Changes:
- Added upcoming serverbrowser graphical assets.
- Address/port now auto-filled on active server change.
- Both manual/auto entry use the same methods.
- Fixed issue with number of buttons decreasing if back was pressed at server-browser screen.
- Removed thumbs.db files that were sprinkled about.
- Moved the lockedTargetPS variable to it’s proper usage scope to ensure resetting.
- Supplemental work done to properly give widescreen support by fixing the width/height of values to 4:3 ratio (disabled presently).
- Fixed issue with speed and energyAttack scaling reading from the wrong arrays.
- Re-arranged and re-enabled many bitFlag/state/options bit values.
- Fixed missing airbrake event when recovering from knockback.
- Zanzoken is no longer possible if you have less than 15% fatigue.
- Fatigue recovery has been disabled while jumping or boosting.
- Transitioning to flight from a jump now triggers an air brake at 1% fatigue cost.
- Boosting is now disabled during turbo jumps.
- Boost cost reduced from 0.3% fatigue cost to 0.2% per 150ms.
- Boost now has a startup cost of 5% fatigue.
- Boost now offers an increased speed bonus for the first second.
- Walk speed fixed to 1000 units.
- Jump is now triggered from holding & releasing the jump key rather than pressing it.
- Jump can now be held for up to 4 seconds to trigger a power jump.
- Power jumping from a stationary (no movement keys) position will offer 25% more impact.
- Boosting prior/during a power jump will result in double distance covered.
- Jumps may now be chained/sequenced by timing a jump withing 500ms of landing the previous jump.
- Timing a power jump will grant the same jump strength at no charge-up time.
- Timing a turbo jump will increase the jump height/distance per successful jump.
- Timing 5 or more turbo jumps will put the player into a “blink” state where they sporadically appear nonvisible.
- Reworked soar mode to be more simplified. Looping/Rolling aerial maneuvers have been removed and movement keys produce no changes. Mouse movement now possible. Soar mode automatically toggles on advanced flight to differentiate the movement type.
- Soar mode will disable if the player goes below 15% fatigue and will not be possible again until they reach at least 20% fatigue.
- Soar mode is now free if you have at least 70% fatigue (down from 80%).
- Ball Flip now only possible on jump descent.
- Ball Flip in work in progress state (nulls on velocity except downward movement)
- Ball Flip gravity decreased from 3000 to 1000.
- Charging an attack while jumping will properly transist the player to flight.
- Moved all velocity cmdscale commands to a central location.
- Tweaked slope-surface velocity handling slightly.
- Added canAlter keyword for tier configs to control if the character is able to manipulate their power level.
That jump change is totally weird. I would need to see an example to understand how to use it.
Soaring is a great improvement.
eu nao consigo jogar online tipo com varias pessoas nem com os bots pq???
lat me got on zeq2
lat me got on zeq2