shieldtracer has been moved to player_t, replacing curshield, in order to
maintain a Single Source of Truth(tm) and to help ourselves and Lua
scripters in the future
This introduces a new optional feature called Airdropping. When holding brake in the air you will start to fall faster. If you have rings active and have rings on you, you Ring Drop to fall even faster and with less delay. The ringboost output from this move is weaker then using rings normally making it so always using ring drop isn't the best play
* Fix respawning at 0,0,0 if you cross the finish line without touching the
ground and dying (on waypoint maps)
* Fix a broken lap check making you respawn at 0,0,0 on kart sprint maps
* Properly reset your lap count when respawning
* softlocktimer will be replaced with another solution due to various issues
Bot logic is now handled exclusively by the server, now in the actual game
loop code, rather than during ticcmd generation. No TICCMD_BOT needed!
botdata_t has been added to store any variables that clients don't need.
Behavior differences:
* Brakedrifting actually works now... to the detriment of the bots
* Respawn triggers 1 second sooner (and actually causes braking)
* No longer spams respawn when a track lacks waypoints
* Turning might be less responsive?
`botvars.turnconfirm += cmd.bot.turnconfirm` is gone... who knows
* No longer affected by timescale
Plus, no more outdated or copy-pasted comment blocks!
This is based on an older version of tether with number tweaks and a visual overhal designed to fit our needs. Takes some inspiration from the open assets slipstream mod from v1 for some number tweaks and the visual aspect. The speedboost has been rebalanced to be stronger for low speeds than before in a way where low speeds don't get shafted nor do they overshine high speed. High weight has had its leniency nerfed and general radius has been lowered to 2560 from 3072.
Bottlenecker has been heavily buffed (8-tic deficit to invince timer at full strength)
The cluster now specifically only tracks losing players, and in the case that no new cluster point is found, instead reads from the last cluster player
Invincibility "hogs the item box" like Grow does, and (currently) can't be cancelled to prevent chaining
Maximum time limit has been buffed to 35 seconds
Invincibility now begins to get affected by offroad as it runs out
A "bottlenecker" begins to kick in as an invincible player closes in on the cluster, causing their invincibility to expire at an increasing rate
Prevent Invincibility from being rolled at extremely close cluster distances, to prevent the potential for rolling it as a "dud" item
* Invincibility's time limit is now directly tied to a player's distance from the cluster.
* The visual for Invincibility has been reworked to being an additive layer over the player, fading out as you run out of Invincibility.
Less impactful in vanilla + rings. With Chaining and Stacking on however this makes a big difference since it prevents you from having a large stack count forever if you can keep chugging rings