because odd things frequently happen if a player somehow double clicks or
in some other way queues up a change scene then a change loc from the
previous scene.
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traverses a portal and give them the ability to position the player other
than on top of the entering portal when entering.
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portals will by dynamically created, combined display/runtime/editable
scenes into one, enhanced support for modifying scenes and distributing
updates to the clients, various other small stuff that should not be
sweated.
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method invocation services and converted everything to the new style.
Could this be my biggest checkin ever?
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it from a call to getUnoccupiedLocation(). Anyone can move into the
location (regardless of who reserved it), but it won't be reported as
unoccupied until someone enters it and leaves from it once again.
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are translated by the client upon receipt. We love to translate.
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as they are intended to represent codes shared between the client and the
server. Made correspondingly necessary changes throughout.
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than a place service (which may be changed back when place services
improve or I may change the main chat stuff to be an invocation service).
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SpotSceneManager now actually does the proper assignment in
populateOccupantInfo and it does so having been warned that a body is
entering via a particular location by the SpotProvider when it processes a
traversePortal request. If the user enters a scene via some other
mechanism (like a zoned moveTo request), they will be assigned to the
default entrance for the scene, which is what we want. We also avoid the
extra occupant update that was necessary with the previous method. Yay!
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tracking and reporting locations of bodies within a scene and handling
chatting between users in a cluster. Other minor cleanups.
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