tweaked some physics related things:
air drag strength was reduced, you shouldn't be losing as much speed from a jump on flat or shallow ground as before
air acceleration at lower speeds was increased
rolling slope strength was increased greatly for shallower angles (applies to walking too to a lesser extent)
you can jump on flat/shallow ground when near a loop
fixed a rendering issue where black squares would show up through translucent surfaces (like the fences)
tweaked some UI elements for better readability (settings toggles, the speedometer etc)
added a Camera Sway option in the settings that allows you to slightly tilt the camera using the right stick/mouse (might not be enabled by default for those who already played, but you can find it in the Camera Settings)
you can now Spindash using either of the triggers and either B or X when using the Standard control scheme (so basically RT + B, RT + X, LT + B, LT + X etc)
fixed a couple of collision bugs and improper meshes
fixed an issue where if you held the jump button while on a Zipline you would detach after a sec or two whilst using the Alternative control scheme
remapped Air Tricks on KB/M to C instead of R (easier to reach with say the thumb)
tweaked the tutorial blurbs a bit, particularily for Wall-Running (this is to better allude that you can also Wall-Jump from one wall to an adjacent one)
fixed an issue where Graphics Settings wouldn't apply during the Rank Screen
fixed a bug where Sonic could fly after hitting a spring whilst on a rail (atleast I think I fixed it)
when hitting a Zipline at a slow enough speed, you will start accelerating to a moderately alright speed to prevent you from feeling like a snail
added some VFX to air dashing (a trail + initiation particle)
Next up
rip and tear or something
patchnotes for v1.0.3
we got GameJolt integration, you can click on the icon in the top right of the menu to log in and track both Achievements aswell as record your time on the leaderboard
yeah thats it + some tweaked sound mixing
thanks for the 1k follows on the game
splines are pretty cool
workin on something
why are you here
more camera magic
cool stage intro thing i’ve done last night
even more camera magic
working on an audio system for the engine, rn there’s little to no abstraction for handling creation so it’s all just pointer mess but still
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