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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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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created as normal items.
2) Now bubblebum can be used in swapping as well, so all nitro become
bubblegums, and all bubblegums become items.
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should allow for movable and static track objects. Also fixes problems with
incorrect radius for spheres.
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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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can be activated now, and each check structure that changes the activation
state has one other check structure associated with it (instead of all
previously where all activtation state changing structures would activate
all (and only) new-lap structures.
2) Added support for activation toggle (instead of only switching on)
3) Renamed Checkline to CheckLine (and checline.?pp to check_line.?pp) to be
consistent with other names.
MAKE DISTCLEAN most likely necessary!
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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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and imported into stk (though they are not used for anything atm).
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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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better tweaked parameters).
2) Water and smoke special effects can now be triggered depending on
terrain (default is off for everything). For testing purposes the
lighthouse track has smoke for sand, and water splashed for sea
(i.e. it is currently possible to drive on the water ... for
testing purposes only :) )
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system for VS (verified) and autoconf (not verified).
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