Disclaimer: Update does not, in fact, include the kitchen sink
I guess I'm giving my updates friendly names like Mojang does now. Or maybe just this one. It'll certainly make this topic easier to tell apart in the recent posts box. Oh right, you probably came here looking for an update.
Here you go.
Changelog:
-----Major changes-----
* Optimized rendering. This will probably make you have less lag. Unless it makes you have more, which is possible. It will definitely probably not make you have the same lag. If you do appear to have the same lag, go over to the lag and introduce yourself. It's probably a completely different person than it was the last time you've met.
* Drastically reduced load times from what they were after I optimized rendering but not really from what they were before I optimized rendering, so it's really about the same. But if you're The Flash you'll be able to spot the one frame that renders the entire map before cutting it into tiles. Or if you have epilepsy, in which case you should probably not look at that frame. On second thought, maybe I should hide that.
-----Minor changes/bugfixes (in no particular order (but the 17th one's my favorite))-----
* You can now move with QAOP. I have no clue why anyone would want to, but you can.
* Pressing r will now act as a shortcut for the restart button.
* You can no longer move diagonally on ladders.
* Arrow explosions will now kill you. Although only if they hit you dead on, so maybe not enough of the time. Note - Arrow impacts killed you previously, not arrow explosions, which happen a few frames later and a few pixels away from the actual impact.
* Patched a bug where you would collide with falling wooden crates from below
* Climbing and crawling animations now start instantly rather than delaying (making tap-crawling and tap-climbing animate correctly).
* You will now warp up to platforms from as much as 32 pixels (one full block) below the surface rather than 18 pixels (the height of the platform sprite).
* Crate jumping velocity is now based on how fast you were falling and the maximum crate jumping velocity is slightly faster.
* You now get briefly stunned when running into crates rather than being knocked back as far. Currently you are knocked back by 4 pixels and stunned for 2 frames making the total slowdown equivalent to what it was before. I tried it with a lower stun duration, but that made it too hard to break just one crate in a stack (IMO).
* The camera will no longer stay in the "looking down" state when you are crouching in a crawlspace but not holding the down key.
* Redesigned tutorial level 2 to make it harder to get "stuck" in the second room (Although you can escape from that "stuck" state by duck-jumping, it still felt like poor level design)
* You now run in place by holding right and left. Furthermore, you can run in place in both direction instead of just to the right! Now you can moonwalk to wherever you want. Hopefully it's where you're currently at, since that's where you'll end up either way.
* You will now only break one wooden crate when landing on top of two of them. I think it's the one on the left.
* Hannah now has 33.3% more life.
* Secret areas are now 37% less likely to snitch and 110% less likely to contain Herobrine. At least, that's what he told me.