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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replaced items.item with items.xml. Cleaned up item_manager
and removed support for different item styles (since it
didn't work anyway)
2) If a swapper item is used while items are swapped, they will
now un-swap.
3) Moved all models and textures from data/items to data/models.
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take effect, not the first one (e.g. the shared one instead of
a track/kart - specific one).
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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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to 'max-speed' to be consistent with other names in stk.
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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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disappear completely when restarting a race.
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Pretty much an exercise in guessing if things are premul or not, and what has
to be pure black or can be a more real dark grey. Maybe needs more changes.
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that changes with time, like edge of coin that is stopping after falling).
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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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For reference, and in case there is a better fix, the error reported was:
graphics/camera.cpp:124: error: jump to case label
graphics/camera.cpp:117: error: crosses initialization of "const int y2"
graphics/camera.cpp:116: error: crosses initialization of "const int x2"
graphics/camera.cpp:115: error: crosses initialization of "const int y1"
graphics/camera.cpp:114: error: crosses initialization of "const int x1"
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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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high above, which is useful for debugging AI behaviour.
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The water particle is not final, but at least this stops abusing other file.
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To auria: something's weired with the rtt - you are calling setRenderTarget
twice - but it looks like it's not working for the kart screen otherwise.
I've worked around so that at least the 2d rendering works as expected (with
a single call).
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additional karts from other directories.
2) Fixed potential bug (--track might have allowed you to
run a locked track)
3) --list-tracks and --list-karts can now keep on running
(before STK would be ended) - but they are slower now
4) Renamed all kartname.irrkart file to kart.xml. I realised too
late that those files had not been converted to xml yet.
It will be fixed later.
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instead of path()), and used our convention of using capitalization
for words (and not _). Started adding support for additional track
directories, but that's not working yet.
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in ProfileWorld only (no more m_profile in UserConfig)
2) Added some more virtual functions to the modes to simply
code a bit.
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handling the cameras, which can as easily be handled by
player karts instead).
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when the game was started using the menu (instead of -N command
line option).
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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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are in #ifdef IRR_SVN - and at this stage linking fails for atm unknown
reasons. No changes to irrlicht 1.5 compilation.
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NOTE: to use the speedometer, a patched version of irrlicht is needed. The replacement
files are included here, we hope that the necessary functions will be included in the
next irrlicht release (STK will still compile without a patched irrlicht version,
but not display the speedometer).
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transparent one for the kart selection screen and mini map).
2) Added very first version of minimap (scale is wrong, no kart display yet).
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(though still backwards compatible with e.g.
rubber band and shadow)
2) More scene cleanups.
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called during the irrlicht rendering, so calls
to directly print etc. to the screen are possible.
2) Time and ready/set/go of the race gui now work.
3) Code cleanup.
4) Removed compiler warnings.
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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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transparent, nor do they fade).
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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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better tweaked parameters).
2) Water and smoke special effects can now be triggered depending on
terrain (default is off for everything). For testing purposes the
lighthouse track has smoke for sand, and water splashed for sea
(i.e. it is currently possible to drive on the water ... for
testing purposes only :) )
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and improved the origin of the smoke to be the actual position of the
wheels (though this is sometimes still not 'correct' enough atm).
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the kart is leaving a fire trail. Also made it fire even if stopped, so
driver sees nitro works (wasting it).
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More particles but smaller, with different life times. And trying to get them
to fade, but that is not working (trying to get them to become red as test,
final version should just fade transparency).
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test and tweak images if needed. xml was wrong but no obvious output in
console so missing png was a real headache to figure. Tweaked drifting
power loss (0.75 -> 0.5) and default brake power (100 -> 20).
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parts yet, so erase _r part and mass replace s/_l//g). If this stays,
better find the common parts and mix the rest so any change is done for
both sides.
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not from the two wheels anymore).
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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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times). Probably it should made to follow the ground instead, maybe split
into 2*2 (or equivalent triangles, to have control over the edges) or 4*4
quads too, for better shape adaptability.
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the usage of the VS memory debugger (which redefines free using a macro).
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graph related functions from Track to QuadGraph,
removed plib usage. The AI is now able to drive
a loop (re-using the same quad, before continuing
on the original path). The beack track currently
defines a simple look at the first right hand
turn (the AI will drive down the hill, then
up again and then keep on going).
2) During the conversion process some AI called
function were significanly sped up, but it has
to be tested if this has any ill effects for
certain tracks or certain karts.
3) Tried to add support for moving sky domes, but
that doesn't work yet.
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