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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(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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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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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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2) Renamed setTimedImpulse to setTimedCentralImpulse.
New skidding is still disabled.
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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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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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(#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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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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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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