New StatusEffects: ATTACK_HITSTOP_FLAT, ATTACK_SELF_HITSTOP_FLAT, ATTACK_HITSTUN_MULTIPLIER, ATTACK_HITSTUN_FLAT, ATTACK_SELF_HITSTOP_MULTIPLIER.New GraphicsSettings fields: lights, pingDisplay.The old functions are deprecated but will remain functional for backwards compatibility. This replaces the old global hscript helper functions (e.g. New "Common" global object typedefs added.Legacy unused “holdbox” in ‘Collision Box Layer Presets’ removed.Updated to use new "Common" variable for globally accessible hscript functions.Voice sound effect is now correctly recognized by the voice slider in the sound menu.Puddle is no longer created when droplet projectile is reflected. Airdash Back, Airdash Back Up, Airdash Back Down, and Airdash Down.Shield visually updated with more detailed shading, and now accurately represents the shieldable area set by shieldCrossupThreshold.Shield graphic updated so the back of the shield graphic is more clear and corresponds to the new shieldCrossupThreshold stat noted in the Gameplay section above.Fixed crash caused by going back from the assist selection screen after selecting a custom character.Fixed crash caused by backing out to the root menu from the assist selection screen.Cloning profiles and reassigning up and down should no longer prevent you from tap jumping or crouching.Fixed bug which prevented double-tap dropping through platforms when double-tap dash is disabled.Fixed bug that could cause grab-based assists (like Peppino) to reset their animation if the grabbed player is hit.Fixed bug from last build that allowed you to instantly cancel an airdash-canceled aerial into another attack or special.HUD now maintains appropriate port colors if you start a match without P1 present.This value may need further testing and adjustment. For the current cast, we set this value so the shield now covers half of what was previously uncovered. Implemented a new shieldCrossupThreshold stat to control how far a character must be past your character’s center to be able to cross up your shield.All user-inputted text (like lobby names) is now run through a word filter.The rollback window now stays at its proper fixed size (7 frames preceding the current) and changes to your input delay setting will not affect it. Fixed bug that caused the rollback window size to be decreased by the amount of input delay set, resulting in an increased frequency of freeze-ups (especially during higher input delay matches).If you’re able to do some brief testing to help us out, please visit following survey and follow the instructions at the top: Note that this test is not designed to tell you if your machine is rollback-capable (yet), but it will gauge how well your computer performs at the maximum possible ping before it is necessary to halt gameplay to wait for your opponent's inputs. This test can be used to compare how well your machine performs rollback sequences relative to another. We're requesting Tester feedback on this to determine the average performance requirements for a smooth online experience. Rollback Stress Test added to Online menu.
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