every single map incompatible), but hopefully this is appreciated nonetheless.
-
Sal authored
-
Sal authored
-
Sal authored
-
Sal authored
-
Sal authored
- Power item odd scaling is made much more powerful for smaller servers (2P: x1.21 -> x2.5), and slightly more powerful for bigger servers (16P: x0.71 -> x0.78) - Item distance bracket scaling was halved, so distance brackets are changed significantly less for both 2P and 16P. (2P: x1.21 in v1.5 -> x1.75 after this branch, 16P: x0.71 in v1.5 -> x0.89 after this branch) - SPB scaling for 2nd place matches 1v1 scaling explicitly, instead of an arbitrary bonus.
-
- Aug 30, 2022
-
- Aug 29, 2022
-
-
Ashnal authored
that completely destroys servers
-
- Aug 28, 2022
-
- Aug 27, 2022
-
-
toaster authored
-
toaster authored
- Does not function with controllers that don't produce continuous joystick events on hold, as testing unfortunately made clear. - The entire thing would need to be rewritten to make up for that, and I don't have the time to invest that kind of energy into version 1. - An unreliable feature is worse than no feature at all.
-
- Aug 26, 2022
-
-
toaster authored
-
toaster authored
-
toaster authored
* Rename `Look Up/Down` to `Spec. Look Up/Down` to disambiguate from `Look Backward` * Make it support multiplayer replay recording save request too
-
toaster authored
- They're binary inputs as processed by the game. - A mechanism for binary inputs with no deadzone is already used for item and drift. - Generally bound to triggers, not the stick. - SDL still has a minimum deadzone, so won't fire endlessly.
-
toaster authored
* For left stick up/down/left/right input, allow holding a direction down to move continuously in a direction at a rate of 7 steps per second per axis * Now supports accel axis being used for the Enter key/"accept" in menus, to mirror how an accel BUTTON bind will be used as an Enter event.