(previously called ExplosionAnimation).
Updated vs project file for latest changes as well.
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to avoid a complete recompile, since the laptop's battery were nearly empty).
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to toss karts around after an explosion.
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is still not correct in all cases (that's work in progress).
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done in forceRescue, not in an if-statement in update anymore).
2) Made the parameters for rescue configurable in stk_config.xml
(in preparation for other similar animations). E.g. the rescue time
can now be set per kart.
3) Reset animations on restart (so that e.g. a win/lose animation
is not shown during startup in case of a restart anymore).
4) Removed unused variable m_current_gear_ratio
5) Added documentation.
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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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with some tweaks by me (make it 25% per update instead of abrupt zeroing).
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One is commented out for now as it needs more testing of the distance setting.
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forwards/backwards shaking of the kart at start and the fact
that 'isInRest()' tested the wrong axis).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5021 178a84e3-b1eb-0310-8ba1-8eac791a3b58
explosion dependent on distance to avoid karts shaking that
are way too far to be affected at all.
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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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Real karts are not 4WD, but behaviour seems better while jumping/turning.
RWD is easy to put back, or FWD, or any other ratios, no more per wheel
calls except if really needed (traction control, differentials, etc).
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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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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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(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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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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is using the height of the terrain instead of the karts' positions (since then
the suspension will make the slipstream jump). Pretty much work-in-progress,
and not activated atm.
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accurately reflects what it is. Re-scaled the slowdown from '10' =
normal to '1' =normal and removed stk_config paramter for this scaling
factor.
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