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v1.1.0 - Choose Your Buddy!

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@Colon-D Colon-D released this 23 Feb 03:15
· 2 commits to main since this release

The player's character during gameplay can now be one of the four other racers instead of Shadow.
Added character select to let player choose their racer. Doom's Eye is locked by default, alongside three reskins. Doom's Eye can be unlocked by beating all three courses in first place.
Player's Left/Right and Accel inputs are now normalised, so that digital inputs are not objectively better than analog. CPU gets to cheat and use unnormalized input because they are already too easy, alongside being very volatile and breaking on the slightest change to their behaviour.
CPU Audio is now disabled through code, because there were still audio issues with CPUs.
Added five Shadow Tokens to each course, alongside logic - UI - sounds etc. Collecting all five, and beating a course in 1st place will unlock a reskin tied to that course.
Each character can have different stepping sounds.
Updated all models (apart from Zavok) to have all animations exported.
Updated Omega to have a more accurate model (shoulders attached to upper arms, bar between eyes, etc).
Added Fake Metal shader + materials for fake metal characters. Shader tries to imitate Sonic Heroes Fake Metal material. I did this by having the normal relative to the camera be used for the UV coordinates.
Increased version number.
Added Save File, which can be found at %APPDATA%\Godot\app_userdata\Shadow R\save.json on Windows and is easily editable.
Fixed red slime accelerator hitbox in Remote Lab?
Updated Godot to 4.4 rc1. Apparently the web audio issues (at least the
freezing) were a bug that is hopefully fixed in 4.4 rc1. Would have been
handy a week ago lol.

That will probably be it for updates. Ideally characters would have done
stuff differently, and there would be emeralds and a volume slider, and I'd be super cute
and everyone would love me.

As of uploading, I have just found out this release somehow messes up the shield shader's depth... How? I have spent an hour, and not even going back to commit v1.0.1, on Godot 4.4 Beta 3 seems to fix the issue, despite that being the exact same conditions that produced the build last week?! What cursed shader did I write... that's extremely frustrating, but that's already 1 hour more than I wanted to spend on fixing the shield. It will remain broken, as much as I hate this.