merge together, resulting in kart-order changing more or less randomly.
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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) Added support for setting the sun position and light and fog data
from the track exporter.
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of counterclockwise): quads are now turned, but a warning message is printed
(since the track exporter should not export this kind of quads).
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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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checkline properties a bit easier to set (added type="lap", instead
of the two properties type="check" lap="lap" previously).
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track exporter, but not actually supported from STK).
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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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center-points of quads instead of the length of the current quad, resulting in
lap length being somewhat wrong.
2) Bugfix: the first quad would have a distance along track that's not 0.
3) New-lap lines can now be anywhere on the quad graph, as long as the line is
'on' a line dividing two consecutive quads.
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first time doesn't trigger a new lap (and therefore karts starting at lap -1).
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quads, graphs, and scene files). ATM there is no way of actually selecting a different more yet.
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(i.e. not displayed in minimap).
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additional karts from other directories.
2) Fixed potential bug (--track might have allowed you to
run a locked track)
3) --list-tracks and --list-karts can now keep on running
(before STK would be ended) - but they are slower now
4) Renamed all kartname.irrkart file to kart.xml. I realised too
late that those files had not been converted to xml yet.
It will be fixed later.
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tracks).
2) Challenges are now saved in its own file (not in user config file anymore).
3) The TRACKNAME.{irrtrack,scene,graph,quads} files are now called {track,scene,graph,quads}.xml
(so not containing the name of the track anymore). Beach and lighthouse tracks have been
updated.
4) Track exporter uses the new filenames above.
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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 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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selection screen after a race was finished should be 'clean' (though
a 2nd race might still not work at this stage).
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tweaking parameter (and potentially the implementation) there is
currently no graphical indication that you are slipstreaming,
or using a speed boost due to slipstreaming.
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are in #ifdef IRR_SVN - and at this stage linking fails for atm unknown
reasons. No changes to irrlicht 1.5 compilation.
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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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transparent one for the kart selection screen and mini map).
2) Added very first version of minimap (scale is wrong, no kart display yet).
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(though still backwards compatible with e.g.
rubber band and shadow)
2) More scene cleanups.
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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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tracks are just too dark. Reason for this is not known, it looks
fine on Macs without this call.
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and imported into stk (though they are not used for anything atm).
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It should help figure what objects need fixing, what ambient range is useful
or what mood we can get (redish ambient for lava tracks, etc).
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2) Made all items 'not lighted' since they appear (without ambient lighting) very
blocky.
3) Renamed 'isCollected' to collected (since isCollected sounds more like a boolean
function returning if an item is collected or not).
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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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system for VS (verified) and autoconf (not verified).
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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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(note: since esp. findOutOfRoadSector is not yet
converted to use the quad graph structure, bugs and
crashes can occur in some circumstances).
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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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of specifying the track to use (mainly for the AI).
For beach/lighthouse files to specify the graphs have been added
(note that if the graph is a simple look, no .graph file is
necessary, since it will default to a simple loop), and a script
to convert from the current driveline structure to quad graphs
has been added, too.
This information is currently read in, but not yet used!
2) Some memory leaks were fixed, the filemanager functions getXML*
were renamed to createXML* to indicate that the return pointer
needs to be freed.
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currently no model with animations, there are no visible
changes atm.
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with plib, and the track is now updating its animated textures and
physical objects.
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2) Made all xml files well formed.
3) Minor code cleanups.
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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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model), fixed detection of terrain (e.g. triggering rescue when trying to
drive on water).
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Time is now displayed using the new font.
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(and other models loaded for a track), items now do rotate
and can be collected (though no icons are displayed yet,
nor do attachments work).
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for .track and .loc files, started working on items.
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1) Added better support for reading XML files.
2) Fixed keyboard handling (for some keys only
key releases were recognised).
3) #ifdef-ed out more plib parts that would cause a
crash with irrlicht.
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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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