asynchronous exception, so we can't use it or badness will ensue.
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code but new code should use the new logging style:
import static com.threerings.presents.Log.log;
and call log.info(), log.warning(), etc. We can migrate old code as the desire
grips us.
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inheriting a socket channel inetd style. It doesn't actually work for annoying
reasons, but I figured I'd get the code in there and the type safety fixes and
maybe Sun will fix their stupid bug at some point (I should create a test case
and actually submit a bug report...).
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synchronization problems and decided it would be a lot easier to just fix them.
The interval thread and the communication writer thread need to be properly
coordinated to avoid funny business.
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which is currently accumulating on the server and always zero on the client.
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Only reset our accumulating counters for the periodic reports.
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Turned off the very verbose unit profiles as we don't currently use them. Wired
up SIGUSR1 to dump a report to the log.
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between logging in the Narya util package and the Nenya util package.
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Pecos. I'll sort out the per-project niggling bits in just a moment.
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out later when we're not in the middle of an Ice release.
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sound fails to play for any reason. We use the StartObserver to time
other effects with sounds, however if the sound isn't going to play, we
still want the other effects to go ahead.
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of LWJGL, the AWT canvas releases its OpenGL context after rendering.
Rather than redesign all event handling to take place in the update
method, I put in a hack to grab the context back.
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mesh's transform in the reference position rather than its current
transform. Otherwise, when we try to scale the mesh up, the bones get
scaled down, and the scale goes away. Also fixed a couple minor bugs in
the viewer.
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and our RootPaneContainer might be different things (the Window would naturally
contain the RootPaneContainer but wouldn't necessarily be the same component).
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between deformed meshes) and flipbook style (simple switch between
deformed meshes) in addition to skin style (meshes deformed in real
time). Currently, the resolution is the same as the animation frame
rate.
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players report ready and we then call playersAllHere(). If we have partial
no-show, playersAllHere() will never have been called, so we want to call that
and let that call startGame() (or do custom stuff for games that want to do
custom stuff).
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parameterized types will be easy to add, but I've not yet had occasion to use
them. We're all about "just in time" support.
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returns a properly typed clone of the DSet in question.
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