This update contains a big fix for magnetic tracks. My original physics alterations for the car on magnet tracks were working in all cases except one, where the track twisted on its axis (like going from right side up to upside down) without pitching or bending in any other way. If the car was far to one side of the track while this was happening, the ground would drop away from it and the car would fall off the track.
After trying and failing with a bunch of horribly complex trig to get the change in track surface position based on the car’s offset and the rate of change of spline curvature over the last three physics steps (the splines don’t have a built-in derivative function so I had to try to get it other ways) I gave up.
The new solution is incredibly stupid: a really strong giant invisible spring that pulls the car onto the magnetic track. It actually works really well and has the bonus of snapping the car onto the track when it’s landing after a jump (e.g. Second Inversion). It feels kinda bad to be doing it like that instead of with actual math, but whatever man, the code is clean and it just works. On to other things.
All Changes
remade Water Snake I to work with the new downtown area and not clip through buildings
added a voice line for when you get a new world record
removed Night Run (in-progress track) from game as it was mistakenly added
improved magnet track behavior during twists and when landing on the track
added city baseplate meshes to some docks areas
fixed a bug where stalling in the air could halt the car
fixed a bug where tapping handbrake to halt car rotation in the air sometimes wouldn’t register
