Patchie
-Vert sensors worked on. Many edge cases resoloved and prediction preference adjusted to maintain initial trajectory better -Peg friction reduced by 50%

-Vert sensors worked on. Many edge cases resoloved and prediction preference adjusted to maintain initial trajectory better -Peg friction reduced by 50%

-Drifting Fixed -Sticky grinding fixed -Fixed null Refernce causing other chaining issues -Fixed Camera flip flopping on spawn -Whips dont twist you as much any more -Hands and feet dont jitter on bmx but now are a bit wibbly wobbly. Solution unknown atm. WIP

-fixed braking -fixed major flaw in physics back-end causing all sorts of unwanted behaviour. Big Oof. cached contacts list for bike collision was being cleared each frame before using for calculations

-Fixed issue with wheels for vehicles making it all squirlly -Removed keyboard bindings -Wiggle jiggle reduced -Drifting should work again on bmx -Several complex rubbing scenarios solved for player to bike interaction when riding

look on Discord. To much to track

-Reseting at marker resets you on you last driven vehicle. (AKA the BMX atm. but this would reset you back on any other vehicle you were last driving if bailed off) -Fixed double jump roll out stuck on spawn point on load in -Fixed, Sticky human jumping while touching slants on f

Next Patchie: -FREE RUNNING AND BAILING RUNNING ON MAIN SPORTS AND MOD MAPS. (ONLY BMXING WORKS ATM) My Mods My Mods Why, My Mods Cry My Mods

-Hopping set back. (Vert stuff make something in the back end effect this. its good now) -Tricks fire faster off hop -Forward slider input removed in preparation to use bumpers for lip tricks

-The vert quest nears its end

-edits

-Vert Perfected.

-Fixes to proto Long Boy and Proto Scoot -More juicy changes to vert magnets -reduced vert magnet strengths -changed force mode to Acceleration from Velocity Change -added Max Force Cap on the magnet -Added Max Velocity change to meet potential location to ommit from list -Change

-Reduced unwanted auto spinning when airing spines and hips. -Added race challenge, RIchards Bowl Pump Track, to spillway grey block in distance of ProtoSports map

-Improved Stick force when pumping. We can now rip the pump track with ease -Large changes to vert magnets -human jellyfishing dampened

-Changes to BMX stability allowing for more stable high speed situations -Mannys and noseys cannot be activated in the air untill just about landing -Major changes to vert sensors -Full body twist and pitch jellyfishing with left stick returns

-car has single speed engine audio -car has new shader

-Car handling adjusted -Car E brake adjusted

-Changes to vert sensors and vert hop force directions. We will be getting more boost on airs but holding into more shapes of vert better. But also at the same time not being "to magnety". Big air Mega ramp should work pretty nice as well as dropping into verrt from the deck not

-E-Braking does braking -Handling adjusted on Car -Adjustments to vert magnets -Tailwhips dont twist you nearly as much any more. Bit more straight straight

-Work done to wheel friction models. Proto Car handling is changed