updated the (c) line of all files to -2013, added missing (c),
changed format in some cases so that it will be easier in
the future to change them by script. No actualy code change.
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used atm), and a better easter egg model (atm bunny from snow mountain,
... whith turns out has lost the black nose). One track has easter eggs
added (math class).
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de-couple kart implementation and its interface. This
significantly reduces compile time when changing kart.hpp,
but is at this stage still work in progress.
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GhostKart was not called, since it was called during when
the contrsuctor of Kart was executed (at this time the
GhostKart vtable wasn't set up, so Kart::createPhysics)
was called - which resulted in a memory leak since all
physics parts of the kart were actually allocated (just
not used). To fix this, karts are not constructed in two
phases: first a constructor, followed by a call to init
(during which virtual function can be used).
Fixed several bugs were physics data for a GhostKart
were accessed.
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the anchor). Known bugs: atm it does not yet bounce (it follows
just the drivelines and might be partly in the track); the first
kart can't avoid it (long term breaking might allow you to avoid it);
it might hit another kart first and explode.
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to IrrDriver::removeFromCache to better describe their functions.
Started to add proper freeing of cached track meshes.
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karts to press 'accelerate' after 'go' will receive a boost.
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(reason was that camera used the previous kart position to adjust the camera
settings, while the karts were shown at the new position. This becomes a
problem if bullet does more than one time step, since then the usually
fixed offset is changes, which is visible).
2) Removed debug output.
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in the AI looping if the Z velocity was very high.
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to toss karts around after an explosion.
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2) Instead of creating a new scene node every time something is attached
to a kart, the same node will now be re-used (and is set as invisible
otherwise).
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the upright constraint, and might also fix steering issues
on slopes.
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pitch in the range it needed it (-90 to 90, not -180 to 180).
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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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(esp. code that was previously duplicated in the battle mode and standard race).
There is now time for an end animation, even if the player should finish last
(in which case the previous end camera would not be shown). This mostly in
preparation for end animations.
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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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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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system for VS (verified) and autoconf (not verified).
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better particle parameters.
2) Minor work on smoke particle system, not finished.
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1) Added better support for reading XML files.
2) Fixed keyboard handling (for some keys only
key releases were recognised).
3) #ifdef-ed out more plib parts that would cause a
crash with irrlicht.
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missing ifdef - sorry for that).
In irrlicht karts have now (non-rotating) wheels, and the camera
points correctly at the kart.
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