took ~1.6 seconds for a kart to stop, now 0.5; while hardly any change to
short brakes to slow down the kart a bit only). Also made the impulse to
keep karts parallel to the ground configurable.
This avoids odd side effects that happened before (e.g. very bad collisions
with track; problems when dropping karts on rescue on the walldriving branch).
'all-at-least' (all keys must be >= the corresponding goal value) now also
'one-at-least' (at least one key is >= a constant goal value) is supported.
Implemented 'Arch Enemy' achievement: hit the same kart at least 5 times
in one race.
(which will make sure all fields are initialised).
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updated the (c) line of all files to -2013, added missing (c),
changed format in some cases so that it will be easier in
the future to change them by script. No actualy code change.
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away from the edge of the soccer field (so prevents the ball from
getting stuck there).
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'more' under the wheels. At this stage kart will partially go 'into'
the track when turning though :( WIP, just to get some feedback,
this patch need to cleaned up!
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2) Added support for storing the exact time step sizes (probably only for
debugging - since now we can try to have bitwise identical results when
replaying).
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Now it only takes 38s to build after touching irr_driver.hpp, vs prev 1m 10s.
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wrong direction. Reason was an incorrect rotation in the projection
code. Instead of fixing it, I let the kart fall a little bit, so the
code is now correct, much easier to understand, and the bounce after
a reset fits the game imho.
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different rigid bodies in bullet. Some layout fixes, removed unused or unnecessary
functions and constructors.
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I have to confirm with bullet developers why this only happens sometimes.
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to their initial position (which was used to reset stones
falling down a volcano) must now be explicitely requested
(reset-when-below). This fixes the prpblem of floating
barrels in sandtrack.
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'too different' from the normal of the triangle with the
normal of the triangle for interpolating the normals which
are used by the physics.
This should make 'smooth normals' more useful for tracks where
track and (say) a wall are connected, resulting in incorrect
normals for the physics.
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(just acting along the normal). This solves some of the odd
behaviour with the previous implementation if the kart is
off track. The new way is now the default, but the 'push
towards driveline' can be set in stk_config.xml.
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example to lighthouse track. Note atm both needs to be set: smooth-normals
in the track.xml file and in stk_config.
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reported p to 4 times by bullet), a crash would be caused when the rigid body is
removed (meaning that all further collisions with this body are invalid/removed,
while the loop in physics still tries to access them).
This patches removes bodies only when it is safe to do so, i.e. after the collision
loop. Removals done in the loop will be stored and executed later.
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using a fixed object in the kart, now each animation
(rescue, explosion, canon) has its own object and
implementation using a common interface. This
simplifies AbstractKartInterface, and makes it
easier to add new functionailty.
Instead of using: kart->rescue(...), or kart->explode(...)
you use new ExplosionAnimation(kart, ...) etc. Memory
handling is done by the object (and abstract kart).
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location) support. ATM only linear interpolation of the position
is used (i.e. no rotation).
2) To be consistend renamed 'forceRescue' to 'rescue',
'handleExplosion' to 'explode' (and added shootTo for the canon).
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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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were for bonuses were changed, but are still not considered to be tweaked).
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GhostKart was not called, since it was called during when
the contrsuctor of Kart was executed (at this time the
GhostKart vtable wasn't set up, so Kart::createPhysics)
was called - which resulted in a memory leak since all
physics parts of the kart were actually allocated (just
not used). To fix this, karts are not constructed in two
phases: first a constructor, followed by a call to init
(during which virtual function can be used).
Fixed several bugs were physics data for a GhostKart
were accessed.
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it possible to intentionally push karts off track by crashing into them
sideways. This is experimental ;)
Also renamed some variables to better describe what they are.
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collisions. Made collisions more bouncy than before (but I am
still tuning).
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2) Split Kart::crashed into two public functions for collisions with
kart and collisions with track, and one private function with code
common to both collisions.
3) Removed #include of attachment.hpp from kart.hpp to reduce compile
time.
