This update's first new track, Mobius Trip, was a suggestion by a community member, CurtDog420. It's the first track that takes place at night in Vapor City (night lighting still WIP).
The second track, Alley Scramble, is rather difficult and takes place in Vapor City during a blue sunset, which is a reference to a musician I like, Parannoul. Due to the uneven roads it's kinda hard to take a perfectly smooth line, and I wanted to lean into the messy driving through more narrow streets for this track. It's Stage 4 for a reason. Pretty fun though!

I also added a new starting wheel, commissioned from an artist friend of mine. Thanks Bukie.

All Changes
Added a new Stage 2 track, Mobius Trip
Added a new Stage 4 track, Alley Scramble
Added new wheels, "Goopert"
Moved Rockfall Ring to Stage 3
Fixed mipmap sampling settings to smooth some distant road textures
Added automatic nighttime illumination to Vapor City
Fixed tunnel wall mesh collision in Monument Loop
Updated internal car magnet track settings to allow optional stiffer suspension on magnet tracks (because the Lancier was bottoming out on them)
Updated car nitro gain behavior, see below
Car Nitro Gain Behavior
These changes are intended to give more nitro for basic actions while still avoiding nitro farming by rapidly toggling gears. When you shift, I make a small check to see if you've just shifted in the opposite direction recently, and if so, I reduce the amount of nitro you're getting unless it's counted as a valid, intended shift. If not, you'll see the text (EARLY) after your nitro point attribution alert at the bottom of the screen.
For upshifts, this means that unless you shift at redline, you'll only get partial nitro if you've just downshifted or if you're shifting before redline.
For downshifts, this means that unless you heel-toe. you'll only get partial nitro if you've just upshifted.
If you drive normally you won't see any change. I was actually able to use that check to be a little more generous with the nitro on downshifting as well.
