physics changes (not affecting any existing records): - gave crouching at tick 0 at least the same advantage as jump+crouching at tick 0 (this removes the tick-perfect input requirement for a top run on lvl A3 and others, since simply crouching on spawn is enough now) - you can now scroll your mouse wheel while in a checkpoint or spawn, to let the player jump immediately on the first physics tick. (helps with lvl D1) - fixed otherwise unintended input buffering before starting a level (crouching f.ex.) - fixed having an unintuitive advantage when spawning mid air, but starting the crouch a few ticks later. Now it's best to crouch from the beginning - made kickflips when diving straight down onto quarterpipes more consistent (lvl D8 f.ex.: on some quarterpipes it was possible to chain kickflips, on some it wasn't. Now it's possible on all)
other changes: - show and unlock challenges room immediately on fresh savestate, but lock individual challenges - option to hide the timer or the freecam HUD (Options > Gameplay) - fixed showing time diff in replay, when there's no opponent - fixed showing wrong time diff in level selection screen - fixed getting "all levels beaten achievement" too early - gave room challenges names
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.