interpreted according to a globally established base time.
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after both the reader and writer have exited (otherwise the reader could
exit before the writer which would result in the client chucking its
reference to the communicator which could subsequently bite us in the ass
if anyone tried to reference the client's distributed object manager when
the writer finally exited and triggered all of the clientDidLogoff
callbacks). Multithreaded programming is fun!
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server; chat director no longer needs to wait until we're logged on to
register itself with the invocation director.
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single instance of the IntervalManager unlike the standard Java Timer
services which would require someone to have a timer instance to do the
scheduling of our safe intervals. Plus Ray will be much happier now that
the SafeInterval is not so flippant about reusing methods.
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building when the client logs off. Use an ObserverList. Expanded
imports.
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ticking when paused rather than un-registering and re-registering
ourselves as a frame participant to effect same.
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each individual animation completes and when all added animations have
completed.
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same math that the scrolling code does to scroll in a straight line.
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the notion of velocity and they can expose that interface to whomever
creates them. We don't need to set the velocity in the abstract.
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It no longer stores base tiles that are not visable in the view,
in fact it stores the base tiles in an array almost half the size as the
fully expanded scene array, and this new smaller array is used everywhere:
when saving the scene, serializing it to the user, or saving it in
the database.
We must now use the getBaseTile() and setBaseTile() methods to access the
base tiles because they are stored in this compressed format.
Also removed the fringe layer completely from the MisoSceneModel.
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accomodate the fringe layer and the way the ByteBuffer stuff works, it
writes out the whole enchilada even if there are a bunch of zeros at the
end.
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"remember" which orientation it should be doing was not working out
because multiple sprites can share the same action frames and they would
step on one anothers' toes.
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bundle so that we can recolor them if we later desire.
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