* Object number up/down is now assigned to ringslinger weapon next/prev. SO much nicer to use, especially since most people have that stuff bound to the scroll wheel.
* introducing the new friend, SH_FORCEHP (which is used as a bitmask to get the extra hitpoints of a force-shield user)
* P_DamageMobj now considers the unimplemented shield constants as well as the implemented ones.
Monitor reworking + infinite repeat use 'gold' monitors
All the monitor sprites, states, and objects are completely changed to be simpler. 'Gold' repeat use monitors are also introduced.
I'm gonna be keeping my playtest EXEs in !LSF from now on.
See merge request !20
* When not pressing any direction, you now go backwards by default - to emphasise that this is primarily for defensive, not offensive, purposes.
* The camera can now handle the player going backwards without them going completely off-screen.
* Fixed some overzealous checks.
* The spinfire ring is now capable of damaging enemies. (god, what a terrible hack this is)
* When ground pounding, you now bounce off the floor a little bit to make the ability less spammable.
* The Dodge Dash
* Allows you to dash - no control, no falling, no key response - for 2 + (number of extra shield hitpoints) tics.
* If you're holding movement keys down, you dash in the direction you're holding - otherwise, you dash directly forward.
* You're spinning (spindash spin, not jump spin) until your dash is over, then your momentum is cut down significantly and you end up in falling frames.
* It may not necessarily be super useful for Sonic, but it helps the other characters.
* http://gfycat.com/BogusFailingFritillarybutterfly
* http://gfycat.com/PoliticalIdealisticBallpython (outdated speed, shows any direction)
Animated sky support
What it says on the tin: skies can be animated textures now. Just set them up as normal animated textures (keeping in mind the starting texture still has to comply with the SKYn/SKYnn/SKYnnn naming format) and hey presto, your sky animates.
See merge request !34
* GFZ3 Eggmobile's laser won't change its angle when you move left and right anymore.
* Changed because its ability to move quickly was extremely punishing for new players (see ProJared's youtube video on the matter).
* http://gfycat.com/PassionateUnknownAgama (the twitching on the third laser has been fixed since this was recorded)
* GFZ3 Eggmobile will, when too far away from the ground and moving upwards, slow itself down vertically.
* This was punishing and annoying for both old and new players alike.
* http://gfycat.com/ShabbyAncientEarthworm (old values - the typical settling height is slightly lower now)
* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with CA_DOUBLEJUMP and CA2_MULTIABILITY no longer lose track of their jump count.