Fixed position of physical (raycast) wheels to be in (or on the edge)
of the collision body, not outside. Removed support for defining
kart-specific physical kart position (was never used).
took ~1.6 seconds for a kart to stop, now 0.5; while hardly any change to
short brakes to slow down the kart a bit only). Also made the impulse to
keep karts parallel to the ground configurable.
Unfortunately I can't test (since the shaders don't work for me).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14683 178a84e3-b1eb-0310-8ba1-8eac791a3b58
Made speed-weighted animations slower. That was part of r14324, but appears
to have been done accidentally. Auria, can you please confirm that you did
this on purpose?
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Now that the nitro meter no longer features visible marks, adjust back the max nitro amount to what it was before, and restore back the old less easy nitro challenge on XR591
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14320 178a84e3-b1eb-0310-8ba1-8eac791a3b58
if either the estimated jump duration is long enough,
or the texture the kart was on before it jumped has
a jump property set.
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damping of velocity, but as a max_speed restriction.
2) Bubblegum parameters are now fully configurable in
stk_config.xml.
3) Apply slowdown fraction also to speed increases
(e.g. previously a max speed of 23 with a zipper
giving a 15 additional speed with a slowdown of
0.3 would end up as: 23*0.3 + 15 = 21.9.
Now it is (23+15)*0.3 = 11.4. While this was done
mainly for bubble gums, it can affect other items
as well.
4) Used bubblegum as one word consistenly in variable
names and xml files.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12995 178a84e3-b1eb-0310-8ba1-8eac791a3b58
a curve. Feedback welcome (note many karts have some leaning
in their animation, best use a kart like suzanne which doesn't
do that).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12984 178a84e3-b1eb-0310-8ba1-8eac791a3b58
art work (icon) is still missing. Also we have to find what
to call it (atm 'Iron Man').
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used atm), and a better easter egg model (atm bunny from snow mountain,
... whith turns out has lost the black nose). One track has easter eggs
added (math class).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12281 178a84e3-b1eb-0310-8ba1-8eac791a3b58
a bit slower at higher angles - feedback please ;)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12105 178a84e3-b1eb-0310-8ba1-8eac791a3b58
'too different' from the normal of the triangle with the
normal of the triangle for interpolating the normals which
are used by the physics.
This should make 'smooth normals' more useful for tracks where
track and (say) a wall are connected, resulting in incorrect
normals for the physics.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11989 178a84e3-b1eb-0310-8ba1-8eac791a3b58
at smaller steering angles, and a bit more fast at higher
steering angles (resulting in overall the same time-till-full steer).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11951 178a84e3-b1eb-0310-8ba1-8eac791a3b58
(just acting along the normal). This solves some of the odd
behaviour with the previous implementation if the kart is
off track. The new way is now the default, but the 'push
towards driveline' can be set in stk_config.xml.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11923 178a84e3-b1eb-0310-8ba1-8eac791a3b58
with easy AI to make sure building train doesn't give it too much
bonus on easy) ... and fixed the existing implementation of
not giving a slipstream bonus to actually work ;)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11821 178a84e3-b1eb-0310-8ba1-8eac791a3b58
away from the kart), so that it's hopefully a bit easier
to get slipstream.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11765 178a84e3-b1eb-0310-8ba1-8eac791a3b58
plunger-in-face time somewhat.
Atm you can test by pressing F1 in a race (which I'll remove soonish).
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