* Update custom_video_settings.stkgui
Change label titles to conform to title case typographical convention.
* Update custom_video_settings.stkgui
Sentence case for everything.
* Add SuperTux difficulty & update number of karts
Also make the expert challenge slightly easier to match more the difficulty of other challenges.
* Add SuperTux difficulty & update number of karts & points required
Also give some more time margin in easier difficulties, as it is a hard challenge compared to most.
* Add SuperTux difficulty & update number of karts & points required
Also change the lap count to 4 as it is a very short track (sub 30s)
* Add SuperTux difficulty
Also tweak the expert challenge to have a more appropriate difficulty
* Add SuperTux difficulty & update number of karts
* Add SuperTux difficulty & update number of karts & points required
* Add SuperTux difficulty & update number of karts & points required
Also correct the requirement position, since this is not a FTL race anymore.
* Add SuperTux difficulty & update number of karts & points required
Also slight balancing improvements for the usual difficulties.
* Add SuperTux difficulty & update number of karts & points required
Also adds a position requirement in expert
* Add SuperTux difficulty & update number of karts & points required
* Add SuperTux difficulty & update number of karts & points required
* Add SuperTux difficulty & update number of karts & points required
Also change the number of laps to 5, as this is a very short track. The time requirements for easier difficulties have been kept proportionally similar to before.
* Add SuperTux difficulty & update number of karts & points required
Also change the number of laps to 4.
* Add SuperTux difficulty & update number of karts & points required
Also add a position requirement to expert and intermediate.
* Add SuperTux difficulty & update number of karts & points required
Also change the number of laps to 4, as a lap often is 30s or less in expert/supertux
* Add SuperTux difficulty & update number of karts & points required
* Add SuperTux difficulty & update number of karts & points required
* Rename islandtrack.challenge to gran_paradiso.challenge
* Rename challenge file
* Add SuperTux difficulty & update number of karts & points required
Also makes the time limit in expert less easy and tweak position requirement.
* Add SuperTux difficulty & update number of karts
* Add SuperTux difficulty & update number of karts & points required
* Add SuperTux difficulty & update number of karts & points required
* Add SuperTux difficulty & update number of karts & points required
* Add SuperTux difficulty & update number of karts & points required
Doesn't unlock the SuperTux difficulty anymore - it's managed elsewhere.
* Add SuperTux difficulty & update number of karts & points required
* Add SuperTux difficulty & update number of karts & points required
* Add new unlock challenges, for difficulty and karts
* Add a lap to oliver's math class
* Replace Northern Resort by Volcano Island
* Replace Volcano Island by Candela City
Candela City was in no (official) GP before this.
Also sets Green Valley to 3 laps.
* Add Northern Resort and remove Fort Magma
In 0.9.3, this GP has only 4 races in Story Mode (5 for the other GPs) because Fort Magma is locked.
Of all the tracks outside this GP before, Northern Resort is one of the hardest, the AI being rather good there.
* Temporary cup for SuperTux challenges
Recolored version of the gold cup
* Update challenge selection UI for the SuperTux challenges
* GUI used before SuperTux difficulty unlocking
This is the old select_challenge.stkgui
* Swap the two sara
* Replace Kiki by another kart to unlock on Benau's demand
* Update for improved Story Mode
* Update for improved Story Mode
* Add support for SuperTux challenges
* Add support for SuperTux challenges
* Add support for SuperTux challenges
* Add support for SuperTux challenges
* Update for SuperTux ; also adds the ability to unlock a challenge by points
* Update for unlocking by points
* Add support for SuperTux challenges
* Add support for SuperTux challenges
* Add support for SuperTux challenges
* Minor changes to function calls
* Update for SuperTux challenges
* Add support for SuperTux challenges
* Update for Story Mode GP changes
* Allows to display the correct number of points for GP challenges
* Set the unlock of the 1st bonus kart to correct non-test value
* Add support for SuperTux challenges
Including a bigger challenge selection diaolg
* Add default value
* Icon to indicate that there is an unlockable
The number of points needed to unlock it are displayed next to it.
