the font tool will include the necessary characters for
Vietnamese as well.
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points and the distance to target at which the rubber
ball starts aiming directly at the target configurable.
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that keys that were pressed when the menu was popping up are
still considered to be pressed (#359).
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of the situation that the target kart is lost (e.g. it might have finished
the race), so that the ball smoothly aims at the new target now.
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with graphics, since this can now be done using the --ai=... flag.
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properly in the calling functions, and it causes a crash
(in debug compilation) if a key is pressed during a profile run.
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to all kind of crashes later on). Thanks to KroArtem for reporting this.
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than 24 hours (to help in case that a zip file is needed to
debug). Also some minor cosmetic changes.
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defined. coug36: I think your r9532 broke something, there is
possible a better way of fixing this.
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the server anymore (i.e. not in the addons.xml file) will
now be removed, including a cached icon.
This fixes#378 (and will allow us later to easily remove
addons).
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casting; added function to convert time to a readable
string to the namespace; and cleaned up code in addon.
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'Berny & STKRudy85' (we only support &#...; type HTML entities)"; #364.
The reason for this warning message is that irrXML already decodes "&"
(in attribute values) - so even though the '&' is encoded correctly in
the xml as '&', STK only receives a '&' from irrlicht, which then triggers the
warning message. On the other hand, irrXML does not decode &#...; hex
values.
So short of changing our encoding of "&" I don't see another choice
except just removing this warning.
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addons file (and therefore saves the information about cached
icons and prevents them from being re-downloaded next time
STK is started). Fixed#382.
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the lowercase name if no id is specified.
This might potentially break existing addons - though atm I don't think we
have any addons that have an id different from the lowercase name.
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changing directions too quickly.
This still needs more tuning. Known bugs:
1) at the beginning the ball changes directions too quick
(if the kart is not close to the center of the driveline)
2) going towards the target kart (when the ball is close
enough) has not been ported yet, so balls will more
often miss their targets.
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