(e.g. atm it's not possible to skip part of the result animations, so for now you have
to wait till the buttons appear before you can continue).
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this information when a race position changes.
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2) Replaced int* with std::vector<int> in raceResultOrder.
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karts to press 'accelerate' after 'go' will receive a boost.
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counting line is not centered around 0,0,0 or not parallel to the
X axis.
Note that this requires all lap counting line in the scene.xml files
to be 'oriented', i.e. the first point must be the left point, and
the second one the right point (r5488 updated this for all current
tracks, and r5487 updated the track exporter to do this automatically).
As a result of this the start positions might now be a bit too close
to the starting line (depending on where the chess-pattern is on the
track), and that might need some additional adjustments.
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sequences (instead of re-using SETUP_PHASE as was done previously).
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to data/powerup.xml for battle modes. This makes it unnecessary that modes
can select which powerup are available, therefore this code was cleaned up.
Also added some minor code simplifications.
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position. The actual distribution is defined in powerup.xml (and
probably needs some adjustments).
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weights for powerups started, but nothing more than some
declarations).
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(previously called ExplosionAnimation).
Updated vs project file for latest changes as well.
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us to profile the effect different karts have.
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never driven on a valid quad will cause a crash when rescue is triggered.
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but should be better than before. Basically the estimation of the turn
radius was completely wrong and was replaced by a new and better
algorithm.
2) Introduced new AI base class which has some common functions and variables.
3) Removed unused file auto_kart.hpp.
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allowing us to completely remove the lisp code from stk - hooray!
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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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world_status.?pp (storing the class WorldStatus).
2) Fixed end of race in case that player kart is last
(race would never end till esc is pressed).
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there are still trailing spaces and lines with 5 spaces as indent (fix them
as the files are changed for other reasons). src/guiengine/CGUIFont.* and
src/bullet/ not processed to allow cleaner updates from upstream.
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restarted race incorrect checks would be triggered (e.g. causing a new lap to be counted).
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2) The name of an AI kart will now only get the AI name added if it's profile mode (to prevent
the name with AI name to be displayed in game)
3) Some code cleanup.
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2) AIs can now modify the kart name, which is used in printing profile results, to
include an AI identifiert.
3) NewAI and DefaultRobot are created un turns: first AI is DefaultRobot, then
NewAI, then Default...
4) Made specific mode in VS project file for irrlicht 1.6 (will be removed soon).
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is used to create all AI karts.
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when a kart is about to cross the starting line.
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converted into the physics track model (previously they were
only shown, but karts could drive through them).
2) Cleaned start position code: arena and normal tracks now use
the same way and variables/functions to specify the start
positions.
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first time doesn't trigger a new lap (and therefore karts starting at lap -1).
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instead of path()), and used our convention of using capitalization
for words (and not _). Started adding support for additional track
directories, but that's not working yet.
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in ProfileWorld only (no more m_profile in UserConfig)
2) Added some more virtual functions to the modes to simply
code a bit.
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- cleanly split into constructor and init()
phase
- added new isRaceFinished() function
Some minor code cleanup.
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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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handling the cameras, which can as easily be handled by
player karts instead).
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(prevents us printing the id instead of the name somewhere).
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NOTE: to use the speedometer, a patched version of irrlicht is needed. The replacement
files are included here, we hope that the necessary functions will be included in the
next irrlicht release (STK will still compile without a patched irrlicht version,
but not display the speedometer).
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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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appropriate subdirs (only main.cpp and main_loop.?pp are now directly
in the src directory).
2) Cleaned up all #include directives, so that all files now use
the right subdirectories.
3) Some minor code cleanup.
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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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with plib, and the track is now updating its animated textures and
physical objects.
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- Tracks and kart models are now loaded and converted into
bullet physics.
- A simple camera is implemented, so a loaded track can be
displayed (note: the current SVN version does not contain
a track converted for irrlicht yet)
- Otherwise the irrlicht version is not working, i.e. no
menus atm, ...
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mountain) at the start of a race.
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in-game menu is called would still considered to be pressed
when the game is continued.
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Note that with irrlicht the scene objects is most likely going to
be replaced anyway.
2) Removed more snprintf.
3) Removed unused modes from VS project file, added new mode for irrlicht.
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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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2) Moved STK specific extensions to bullet out of
bullet src tree.
3) Started to move more files into separate subdirs.
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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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rescued get a lap counted incorrectly, see bug 2453274 for details.
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it would have an invalid position (#1), and this would
result in duplicated positions later.
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in all eliminated karts having the same position). Code cleanup.
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unreachable part of the track, press rescue, and (if you were closer to
that other part of the track), rescue would drop you off there).
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Otherwise (when testing for distance along tracks >300) it could
happen (e.g. shifting sand, drive left after the lap was counted before
the pillar till you do a shortcut) that laps were 'discounted' twice.
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2341488), fixed some incorrect lap counting.
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location (when m_last_track_coords = m_curr_track_coords), so no
laps were ever counted.
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skip the last (or first) driveline when driving over the starting
line. This resulted in incorrect (duplicated/missing) positions.
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and braking behaviour is improved.
2) The track angle was switched from degrees to rad.
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for 0.5 seconds (enough time for the kart that hit it to drive
away). This also fixes the bug that re-appearing bubble gums
were not properly pitch/roll aligned anymore.
2) Bugfix: If a bubble gum was used in a race, a crash happened
when exiting STK (during cleanup).
3) Bugfix: When restarting a race, bubble gums from the old race
are now removed.
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for irrlicht, simplifies the handling of the karts.
2) Current suspension is now used to display the wheels of karts.
This currently only works for tuxkart, all other models still
need to be modified (and these models will not display any
steering atm).
3) Refactored kart model handling: all plib specific kart model
handling is now encapsulated in karts/kart_model.?pp
4) Moved some files into new subdirs.
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with the ground (and as a result start rotating on the spot).
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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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linux)
2) Removed several warning (e.g. no newline at end of file).
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