allowing us to use the same base class for billboard.
2) Fixed billboard implementation: billboards are now properly removed,
and can also be IPO animated.
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after crossing the lap counting line that's larger than 2.
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had a rotation applied. Due to this bug an incorrect rotation was applied
to the mesh, resulting in the wrong bullet mesh, so that the collision
was not detected).
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minimum height when a transformation is applied (which
in part explains why slipstreaming sometimes didn't work).
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be flat now and not slightly raised anymore. This fixes bug 3114770.
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but only the quads actually used in the graph.
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which means that if there is more than one activation line, you only needed to
cross the last one).
This will break proper lap counting in all tracks!
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defined in a scene file than there are karts in the race.
Fixed handling of start entries without position values
in scene.xml files.
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specific number of karts, and light settings
in track.xml (which can be set using the track
exporter in scene.xml).
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the mesh in the b3d file).
2) Changed m_init_* variables from Vec3 to core::vector3df.
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already degrees, they were converted to degrees again.
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direction of light to point to (0,0,0).
ATM if no light position is specified, it will fall back to the
previous default value of (180, 45, 45) as direction, but some
tracks might need adjustment now.
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- Karts will now start forwards_distance after the lap counting line,
meaning they will start behind the 'checkers' line.
- Every 2nd row is now moved 0.5*sidewards_distance to the right,
meaning that there is much more space ahead of the kart for
quick starts (i.e. the kart can drive between the karts in
the row ahead of it).
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the lap counting line in the very first frame. To avoid this,
karts will now start 0.1 units behind the lap counting line.
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and the scene.xml file can specify how many karts to set in one row, and the
distance between karts in X and Z direction.
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falls down into the castle, it would be rescued to the floor of the castle, giving
it a huge benefit.
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make sure that player ranking is always accurate. It's not used atm,
but around for testing.
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have more than one lap line, which will always be in synch (i.e.
if one is triggered, all will be set to inactive).
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which can give a false positive on certain platforms due to
floating point errors.
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resulted in AIs driving badly (even when the variation was set to 0).
This patch will be re-considered later, after the alpha 3 release.
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steer to the same driveline point, but to points slightly to
the left and right. The maximum variation is defined in
stk_config.xml (and should be between 0 and 1).
ATM THIS IS DISABLED! Since in my tests it appears that
the AI is not driving as good as previously anymore, i.e.
it drives more S-lines on straights etc. To enable this change
steering_variation in stk_config.xml
2) AI now handles multi-items better by waiting a certain amount
of time before using the next item.
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missed the warning when recompiling). So I've added a "."
at the end.
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line should be continued, so I added a space).
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r6037) --> animated water scene nodes will now trigger rescue.
Also fixed getting the location for water scene nodes.
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water scene nodes will now trigger rescue.
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(removed old, temporary global variable and replaced it with correct
variable in class), added a warning message printed to stdout in case
that checkline are missing.
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does not have the right height. This helps debugging cases when
a check line is too low or too high.
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of the game is not freed, so memory usage does not increase over time).
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an existing end camera from a previous race would be re-used).
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can now be specified in the scene file. Currently supported are:
- normal 'ahead of kart' camera (which is what we used so far)
- fixed camera: camera is at a fixed position, always looking
at the kart.
2) Removed camera.hpp dependency from kart.hpp.
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have the karts created, and therefore an invalid number of karts
was used.
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is (for now) done by a special Batching Mesh.
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counting line is not centered around 0,0,0 or not parallel to the
X axis.
Note that this requires all lap counting line in the scene.xml files
to be 'oriented', i.e. the first point must be the left point, and
the second one the right point (r5488 updated this for all current
tracks, and r5487 updated the track exporter to do this automatically).
As a result of this the start positions might now be a bit too close
to the starting line (depending on where the chess-pattern is on the
track), and that might need some additional adjustments.
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prints when a checkline is triggered or activated.
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karts to be incorrect just after crossing the lap line. Problem was that the center point
of the first quad line (which by definition is on the line) would be considered to be not
on the line due to floating point errors (i.e. 0.5*(A+B) would not be on the line between
A and B).
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of the first quad line is exactly on the start line - which is by
now always the case since these lines are identical.
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that now all coordinate systems are y up, z forwards - including
the file format. For now only one track has been ported, the
rest will follow shortly.
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2) Changed several animated meshes/scene nodes to use more
general mesh/scene nodes.
3) General many more fixes for changed coordinate systems.
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now use a 'controller' object which is responsible for its steering, e.g.
a default_ai_controller, player_controller etc. This makes it easier to
switch a player kart to use a end-of-race computer controller to drive
the kart once the race is finished (though that's not implemented yet).
I expect some bugs with restarting race, and perhaps end of race
behaviour at this stage.
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1) Removed getKart from RaceManager.
2) Renamged RaceManager::getNumKarts() to getNumberOfKarts.
This function should only be called when the world
does not exist (or is not yet initialised). In all
other cases world::getNumKarts() should be called.
3) Improved several 'const' functions.
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replaced items.item with items.xml. Cleaned up item_manager
and removed support for different item styles (since it
didn't work anyway)
2) If a swapper item is used while items are swapped, they will
now un-swap.
3) Moved all models and textures from data/items to data/models.
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should allow for movable and static track objects. Also fixes problems with
incorrect radius for spheres.
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there are still trailing spaces and lines with 5 spaces as indent (fix them
as the files are changed for other reasons). src/guiengine/CGUIFont.* and
src/bullet/ not processed to allow cleaner updates from upstream.
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2) Replaced tabs with spaces.
3) Removed unnecessary function parameter for loadTrackInfo.
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merge together, resulting in kart-order changing more or less randomly.
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