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Update 11 (HUD, matchmaking, weapon changes + more)

There are a fair few significant improvements this time. Some of these things are pretty major components to what I wanted to get done prior to making the game available for download again. I'm currently thinking it shouldn't be too long now until it is.

ADDITIONS:
-A brand new weapon HUD. Shows all owned weapons, with ammo. Is hidden by default and becomes visible when you switch weapon.

-Improved matchmaking:
-You can now host password-protected sessions.
-The game mode now shows in the server list
-The map name now shows in the server list

-Your avatar's speed is now shown with ping and FPS when you press the h key. Added that for debugging and thought you might find it interesting. The units are cm/s.

CHANGES:
-The heavy laser is now replaced with what I'm currently calling the "Charge Laser". It is also the new default weapon. It's features:
-Regenerating ammo (Regenerates at the same rate as it depletes, while not in use)
-Fires while the mouse is held down, unlike the heavy laser
-Is bound to the 1 key (default)

-The SMG that used to be the default weapon is now only pickupable in the maps. It has also had some changes. Overall it has been buffed slightly, now that it's not the default weapon. Changes:
-Now fires at 12Hz instead of 20Hz
-does double previous damage per shot
-Has Several times the knockback intensity on the target, and increased recoil
-Is now bound to the 4 key (default)

NOTE: Your old settings for weapon keys may be carried over. In this case, the laser will be bound to the "4" key and the SMG to the "1" key. I suggest you swap them yourself, so it matches the HUD. New players will have the correct controls by default though.

-Switching weapon during a weapon cooldown will now queue the action. This is also illustrated in the new weapon HUD.

-Various other changes to the HUD. Mainly making things less obtrusive.

Capture The Sphere:
-The sphere now does damage on contact and launches the contactee away. I think this might make for interesting gameplay, but also it's made the collision code for the sphere a lot simpler, which should solve various issues previously present, such as:
-Avatar being pushed out of the map by the sphere
-Sphere losing it's mind when someone enters walking mode while underneath it

-The ragdolls are now more flexible at the knees. Among other things, this has fixed the "crouch jump" bug. I think some of you may have believed this to be a feature, so apologies if you miss it. I can always add a deliberate one later.

-Improved lighting on the floors in most levels. Issue where adjacent floor sections were lit completely differently should be gone. Some pretty peculiar lighting in Cityscape now though, unfortunately.

-Possible performance improvements, as a result of the lighting changes. Seemed to observe pretty drastic improvements on my desktop, but little if any change on my macbook. Let me know if you see any improvements in performance or not.

-Hopefully the maps should no longer be excessively dark for those having that problem before. I believe it has so far been only with integrated graphics.

-Changed the colour of the lighting in some sections of "Factory" in a half hearted attempt to make it look more characterful.

-Health and defence now are shown to 0 decimal places. I've no idea why I thought three were necessary before...

BUGFIXES:
-The landing sound previously did not drop off in volume with distance (same issue as with the weapons before). This should be fixed now.

-I've imposed a speed limit on the avatars of 100m/s. This should prevent the issue where you can slingshot yourself and others though the walls on Cityscape by reaching unreasonable speeds. It should also prevent similar issues. Nobody needs to go that fast anyway.