Demo Playtest 0.1.3 is live!

Updates:
Grabbing and Skeleton behaviour
Souls no longer launch out of skeletons when killed incorrectly
Players kept thinking shooting the gun was "throwing" due to the soul moving. This should hopefully remedy this lapse of judgement.
Throwing has been further improved
The throw line will assume you are moving at running speed if you are under it, to make the distance more consistent at low speeds.
Throwing will auto-charge a throw if the right click is held.
Smart Weapon
The weapon has been made smarter, making reasonable assumptions, including:
Collectables have lower priority than skeletons
Living skeletons in holy areas have high Attack priority
Living skeletons in holy areas had low Grab priority
Anything recently picked up has lower priority
The weapon will still only pick up what is on screen and still target the object closest to the centre of the screen
This can be toggled off in the Gameplay Options

Map Updates
Out of Bounds penalty removed
This sucked and was a band-aid fix to a greater problem.
Map Resets
The following maps have had their local save data and Leaderboards wiped:
Godrays:
The exit is now an extended corridor
The hitboxes around the center pillars in room 1 have been smoothed
Geometry and textures around room 2's light source have been adjusted
Fire Canyon:
The entire map has been moved vertically away from the Out of Bounds layer to prevent quick-teleporting back to the start, which is inches away from the exit.
Due to this affecting the fastest possible time, the map has been reset. Most players should not notice a change, and I apologise for the inconvenience
Medal Bounds Updates:
There are too many changes to lose reasonable, however, all times have been retimed to the following methodology:
Platinum - Beating the map at an average of 11m/s (wall-jump speed) while taking reasonable cuts
Gold - Beating the map while walking
Silver - The difference between the above
Movement Consistency pass
There have been a ton of minor issues that plagued high-level play. The following has been fixed:
Wall running no longer speeds the player up when pulling them into a wall
Wall running still pulls the player into the wall; it just normalises the player's speed
Wall jumping now always grants +1 speed
Wall jumping could grant a range between 0.3 and 1.2 based on a range of variables. It will now, always, grant +1.
Wall Jumps should always take you in the correct direction
Probably - this happens so rarely it was hard to diagnose, but a pass of the code should have fixed this.
Crouching should not clip through geometry anymore
Probably - this also happened incontinency to test, but again has not happened since

Other Improvements
New Paintings
Community painting by Ace
2 New Dev paintings
Three new Skyboxes
City Edge - Sunny
Inner City - Sunny
Inner City - Rainy
Quick Restart is no longer an option toggle
Instead, it is simply unbound in the options by default. Most returning players won't notice this. In turn, options have also been mildly reorganised
Hub Upgrades
The hub now has upper balconies and doors to access them
The lore room has had a facelift
Both the Lore room and Shopkeep now have signs internally
More islands have been added for free

Fixes:
Rani now shows up in the hub after starting Act 3
Multiple maps have had minor hitbox or visualisation fixes to minimise frustrations or pixel-perfect strategies
Binding a fast-action key to jump and then using it to spam-select a level no longer keeps the hub loaded
Binding a fast-action key to jump and then using it when detaching from a wall no longer launches the player
Fixed some text not translating
Known issue:
Quick restarting a tutorial level with tutorials active, after completing a tutorial, while the fan-fair is playing, stops the fan-fair from playing on that tutorial in future completions until restarting the game
If I ever fix this, it's because I was putting off something else I don't want to do
Some Tooltips are out of date
I realised this after pushing live, and it's not that important to fix right now so.... next patch!
