are not the same). Instead the difference between the mesh and the body
is applied before setting the new location in update.
Also fixed some minor line length issues.
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(turns out that besides out explicit calls to debug drawing bullet
includes additional calls, and they were still executed even if
debug was disabled).
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(#163). Objects must be declared with 'reset="Y"' in order
to trigger rescue.
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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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also used by emergency animation to make a kart invulnerable
for a certain amount of time.
2) Karts are not not affected anymore by a explosion that
just happens close by, see #258.
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Note that you need the latest dependency packages to build STK now!!!!!
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to free the static rigid body (only crashes in release mode).
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for water splashes is now being detected. Note: existing tracks
need to be updated.
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against the dynamics world, it's now using a raycast against the triangle
mesh only (i.e. a single collision body instead of the whole world).
Besides being faster, this will allow raycasts with material detection
against the 'gfx' (surface) mesh.
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(and below water meshes), so that water splashes can be displayed at
the proper position (not used atm).
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the normals of some tracks need to be fixed).
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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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imho better game-play-wise than accelerating the kart backwards).
This fixes bug 3114776. Also added some docs to btKart.
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'normal' driving, but will stop some of the vertical
driving.
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the mesh in the b3d file).
2) Changed m_init_* variables from Vec3 to core::vector3df.
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maximum speed. Parameter in data/stk_config might need more tweaking.
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with two values: one specifying the percentage of max kart speed that can be reached
(e.g. 0.5 means a kart can only drive 50% of its maximum speed on this terrain),
the 'slowdown' value specifying how long it will take for a kart to be slowed down
to that value (e.g. a value of 3 for slowdown and 0.5 for max-speed means that
it will take 3 seconds of continuously driving on that terrain till the speed
is reduced to 50% of the karts maximum value).
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Caused by an incorrect sign (which wasn't noticed earlier
because of bug 3081113).
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part of a track. Reason was an incorrect axis in the upright constraint (see bug
3081113).
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(previously only as animated objects). Both 'cone' and 'coneY' is
now accepted, too.
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(previously called ExplosionAnimation).
Updated vs project file for latest changes as well.
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2) Fixed bug 2849612 (speed was not reset causing an object that had fallen off
the track to tunnel through the track when it was reset to its start position.
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the upright constraint, and might also fix steering issues
on slopes.
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to show only collission shape and then back to off. The command line
option --bullet-debug was removed.
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Debug view can now be switch on and off during a race (ctl-F11),
but currenlty does not display as much information as the
original debug view (more to be implemented here).
Removed glut dependency.
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This code is for now disabled in the stk_config.xml file, since it needs
changes to the physics to be better playable.
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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) The name of an AI kart will now only get the AI name added if it's profile mode (to prevent
the name with AI name to be displayed in game)
3) Some code cleanup.
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tracks).
2) Challenges are now saved in its own file (not in user config file anymore).
3) The TRACKNAME.{irrtrack,scene,graph,quads} files are now called {track,scene,graph,quads}.xml
(so not containing the name of the track anymore). Beach and lighthouse tracks have been
updated.
4) Track exporter uses the new filenames above.
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handling the cameras, which can as easily be handled by
player karts instead).
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selection screen after a race was finished should be 'clean' (though
a 2nd race might still not work at this stage).
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and graphical position now better) - rotations still need to be fixed.
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possible.
2) The track exporter supports now exporting a single animation model only even
if the model is used in several animations.
3) Changed the rad to/from degree macros to be uses as multiplication factors,
i.e. RAD_TO_DEGREE*x instead if RAD_TO_DEGREE(x). This allows more compact
code if vectors are convered (RAD_TO_DEGREE*vec3 instead of three separate
macro invocations, once for each component)
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appropriate subdirs (only main.cpp and main_loop.?pp are now directly
in the src directory).
2) Cleaned up all #include directives, so that all files now use
the right subdirectories.
3) Some minor code cleanup.
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with plib, and the track is now updating its animated textures and
physical objects.
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(and other models loaded for a track), items now do rotate
and can be collected (though no icons are displayed yet,
nor do attachments work).
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for .track and .loc files, started working on items.
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Note that with irrlicht the scene objects is most likely going to
be replaced anyway.
2) Removed more snprintf.
3) Removed unused modes from VS project file, added new mode for irrlicht.
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2) Replaced many (though not all yet) snprintf with ostringstream
(getting rid of the maximum length of messages).
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2) Moved STK specific extensions to bullet out of
bullet src tree.
3) Started to move more files into separate subdirs.
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bullet debug via the --bullet-debug command line option can be used,
otherwise this command line option is not available).
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2) Some projectile functions have been renamed (explode
to hit etc), since not all projectiles might explode.
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for irrlicht, simplifies the handling of the karts.
2) Current suspension is now used to display the wheels of karts.
This currently only works for tuxkart, all other models still
need to be modified (and these models will not display any
steering atm).
3) Refactored kart model handling: all plib specific kart model
handling is now encapsulated in karts/kart_model.?pp
4) Moved some files into new subdirs.
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