Also, thank you for reminding me, Sryder - disable my very, very limited progress on encore mode in openGL so that stages aren't an unintended hodgepodge of different colourschemes for the objects versus the level environment.
- Renamed Grey to Nickel, and Cloudy to Grey
- Updated Silver and Nickel to look a teeensy bit more inbetween White/Grey and Grey/Black, previously they both leaned more toward Grey
- Drastically changed Navy to be more distinct from Jet
- Replaced Indigo with Pomegranate
- Moved certain colors around to match (most notably, beiges and browns are in their own little sub-section after the greyscale colors, instead of being lumped in the middle of orange and yellow)
- Updated color opposite table to match
Squares the colors to get nicer looking results (https://www.youtube.com/watch?v=LKnqECcg6Gw), as well as only blending a small chunk of the skincolor to prevent desaturation from the brightest/darkest values.
* Slightly bigger visual size!
* Light-shadow!
* Makes player fullbright if you have it!
* Visuals finally removed instantly on shield drop!
* Uses dark background for item icons!
* Goes behind the player on some frames, faking layering!
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.
* Replaces the CZ64-era hopping Mario guys.
* ~50% randomised colours!
* 1/9 are FANS!
* On mapload, some Chao select a random player in the server (even spectators) as their idol.
* The fans cheer for their idol when they cross the finish line in a winning position!
* They also sob when their idol loses.
* The remaining percentage are the canon Aqua.
* Minor on-field spikeball/fake radius alterations requested by Oni.