de-couple kart implementation and its interface. This
significantly reduces compile time when changing kart.hpp,
but is at this stage still work in progress.
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even if the kart was immune. Now Flyable::hit()
returns true/false if the hit was a real hit.
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flyable object has to have a 'getHitString' function (instead
of the hard coded global functions like getBowlingString etc).
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updateAndDelete instead of update. The return
value indicates if the flyable/hit effect needs
to be deleted. That removes callbacks to the
projectile manager to indicate that something
needs to be deleted.
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describes better what this function does).
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resulting in the plunger being pushed into the ground).
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and a plunger is fired, the kart animation would
display the 'steer left' frame when the rubber band
is removed.
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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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weights for powerups started, but nothing more than some
declarations).
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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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2) Changed several animated meshes/scene nodes to use more
general mesh/scene nodes.
3) General many more fixes for changed coordinate systems.
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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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replaced items.item with items.xml. Cleaned up item_manager
and removed support for different item styles (since it
didn't work anyway)
2) If a swapper item is used while items are swapped, they will
now un-swap.
3) Moved all models and textures from data/items to data/models.
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handling the cameras, which can as easily be handled by
player karts instead).
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and the corresponding Vec3 function makes it easier if in the future we decide
to change the orientation of the bullet coordinate system).
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in progress).
2) Removed shortcut detection and handling.
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2) Code cleanup.
3) Initial support for special water nodes.
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only a proof of concept (sky boxes are wip).
2) Started work on explosions using the particle engine.
3) Removed plunger when the rubber band snaps.
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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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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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