Internally, three different things may be done for storage:
- Simple keys can utilize the Dictionary class, we just use one of those
inside the map.
- If the key implements Hashable, we can hash it.
- Otherwise, use mx.utils.ObjectUtil to generate a hash for any other key and
also to compare the keys. Keys are then wrapped in a KeyWrapper object
that implements Hashable. This last case will also handle null as a key.
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there's no point in keeping the data buffers around.
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of the output.
Update code to recognize the new format and stop working around the old bugs.
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InvocationRegistration had a constructor called Registration. I wonder if
that was causing the compile error with beta2.
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specifically as this doesn't do the right thing for something like 50fps, but
does anyone actually use less than 60?
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object in the SceneDirector to be overriden. The ZoneDirector needs to
inform its listeners when a zone change is made during this failure
case.
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avoid referring to Ant classes in the client jars.
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space bone transforms only once per mesh per bone (rather than each time
the bone appears in a weight group), low level fiddling. Also changed
the exporters to export everything, regardless of what's selected.
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time and store them with the model. For skinned meshes, run through
every frame of every animation as they're compiled in order to find the
bounding volume that encloses every deformation.
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PlaceObject. Created a default AccessController that is slightly more strict
than the CrowdServer-wide default in that it only allows place occupants to
subscribe to a PlaceObject (a motivated and resourceful player could otherwise
listen in on place chat everywhere in the game if they so desired; with a
custom client, of course).
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locking the transforms and bounds of models whose positions will not
change, skip/postpone updates for models that aren't in view.
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with Location subclasses as easily as possible. Subclassing the ruleset
and returning a different instance for Location should do the trick.
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with 3d coordinate systems (or that track additional location information
besides orientation) can just drop in their new Location class.
Refactored Portal to contain a Location object rather than duplicate
the fields, so that Portals can work unchanged with a 3d coordinate system.
Note: I haven't yet updated SpotSceneRuleSet.
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