2) AIs can now modify the kart name, which is used in printing profile results, to
include an AI identifiert.
3) NewAI and DefaultRobot are created un turns: first AI is DefaultRobot, then
NewAI, then Default...
4) Made specific mode in VS project file for irrlicht 1.6 (will be removed soon).
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can be activated now, and each check structure that changes the activation
state has one other check structure associated with it (instead of all
previously where all activtation state changing structures would activate
all (and only) new-lap structures.
2) Added support for activation toggle (instead of only switching on)
3) Renamed Checkline to CheckLine (and checline.?pp to check_line.?pp) to be
consistent with other names.
MAKE DISTCLEAN most likely necessary!
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in world).
2) Moved camera management into race gui, so that the number of split screens
used can be adjusted (and not only indirect via number of player) - this
allows e.g. debug modes where you can see 4 AI karts at the same time,
for profile mode, ...
3) Code cleanup.
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handling the cameras, which can as easily be handled by
player karts instead).
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and imported into stk (though they are not used for anything atm).
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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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system for VS (verified) and autoconf (not verified).
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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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2) More code cleanup to use the new quad structure
instead of driveliens.
3) Updates VS project file to work with latest
GUI additions.
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of specifying the track to use (mainly for the AI).
For beach/lighthouse files to specify the graphs have been added
(note that if the graph is a simple look, no .graph file is
necessary, since it will default to a simple loop), and a script
to convert from the current driveline structure to quad graphs
has been added, too.
This information is currently read in, but not yet used!
2) Some memory leaks were fixed, the filemanager functions getXML*
were renamed to createXML* to indicate that the return pointer
needs to be freed.
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with plib, and the track is now updating its animated textures and
physical objects.
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