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this is like the most insignificant thing everr but the `GFX.DestinationTransparencySubtract` blend state used for applying darkness currently uses `ColorSourceBlend = Blend.One` rather than `Blend.DestinationAlpha`, which makes darkness apply much stronger than it should to semitransparent entities
I got a request to forward a bug regarding holding journal to hide the pause menu. For some reason after you unpause, holding journal still affects the timer for a bit. This is relatively minor so don't bother if it's too much work but this sequence shows it well youtu.be/CHzC3cDKqu0?...
Change puffer depth to -1. This'd make the pufferboost fix from 1.4 continue to work after dying. Golden runs and speedruns should be unaffected and Everest already does this in modded maps.Other depth 0 entities (WindController?) might be worth looking into as well but this is the most notable one.
Badeline Chaser uses the sprite path characters/badeline, however Badeline has a full spritesheet. Adding Badeline's animations to player_badeline would fix visual bugs. Holdables' CarryYOffset can be manipulated with xml edits/skinmods. It would be ideal to have the visual move but the hitbox stay.
the one that immediately comes to mind is to revert these changes in assist invuln: Dash corner correction no longer applies if the corner has spikes on top of it Dash jump-thru correction no longer applies if the jump-thru has spikes on top of it Dashes no longer correct below to ground with spikes
Add Jim from the Jim's Adventure series by ParrotDash into the ogmo easter-egg room in 6a :) /hj www.youtube.com/watch?v=8Rvq...