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
the evaluation order of arguments passed to functions is undefined in C/C++, so its up to the compiler in which order to evaluate these
P_Random functions modify the randomseed each time theyre called, which can lead to different outcomes (thus desynchs) on different platforms, compilers,
compiler versions etc.
so match up with the most common which is last to first (seemingly the order gcc on nix and windows handle it)
common case are mine/eggbomb explosions hitting the smk ice blocks causing desynchs when either server or client were clang compiled
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
Rings are now capped for all modes to around chao's max duration. Ringboost affect on chaintimer has been capped to prevent them from desynching too much due to ring chaining nerf
Ring burst now depends on damagetype. ie 5 from orbinaut and jawz and 3 from banana and 10 for sniping. Ring Fuse has also been lowered to 20*TICRATE from 60*TICRATE
Kitchen Sink targets get all their rings dropped at once on impact.
Ring Sting is commented out. Item Boxes give 3 rings for first, 5 for middle position and 10 for back. The Super ring item gives 5 for first, 10 for middle, 15 for back.