Unfortunately I can't test (since the shaders don't work for me).
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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
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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.
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a curve. Feedback welcome (note many karts have some leaning
in their animation, best use a kart like suzanne which doesn't
do that).
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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).
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a bit slower at higher angles - feedback please ;)
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'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.
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at smaller steering angles, and a bit more fast at higher
steering angles (resulting in overall the same time-till-full steer).
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(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.
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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 ;)
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away from the kart), so that it's hopefully a bit easier
to get slipstream.
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plunger-in-face time somewhat.
Atm you can test by pressing F1 in a race (which I'll remove soonish).
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the stk_config file.
Note at this stage no tuning of easy or medium level was
done, this version should behave the same as the hard-coded
version.
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InterpolationArray. This class is now used for the skidding probability
of the AI and the turn radius of all karts (which depends on speed).
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first player (i.e. slightly rubber-banding the AI).
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graphics after a skid configurable - though atm this is still
set to the same time, so no noticable difference.
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some discrepancy due to smoothing of camera movement). For now
enabled in stk_config.xml.
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aligned with the graphics again). That _may_ help with controlling the
kart better after skid. Testwise enabled by default - feedback welcome.
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a kart needed 2.0 nitro in order to use a zipper), but won't be used if items
to avoid are close by (since zipper make it harder to avoid them).
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are close, which results in the AI getting the bad item when
trying to collect the good one. Some refactoring of code by
adding a hitLine function to Item.
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(instead of "const int MAX_NITRO = 16" in moveable.hpp).
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