In light of #28, the GP start order option is probably more at home in a user's
configuration. While at it, also add an option to keep the player always last.
This is more of a challenge for the player than just reverse mode since your
direct opponents _will_ be at the forefront while you have to play catch up.
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were for bonuses were changed, but are still not considered to be tweaked).
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started to skid, you can influence the turn radius
to a certain degree (stk_config.xml, reduce-turn-min
and -max).
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This patch reduces the dependencies between KartProperties and
skidding core (and especially reduces compile time when skidding
core changes).
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2) Stop misusing m_skidding to force skid sfx when a bubble
gum was hit or the kart is breaking.
3) Somehwat simplified skidding code.
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classes for recording and for replaying. Added compression (by use of
interpolation) settings to stk_config - atm only using a certain
frequency (delta-t setting in stk_config) is used.
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driveline point if it hits the track (this will tend to push karts
back onto the track, though obviously that's not physically correct).
This can be tweaked by setting terrain-impulse in stk_config.xml
(0=disable).
2) Remove unused collision side impulse from kart properties.
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collisions. Made collisions more bouncy than before (but I am
still tuning).
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still looks like nitro, and there the bonus of bonus 1 and 2
is actually still the same (wip).
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chassis (work in progress, still disabled by default).
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is disabled for now till work on the new skidding is finished.
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box of the chassis, resulting in collisions caused by the invisible
bevelled part of the chassis.
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a convex hull collision shape. Disabled by default,
set bevel-factor in stk-config (e.g. to 0.3 0.3 0.3).
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way pushing two karts away from each other is less abrupt. This is
now enabled, feedback (or tweaks) welcome.
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This impulse does not cause any rotation of the kart, it just pushes
the kart orthogonal to its velocity.
2) The rotational velocity is set to 0 in case of a collision, hopefully
avoiding the problem that karts will rotate as result of a collision.
3) A collision pair now stores the exact collision point for both bodies
(which is then used to determine the side in which the impulse to be
applied).
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2) Saved one collision point for each collision pair so that a frontal detection
can be detected (atm unused).
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this stage for users.
The physics branch added a few new stability options (which are disabled
by default), fixed bug and reproducing history files when using physics
replay, using --log=file command line option. See log on the physics
branch for full details.
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easier to control at high speeds. Instead of using two speed
and two different radii, now an arbitrary number of points (i.e.
speed and radius at that speed) can be defined, stk will interpolate
linearly between the points.
The new settings leave the setting of 'normal' speed (i.e. without
powerup) identical, only reduces the angle for higher speeds.
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Details are in the wiki (http://supertuxkart.sourceforge.net/Items).
Note that the model is _obviously_ a placeholder, and I used
the icon for the bomb (which isn't used in game atm) for the
swatter. I hope someone can provide a better model and icon.
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2) Bugfix: there was no invulnerabilty time if graphical
effects were disabled. While it is not ideal that in
this case there is no visual indication that the kart
is invulnerable, the game play should be consistent
and not depend on graphics settings.
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and discared messages that have been displayed often enough.
Note that this is mostly a first test, we might want to only increase the
display counter once each time STK is started or so.
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