* Changed format : the point requirements is now specified in the file
* Changed format : the point requirements is now specified in the file
* Changed format : the point requirements is now specified in the file
* Function for unlock by points UI
* Add default for unlock list node and use requirements node for all
* Make unlockByPoints simpler and more flexible
Now the code will iterate in StoryModeStatus and send the unlock_list challenges for treatment here. The question of getting the right challenge statuses beings solved, it allows for a great simplification and much more flexibility
* Update unlockByPoints declaration
* Adds support for next unlockable UI
* Improve call of unlockByPoints
Also calculations for displaying in the UI how many point the next unlockable by points requires.
* Add icon for next unlockable
* Displays icon/number to make the player aware of the next unlockable
Also displays the number below the icon rather than on the side, for more clarity.
* Changes to display karts in the unlock scene
* Update unlock functions declarations
* New function to clarify code and more logical recently unlocked list management
In the previous version, everything was added to the recently unlocked list at some point, necessitating a clearing at the end of computeActive, which also removed from the list the non-race challenges. Checking if the feature is newly unlocked to add it to the list remove the need of that clearing.
* Declaration for unlockFeatureByList
* Display newly unlocked karts
* Display newly unlocked karts
* Clear the list of recently unlocked features at the end
* Update testing code
* Update unlocks finding function call
* Improve UI scaling
* Fixes indentation
* Update the number of points before checking for unlock by points
* Add const to declarations
* Remove const_cast
* Remove a const_cast
There are other const_cast in the menu debug items (but they are unrelated to this PR)
* Fix menu being bolder
Now we don't use tfb shader to compute particles, so it seems to not have a sense anymore.
And it's still possible to set particles_effects=0 in config.xml if someone will need it.
* New getRecentPreviousXYZ function
* New getRecentPreviousXYZ function
* New getRecentPreviousXYZ function
* General slipstreaming refinements
* Increase the minimum time to get the slipstream bonus
The obsolete parameter is not yet removed as several other files would have to be changed to not trigger an error.
* Slipstreaming characteristics update
* Changed slipstreaming characteristics
* Update slipstreaming characteristics
* Update slipstreaming characteristics
* Update slipstreaming characteristics
* Update slipstreaming characteristics
* Update slipstreaming characteristics
* Remove slipstreaming power engine bonus per kart type
Power engine bonus is already balanced by the different weights : a heavier kart needs more engine power to achieve/maintain the same speed.
* Remove an unused function
* Various slipstreaming refinements
* Pull the XYZ history size from config
* Pull the XYZ history size from config
* Remove unnecessary logs
* Fix a frenchism with fix
* New speedometer and nitrometer gui
* Update Speedometer and Nitrometer
* Improve nitro background
* Improve nitro bar drawing
* Improved meters
* Improve meter and rank drawing
* Agressive smoothing and higher visibility
* Helper function for meter drawing
* Helper function for meter drawing
* Improved meters
* New nitro bar, slight 3D effects and hopefully fix compilation
* Update license
* Prepares for advanced item and nitro usage strategy
Replace the bool determining if usage is random or not by an int allowing several levels of AI item usage.
Add NITRO_ADVANCED mode for nitro usage.
* Adapt for more item and nitro levels
The XML files have to be changed. The logic for the item_skill still has to be done.
