code to log when we're not painting for lack of blocks and when we restore
painting so that we can further debug the proverbial blue screen situation.
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can be serious popping when entire buildings don't come into view until
after we've started displaying.
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aren't (we can't truly know if a block is visible until we resolve it
because objects of arbitrary height can overlap the view bounds even if
the block's footprint does not); resolve the definitely visible ones first
and go ahead and start drawing once the known visible blocks are ready.
This cuts the time spent on the "blue screen" by about 75%.
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we do allow derived classes to dictate whether or not unresolved tiles are
passable. Additionally, we sanity check the number of nodes searched when
computing paths.
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resolved; adjusted influential bounds based on new strategy for scrolling
around and resolving blocks.
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its bounds immediately rather than waiting for the remaining queued blocks
to be resolved.
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traversable so that if a sprite claims to have relocated somewhere outside
your resolved scene bounds, we'll just bee line them to their new
location. Since the user can never click outside their resolved view
bounds, we won't ever compute an invalid path for them. Joy.
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blocks resolved. In the future, we could attempt to resolve the blocks
that are needed to repaint the visible view first and allow repaint as
soon as those blocks are resolved.
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properly and in happy virtual land it's not so necessary any longer.
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same mechanism for including and excluding blocks.
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is updated because the caller will need to recompute it.
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neighbor and block keys and was thus booching object footprint coverage
computation.
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upper left which is something they're already much more likely to be
making use of directly.
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scene model and associated business to store scene data in an arbitrary
set of blocks rather than fixed arrays; finally stuck a fork in scene
width and height as well as view width and height along with origin offset
and a few other now obsolete bits.
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bounds to preserve the current center point when we are resized. Deep
sixed "bounded" and some other needless fiddling.
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recomputing visible objects, etc. if no blocks were loaded or flushed.
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