Made slowdown in tuxtollway less abrupt.
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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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it more useful (actual angle can be determined in stk_config.xml).
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It now defaults to 15 degrees (it was 30 degrees, but accidentally
a hard coded value of 15 was committed in r6110).
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immediately after start (after closing the null device and opening the actual
screen).
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references to CGUIFont (so that the new mono-space-digits functions
can be used everywhere); some code cleanup.
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more deletes with drop).
2) Simplified skidmarks by completely removing the saved meshes.
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are used that will utilise hardware buffer). The crash could actually
happen in another race or when ending stk (since then hw buffers are
deleted).
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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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(which atm has hardcoded values for lighthouse track only and is disabled).
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this has been used for the wooden terrain in snowtuxpeak.
Note that atm changing the pitch is used to make the sfx
depend on speed, but since I am not too happy with this
I might add support for a customisable pause between
looping the sfx.
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is (for now) done by a special Batching Mesh.
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Also removed additional turn of every 2nd ring in the
cylinder, which made it much harder to get the texture
coordinates right.
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between the karts, successful slipstreaming (for atm 2 seconds, see stk_config.xml)
will give a zipper boost.
This is pretty much work in progress, mostly meant to test playability, and allow
more tuning of graphics.
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when range is 30) to see inside tunnels with --camera-debug.
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