based) data structures (except for the final call to set the ssg
camera).
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2) Added new vec3 object, which is used to convert all
sg* data structures to btVector3. Replaced more sg*
data structures using vec3.
3) Replaced all individual red,reen,blue values in .kart
files with a single 'rgb' vector entry.
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2) Added a 'final camera': this camera will move forward and turn
when a race is finished to show the finishing line. This is
currently only enabled for the race track.
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esp. in the ramp in tux tollway (reproduced by jumping down the ramp
while doing a wheelie). See r1941 on 0.5rc1 branch.
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parameters somewhat, and made the new explosion code the default.
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does not work good enough, #undef WILD_EXPLOSION, which will just
trigger a rescue instead.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1882 178a84e3-b1eb-0310-8ba1-8eac791a3b58
would get the same number of collectables again.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1871 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2) The faster music is now only triggered for the last 30 seconds
of a race.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1825 178a84e3-b1eb-0310-8ba1-8eac791a3b58
that sometimes happened when crossing triangle boundaries.
2) Started replacing sg functions and data structures with
bullet objects and methods.
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2) Made some camera parameters configureable.
3) Some code cleanup for karts.
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is on a zipper (which happens with the new fort magma track).
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over after a jump (e.g. ramp, or paper plane).
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1721 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This is needed now that skidding has been implemented because AI karts
are more likely to crash off the track and onto other parts of the
track.
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and direct hits a bit more severe.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1703 178a84e3-b1eb-0310-8ba1-8eac791a3b58
a null pointer would be accessed.
2) Removed smoke.rgb warning.
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the leader is not the first.
2) AI karts brake if they are ahead of the leader
3) The leader has now the text 'leader' displayed next
to the item.
4) The ranks in the leader results table are now correct
(starting with 1 instead of 2)
5) Fixed two potential bugs, which might result in
triggering an assert.
6) Replaced assert (in case that it should get triggered
again) with useful messages to stderr.
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information is now only managed by the race_manager, no
more in-between objects to transfer information along.
2) The scores for grand prix are now defined in the stk_config.dat
file (10, 8, 6, 5, 4, .., 1, 0, 0) points
3) Bugfix: unlock information wasn't saved anymore. Added specific
saving after unlocking, plus re-inserted the 'generic' save
at the end of STK again.
4) bugfix/work around: Visual Studio complains about incompatible
iterators in sdldrv - apparently caused by using erase, and
then keep on using the iterator.
5) Fixed bug when running a race in a GP again (scores/times
were added each time).
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music, and a special 'faster' music which will be played during the
last track.
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2) Removed 'magic' constant 0.0044 from steering
computation; replaced by DEGREE_TO_RAD, which means
that steering values in stk_config.data and .kart files
have to be divided by about 3.9
3) Added early cancellation of parachute when a slow down
of 30% is reached (defined in stk_config.data). This allows
karts to brake and get rid of the parachute earlier.
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of only a higher acceleration).
2) Code cleanup (removed unused functions and config parameters).
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incorrectly be rescued. This fix avoids the problem (the raycast for
terrain detection actually starts under the track) by letting the ray
start a certain epsilon higher.
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which the shortcut was detected, and not to the last valid sector).
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2) Moved more track specific textures into corresponding track subdirectories.
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by changing the size of the physical model to be the same
as the tuxkart.
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is being rescued, this kart could not be driven
anymore (till it was rescued again).
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so that they don't slide downhill during countdown.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1456 178a84e3-b1eb-0310-8ba1-8eac791a3b58
didn't finish, based on the up-to-now average speed.
2) Changed the race result display to display all results
(and not to ignore the last entry).
3) The race will not finish if the last kart racing
and not arriving in time is a player kart.
4) Made world->m_clock private and added getter function.
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You can now shoot them, and they will be pushed aside by a close-by
explosions.
2) Bugfix: Physical objects are now reset to the correct starting location.
3) Physical objects have now angular friction defined, preventing them from
rotating endlessly.
4) Karts have now some 'restitution', which adds a bit of bouncing to collisions.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1445 178a84e3-b1eb-0310-8ba1-8eac791a3b58
of rockets not exploding when hitting the track anymore. But there is
still a bug with homing missiles, which still don't explode :(
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1425 178a84e3-b1eb-0310-8ba1-8eac791a3b58
driving close to a parallel to the X axis (and the rotation
wasn't computed correctly in any case).
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1) called when any kart is not upside down and slowed down
2) called for AI when it's not making progress (the old
method of using m_collided did not work in at least one
case I have seen).
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can be pushed around by karts (currently only used in
tux tollway).
2) Removed support for magnet.
3) Some code cleanup for missiles etc.
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collisions happend in a short time).
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