Try to make all the blues using this range look a little different, you know?
- Cyan is brighter, and has more contrast.
- Teal has 1 more shade of blue for slightly better anti-aliasing.
- Renamed Ivory to White, removed Nickel and old White, and improved Silver and Grey.
- Improved Pink & Ruby.
- Added Ketchup, replaced Canary with Mustard.
- Removed Army.
* Add `kartvoterulechanges`, or "Voting Rule Changes" on the menu, to allow some user control over event frequency.
* "Never" - does what it says on the tin.
* "Sometimes" - 1/8 chance of Encore if host has unlocked it, only gametype change when buffer is full
* "Frequent" - 1/2 chance of Encore if host has unlocked it, gametype change every 5 maps
* "Always" - If host has unlocked Encore, alternates between Encore and Gametype. Otherwise, always a gametype change
* There's probably room for a setting between "Sometimes" and "Frequent", but I didn't want to overload the host with options and these were the ones that made sense.
* Better handling of buffer refreshes, to prevent two of the same map appearing next to each other in the voting unless there literally aren't that many maps.
* Mostly unrelated: Minor bugfix for Y_SetupVoteFinish, preventing music changes/random sounds playing on the You Will Join Next Race screen. (Branch-appropriate, at least.)
- Keep items on death, as long as you haven't used them yet.
- Restart the item roulette on spawn if you die during it.
- Held items that take up your item box now flash, to be consistent with Rocket Sneaker and Grow.
New respawn boost behavior, where you just hold for long enough instead of timing it with hitting the ground. Also much weaker, just gives you enough boost to get going instead of being a free sneaker.
Start boosts have been severely changed. The perfect one has an extra tic on its timing window and gets Sneaker boosting special effects, but every other possible boost has been severely nerfed.
* Some visual ordering fixes for the item menu, plus a #define-toggleable option for the bottom right slot to be traversable for ease-of-use purposes (even if it doesn't do anything).
Sink would only spawn its trail ever if you threw it on a tic that was (leveltime % 4 == 0), because it called its action every 4 tics instead of every tic
A lot more similar to the code used for player wall bumping, and is much less likely for you to just... pass through the object if you keep trying hard enough.
Also, falling rocks get pushed aside by invinicible players with no resistance.