understand. Removed and simplified some functions. This should not change
anything in actual game play.
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this stage for users.
The physics branch added a few new stability options (which are disabled
by default), fixed bug and reproducing history files when using physics
replay, using --log=file command line option. See log on the physics
branch for full details.
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time steps), so that in physics replay the time steps are now
correct.
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people to give the AI certain items (it also avoids a
crash if one of the F? keys is pressed in profile mode).
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mode, which makes this better suited to find memory leaks.
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race. This way getXYZ() and getTrans() now report the correct
position after the kart were reset, before the first frame (i.e.
before Moveable::update() is called the first time).
This caused the referee position to be inconsistent between
tracks (and this will for now cause the referee position to be
bad ... but at least the same bad in all tracks ;) ).
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- sorted declarations so that all virtual functions
are together.
- Renamed *_IDENT variables to IDENT_* so that the
naming is consistent
- Using std::string& for IDENT_* instead of char*
- Use pointer for out variables in getDefaultCollectibles.
- Moved m_fastest_lap variable from world to LinearWorld.
- Many many cosmetic changes to follow our style guide.
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Fixed incorrect indices used for tires (used 1-4, should use 0-3).
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1) Ready, Set, Go is still shown.
2) Orientation of thunderbird is not correct in
all cases (esp. in battle mode).
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Just dropping the last reference to the mesh
does not remove the pointer to this mesh from
the mesh cache --> in the next race when the
tire model is loaded again the mesh cache tries
to load a freed mesh.
2) Fixed floating tires: TrackObjectManager::removeObject
does not remove the scene graph or physics world.
Just leaving them in the objects managed by
TrackObjectManager frees them as expected
(side note: I am considering refactorin removeObject ;) ).
3) Improved documentation on ThreeStrikesBattle.
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with graphics, since this can now be done using the --ai=... flag.
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distance along track is now moved into a separate class TrackSector
and used in linear_world and rubber ball.
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explicit calls to QuadGraph::create(...), and the get() function can
return NULL (in case of a race mode that does not use a quad graph).
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quad graph: now the distance of the node is the maximum
of all paths leading to it, which should solve the
problems with the cube (#354).
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2) Fixed layout of result table in case of
profile-laps.
3) Fixed average speed computation.
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skidding-time, and time+count for rescues and exposions.
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Renamed --profile=+-n options to --profile-laps=n
and --profile-time=n.
2) Fixed averaging in case of --profile-time.
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the sfx manager kept on reporting that it was playing (the
track intro sound), while it wasn't. That resulted in STK
hanging (not reaching the 'ready set go' phase).
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instead of using the predecessor. So a kart on the first
quad of a short cut would be rescued to an incorrect
location (most likely to the end of the main driveline,
since shortcut quads come just after the main driveline
in the quad.xml). See r9161 on 0.7.2.
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avoid memory debugging having inconsistent texture information
at startup and cleanup time.
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against the dynamics world, it's now using a raycast against the triangle
mesh only (i.e. a single collision body instead of the whole world).
Besides being faster, this will allow raycasts with material detection
against the 'gfx' (surface) mesh.
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(and below water meshes), so that water splashes can be displayed at
the proper position (not used atm).
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This was only committed early to update the VC10 project file.
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it would be set to the last valid sector, and the lap count to the last
valid lap count. If the kart triggered a lap count while being off
track, the lap count would be decremented, but the lap line is already
deactivated, so it would not count again. Since the last valid lap count
was stored to solve an old problem (being reset to before the lap line
would count the lap again), and this is not necessary anymore, the whole
storing of last valid lap was removed.
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overtaken the leader), and the race is over, the leader was moved back
to position 1 (so that all points are given correct), but the ranks
were not adjusted properly, potentially resulting in duplicated ranks.
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karts and prints a warning if the rescue position would result in
an immediate rescue again (which usually indicates that the
driveline is too low, and the kart is rescued 'under' the track).
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since the parameters for that function had changed).
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3 just before the last kart is eliminated (and a kart on
position 1 will be eliminated), the kart on previous position
2 (after elimination on position 1) will get too many points.
This situation is now detected, and the position of the
remaining karts are adjusted before scoring.
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an emergency animation (see bug 3100384).
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and the scene.xml file can specify how many karts to set in one row, and the
distance between karts in X and Z direction.
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(and so no debug info for a rank change was printed).
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resulted in AIs driving badly (even when the variation was set to 0).
This patch will be re-considered later, after the alpha 3 release.
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steer to the same driveline point, but to points slightly to
the left and right. The maximum variation is defined in
stk_config.xml (and should be between 0 and 1).
ATM THIS IS DISABLED! Since in my tests it appears that
the AI is not driving as good as previously anymore, i.e.
it drives more S-lines on straights etc. To enable this change
steering_variation in stk_config.xml
2) AI now handles multi-items better by waiting a certain amount
of time before using the next item.
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(see bug 3072740): the countdown timer caused incorrect
values to be used for the 'music credit' display.
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in stk_config. This is to balance races with larger number of
karts. Note that the changes to stk_config was part of the
previous commit.
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option) was too small, a leader could 'finish' the race, and while
no message would be printed, its distance calcuation become incorrect.
To workd around this issue (and to avoid making the code in
linear_world even more convoluted) I just set a large number
for the number of laps in case of a FTL race.
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driven by the computer) do not generate any 'fastest lap' messages
anymore (see bug 3061466).
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for duplicated ranks to world_with_rank.
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By now FTL should basically work (i.e. not crash and list karts
in the right order at the end), though the reported times are
still not correct.
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setKartPosition, some simplifications to ftl.
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contains all codes related to ranking the karts (which is used
to display the icons in the race gui and the end result table).
The battle mode should now be fixed, but follow-the-leader
has still issues and will most likely crash at the end.
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2) Fixed last_lap sfx not being played in the last lap of a restarted
race.
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and explosion in the player icon list, and 'animates' if a kart
is overtaken another kart. Thanks a lot for this patch!
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two karts, it is now given for all karts starting withint a certain
amount of time. These times and boost value are specified in
stk-config.xml.
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(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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