Sorry for not splitting this up into three parts.
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to the interpolated world transform. This fixes a bug for
rotations that are applied only once, since kart.cpp would
use the interpolated world transform, which is otherwise
not updated till the next time step, resulting in a jump
of the kart rotation.
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2) Renamed setTimedImpulse to setTimedCentralImpulse.
New skidding is still disabled.
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understand. Removed and simplified some functions. This should not change
anything in actual game play.
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as collision shape). This appears to be a bullet problem (raycast for
wheels is hitting the chassis), worked around this by disabling
raycast collisions with chassis completely.
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way pushing two karts away from each other is less abrupt. This is
now enabled, feedback (or tweaks) welcome.
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unnecessary code, change some defaults to reduce number
of calls from STK.
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This impulse does not cause any rotation of the kart, it just pushes
the kart orthogonal to its velocity.
2) The rotational velocity is set to 0 in case of a collision, hopefully
avoiding the problem that karts will rotate as result of a collision.
3) A collision pair now stores the exact collision point for both bodies
(which is then used to determine the side in which the impulse to be
applied).
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2) Saved one collision point for each collision pair so that a frontal detection
can be detected (atm unused).
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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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are not the same). Instead the difference between the mesh and the body
is applied before setting the new location in update.
Also fixed some minor line length issues.
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(turns out that besides out explicit calls to debug drawing bullet
includes additional calls, and they were still executed even if
debug was disabled).
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(#163). Objects must be declared with 'reset="Y"' in order
to trigger rescue.
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Details are in the wiki (http://supertuxkart.sourceforge.net/Items).
Note that the model is _obviously_ a placeholder, and I used
the icon for the bomb (which isn't used in game atm) for the
swatter. I hope someone can provide a better model and icon.
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also used by emergency animation to make a kart invulnerable
for a certain amount of time.
2) Karts are not not affected anymore by a explosion that
just happens close by, see #258.
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Note that you need the latest dependency packages to build STK now!!!!!
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to free the static rigid body (only crashes in release mode).
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for water splashes is now being detected. Note: existing tracks
need to be updated.
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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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the normals of some tracks need to be fixed).
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allowing us to use the same base class for billboard.
2) Fixed billboard implementation: billboards are now properly removed,
and can also be IPO animated.
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imho better game-play-wise than accelerating the kart backwards).
This fixes bug 3114776. Also added some docs to btKart.
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'normal' driving, but will stop some of the vertical
driving.
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the mesh in the b3d file).
2) Changed m_init_* variables from Vec3 to core::vector3df.
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maximum speed. Parameter in data/stk_config might need more tweaking.
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with two values: one specifying the percentage of max kart speed that can be reached
(e.g. 0.5 means a kart can only drive 50% of its maximum speed on this terrain),
the 'slowdown' value specifying how long it will take for a kart to be slowed down
to that value (e.g. a value of 3 for slowdown and 0.5 for max-speed means that
it will take 3 seconds of continuously driving on that terrain till the speed
is reduced to 50% of the karts maximum value).
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Caused by an incorrect sign (which wasn't noticed earlier
because of bug 3081113).
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part of a track. Reason was an incorrect axis in the upright constraint (see bug
3081113).
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(previously only as animated objects). Both 'cone' and 'coneY' is
now accepted, too.
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(previously called ExplosionAnimation).
Updated vs project file for latest changes as well.
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2) Fixed bug 2849612 (speed was not reset causing an object that had fallen off
the track to tunnel through the track when it was reset to its start position.
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the upright constraint, and might also fix steering issues
on slopes.
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to show only collission shape and then back to off. The command line
option --bullet-debug was removed.
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Debug view can now be switch on and off during a race (ctl-F11),
but currenlty does not display as much information as the
original debug view (more to be implemented here).
Removed glut dependency.
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This code is for now disabled in the stk_config.xml file, since it needs
changes to the physics to be better playable.
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should allow for movable and static track objects. Also fixes problems with
incorrect radius for spheres.
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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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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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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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