(useful in the editor to see what's traversable and what's not).
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"cover" a tile with an object tile. While a tile is covered, it is
impassable. This allows us to have base tiles under object tile footprints
that are rendered, but not traversable by character sprites.
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some other things up to date with changes that had been made to that
effect previously. I love the vast sweeping changes that come along with a
change of mind.
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with a single object that has no action string gets parsed as a scene with
zero action strings instead of a scene with a single empty action string.
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track of the front-most object that the mouse is over.
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object tile) over which the mouse is hovering. The iso scene view will
also support highlighting the object tile over which the mouse is hovering
as well as base tile highlighting to make the editor's life easier.
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items in our dirty item list. No need for sorting and copying in such
cases.
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the scene. This will eventually be interpreted by the scene rendering code
to allow objects to be clickable.
Also rewrote scene serialization code using new Java buffer services which
are much more efficient at reading and writing arrays of integers.
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explicitly typecast it on their own, as they are almost invariably wont to
do.
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possibly only a temporary workaround intended to allow the scene editor to
work. BufferStrategy-style rendering only works with Window or Canvas
objects, but the scene editor is a full-fledged Swing application and if
the scene view panel isn't a Swing component then menus and other things
won't render properly on top of it.
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rendering optimizations available in JDK 1.4. Use a BufferStrategy, and
changed AnimatedPanel to extend Canvas rather than JPanel.
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the base tiles have been painted, but before anything else. This allows us
to paint things that appear to be on the ground (like locations).
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scene that may partition two items, and to address the lack of a proper
total ordering of dirty items in the non-partitioned comparison case.
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without a tile manager, which can be provided later, at which point all of
the tiles will be resolved. Also made it possible to replace the model in
a partially constructed scene. How's that for a turn of phrase: partially
constructed scene. Wheee!
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other model classes; was passing tile coordinates backwards to tile layer
objects.
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