(previously called ExplosionAnimation).
Updated vs project file for latest changes as well.
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never driven on a valid quad will cause a crash when rescue is triggered.
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that now all coordinate systems are y up, z forwards - including
the file format. For now only one track has been ported, the
rest will follow shortly.
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(esp. code that was previously duplicated in the battle mode and standard race).
There is now time for an end animation, even if the player should finish last
(in which case the previous end camera would not be shown). This mostly in
preparation for end animations.
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now use a 'controller' object which is responsible for its steering, e.g.
a default_ai_controller, player_controller etc. This makes it easier to
switch a player kart to use a end-of-race computer controller to drive
the kart once the race is finished (though that's not implemented yet).
I expect some bugs with restarting race, and perhaps end of race
behaviour at this stage.
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there is only one list used to access all karts in world.
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1) Removed getKart from RaceManager.
2) Renamged RaceManager::getNumKarts() to getNumberOfKarts.
This function should only be called when the world
does not exist (or is not yet initialised). In all
other cases world::getNumKarts() should be called.
3) Improved several 'const' functions.
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first time doesn't trigger a new lap (and therefore karts starting at lap -1).
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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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lap'.
2) Bugfix: number of laps were not updated.
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called during the irrlicht rendering, so calls
to directly print etc. to the screen are possible.
2) Time and ready/set/go of the race gui now work.
3) Code cleanup.
4) Removed compiler warnings.
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possible.
2) The track exporter supports now exporting a single animation model only even
if the model is used in several animations.
3) Changed the rad to/from degree macros to be uses as multiplication factors,
i.e. RAD_TO_DEGREE*x instead if RAD_TO_DEGREE(x). This allows more compact
code if vectors are convered (RAD_TO_DEGREE*vec3 instead of three separate
macro invocations, once for each component)
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be able to use shortcuts and loops (e.g. using the same quads
more than once).
2) More AI simplifications, and adjustments to handle off road
driving with the new quad graph structure.
3) Fixed bug in LinearWorld: last_valid_sector was not defined
anymore, resulting in crashes when a kart was rescued.
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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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in progress).
2) Removed shortcut detection and handling.
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2) Replaced many (though not all yet) snprintf with ostringstream
(getting rid of the maximum length of messages).
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command line does not exist. It now aborts with a useful error message
in this case.
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1) on road/off road is now detected with a certain tolerance
to the drivelines (currently 15%), i.e. the drivelines are
made 15% wider.
2) Skipped segments distance was shortened to 50m (since it
should be used less with the above higher tolerance, and
it caused problems with shortcut not being detected.
3) The new drivelines with tolerance can be seen with --track-debug=4
(--track-debug=2 shows the original drivelines)
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small gap between the book and the wall (to the right), an invalid
driveline index would be accessed.
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