2) Improved history file format to collect control information (like
steering etc) to allow replaying based on the physics (and not only
replaying recorded kart positions).
3) Added some constants (time till finish, time for music credits) to
the stk_config.dat file.
4) Made name of the menu background picture configureable in
stk_config.dat file.
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mode can now be restarted (GP and FTL modes are still
to be done).
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2) Bugfix: certain sfx (esp. engine sound) would not get started
correctly when changing sfx settings during a race.
3) Bugfix: Engine sound would be played if the in-race-menu was shown.
3) Allocating and deallocating SFX objects is now completely done
in SXFManager (and not allocated in SFXmanager, but deallocated
via a normal delete call).
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creating the world (which might give a performance boost).
2) Moved ssg_help into utils directory, added a namespace,
and changed parameters to use Vec3 (instead of 3 floats).
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and add engine sounds.
2) Added sfx manager so that the buffers for the sfx are shared between
all sfx objects.
3) Moved all audio related files into audio subdirectory.
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from the server to the clients). Started to implement synchronising
of herrings and projectiles.
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used in GP as well.
2) Improved game-mode gui to use the new layout engine.
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accelerating have been removed; sound when hitting parts of the track
have been re-enabled.
2) Special handling of smaller karts (wilber/hexley) has been removed.
3) Added option to specify the exact wheel positions for the physics.
4) Added option to move the center of gravity along all three axis
(not only height).
5) Added --kartsize-debug command line option to print the sizes of
each kart (which is useful when specifying the wheel positions).
6) Removed unused entry from stk_config.data.
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2) Cleaned up unused kart physics parameters, added new suspension_travel_cm parameter.
3) Renamed TrackManager::getTrackCount() to getNumberOfTracks() (to follow the same pattern as
getNumberOfKarts()).
4) Minor code cleanup, warnings removal, ...
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2) Fixed the AI calling rescue when crashing repeatedly (which hasn't
d been working since bullet physics was used).
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2) Replaced several sg* data structures and function parameters with
plib independent data structures.
3) Some code cleanup, updated gpl license to 3 in a file or two.
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based) data structures (except for the final call to set the ssg
camera).
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2) Added new vec3 object, which is used to convert all
sg* data structures to btVector3. Replaced more sg*
data structures using vec3.
3) Replaced all individual red,reen,blue values in .kart
files with a single 'rgb' vector entry.
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2) Added a 'final camera': this camera will move forward and turn
when a race is finished to show the finishing line. This is
currently only enabled for the race track.
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esp. in the ramp in tux tollway (reproduced by jumping down the ramp
while doing a wheelie). See r1941 on 0.5rc1 branch.
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parameters somewhat, and made the new explosion code the default.
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does not work good enough, #undef WILD_EXPLOSION, which will just
trigger a rescue instead.
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would get the same number of collectables again.
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2) The faster music is now only triggered for the last 30 seconds
of a race.
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that sometimes happened when crossing triangle boundaries.
2) Started replacing sg functions and data structures with
bullet objects and methods.
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2) Made some camera parameters configureable.
3) Some code cleanup for karts.
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is on a zipper (which happens with the new fort magma track).
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over after a jump (e.g. ramp, or paper plane).
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This is needed now that skidding has been implemented because AI karts
are more likely to crash off the track and onto other parts of the
track.
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and direct hits a bit more severe.
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