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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transparent, nor do they fade).
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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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better tweaked parameters).
2) Water and smoke special effects can now be triggered depending on
terrain (default is off for everything). For testing purposes the
lighthouse track has smoke for sand, and water splashed for sea
(i.e. it is currently possible to drive on the water ... for
testing purposes only :) )
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and improved the origin of the smoke to be the actual position of the
wheels (though this is sometimes still not 'correct' enough atm).
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2) Improved handling of unsorted vertices (but still difficulties with
determining the right start point for a shortcut).
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the kart is leaving a fire trail. Also made it fire even if stopped, so
driver sees nitro works (wasting it).
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the points of a driveline are connected.
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and partly the quad graph data structure, too. Not really finished
yet, but getting there.
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More particles but smaller, with different life times. And trying to get them
to fade, but that is not working (trying to get them to become red as test,
final version should just fade transparency).
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test and tweak images if needed. xml was wrong but no obvious output in
console so missing png was a real headache to figure. Tweaked drifting
power loss (0.75 -> 0.5) and default brake power (100 -> 20).
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parts yet, so erase _r part and mass replace s/_l//g). If this stays,
better find the common parts and mix the rest so any change is done for
both sides.
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not from the two wheels anymore).
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