Lobby fixes yay! - Fix lobbies randomly crashing to desktop after the Ready countdown reaches 00 and at other spots. There are probably still other crashes but this was a common one. (^.^) SPECIAL THANKS to Flotilla, gluemchen, Camail and Luweewu for helping track this down and test! - Odd-count lobbies (3/5/7 players Ready) will now ensure that the person who Set Ready but was forced to not play last game will be allowed to play next game. The person who experienced that least recently will sit out instead. - When the end-of-match timer reaches 00 in a 2-player lobby, you will now be returned to the lobby you are in rather than the Create Lobby screen. - When accepting an invite with the game closed, if you have more than two controllers connected you will get the controller-side-choice screen before entering the lobby. (See, I TOLD you I'd fix it eventually! Thanks to Zari0t, I think.)
Bugfixes:
- Assist markers (A1/A2 indicators) now stay on until the assist character is either hit, or becomes invincible during their now-leaving taunt. If you see that marker, you can always hit them. Thanks some Japanese person whose name I don't know for the idea.
- Fix vulnerable frame in Double's assist taunt, after she was already invincible. Whoops.
- Fortune's NOM will now produce red (IPS) or green (undizzy) hitsparks if the opponent is able to burst after being released by the head or hit out of the NOM. Thanks Mella for pointing out it was weird not to do this since NOM can trigger undizzy.
- Parasoul's Silent Scope hitbox expanded downward, will now hit air (and ground) Gregor Samson.