* Preparation for the preferred kart in GP
* Preparation for the preferred kart in GP
* Preparation for the preferred kart in GP
* Prepares for advanced item and nitro usage strategy
* Prepares for advanced item usage strategy
* Preparation for the preferred kart in GP
* Parametrized AI_skill level
* Fix typo
* Fix typo
* Fix typo
* Fire items with a shield on in unrestricted mode
* New function allowing AI to know what flyable is incoming
* New function allowing AI to know what flyable is incoming
* Fix typo
* Update bubble gum AI to new system
In addition of making some functionality depends on AI levels, there are a few overall improvements for the better AIs :
1)Remove the "drop the gum in the last lap" logic. Bad strategy since ever the shield has been added to the gum
2)The protection against flyable is not used if the user holds a swatter and the flyable is a plunger
3)Holding a swatter no longer blocks the AI from using the shield against a flyable nor from using the gum behind
4)The shield is used to remove bad attachments (bomb, parachute, anvil)
5)Reduce the distance with the kart behind when dropping the gum to reduce misses
* Update swatter AI to new system
The swatter could benefit from several kind of usage improvement. This patch introduce only one, but probably the more important : the better AIs now use it to remove bad attachments
* Fixing #3139
* Fix compile error
* Fix
* Fix compilation
* Fix compilation
* Fix compilation
* Update variable
* Update variable
* Fix non-breaking space issue
* Fix typos
* Revert for compilation
* Revert for compilation
* Update cake AI to new system
* Redefine HandleItems to be position aware
* Redefine HandleItems to be position aware
Also changes bowling ball for the new system.
* Activate shield before hitting box or bad item
Meant for higher AIs.
* Increase lookup distance
Some distance will be needed for the switch
* Temporary fix to avoid a nitro regression
* Fix typo
* Fix typo
* Bubble gum improvements ; explicitely calculate distances to items
* Update Switch to the new system ; use item-distance awareness
Also fix a missing parenthesis
* Change nitro-usage to a numerical parameter
* Change nitro-usage to a numerical parameter
Also update comments to explain the new item-skill
* Change nitro-usage to a numerical parameter
* Change nitro-usage to a numerical parameter
* Change nitro-usage to a numerical parameter
* Update handleNitroAndZipper to the new system
Also fix a naming error, remove the 95% speed limitation on nitro usage
* Adds a small engine boost to nitro
Currently, nitro is very counter-intuitive as it only affects max_speed. This change corrects it. The effect remains small to not upset balance. It is mostly felt when below max_speed, so the can of nitro potential power doesn't change much.
* Improve AI nitro handling
Summary :
1)Makes the AI use nitro by bursts, greatly improving its efficiency
2)Makes the AI use nitro when close to max speed (to unlock the max speed increase)
3)Remove the overtaking logic as the AI will now use its nitro anyway
4)The AI tries to keep a reserve of nitro for use towards the end of the race.
* Allows estimated finish time to be checked at any lap, fix a crash
* Makes the AI use its nitro reserves
* Better tuning for nitro reserve usage to reduce the probability of unused nitro
* Remember last used powerup for AI
* Remember last used powerup for AI
* Remember last used powerup for AI
* Remember last used powerup for AI
* Remember last used powerup for AI
* Remember last used powerup for AI
* Fix compilation
* AI don't wait between usage of items of different types
* Use floats for Parachute duration
* Revert
* Nitro use when trying to pass a bomb improved
* Fix broken time check
* Take into account the kart-specific fadeout to calculate time between bursts
* Improvements to bursts and to use of the reserve at the end
* Improve comments explaining item_usage_skill and nitro_usage
* Make LastUsedPowerup a PowerupType
* Make LastUsedPowerup a PowerupType
* Make LastUsedPowerup a PowerupType
* Make LastUsedPowerup a PowerupType
* Make last_used_powerup a PowerupType
* Make last_used_powerup a PowerupType
* Fix compilation
* Fix compilation
* Revert
* Revert
* Finally fix compilation
* Finally fix compilation
* Change shield radius per difficulty
A reduced non-null shield radius reduces false positives as long as it is big enough to get a few frames during which the object is inside the radius.
* Improve Projectile closeness management
* Improve projectileCloseType
* Improve projectileCloseType
* Fixes indentation
* Fix lastUsedPowerup initialization
* Fix the last used powerup type
* Rename projectileCloseType
* Rename projectilCloseType
* Clarify comment and update projectileCloseType to new name
* Reuse a member RandomGenerator
* Fixes getLastUsedPowerup type
* Fixes comparison
* Fixes type