components when creating our character and we need to be able to determine
which shadow layers are needed from the set of active components.
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compositing system. These changes will not affect systems (like Yohoho) that
don't use said features.
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particular orientation; additionally, all frames for a particular
orientation are generated immediately which is not much overhead once the
source tileset images are available and is an arguably better approach for
everything except walking where you might change orientations without
actually using all of the frames in a particular orientations animation
sequence; lowered action cache size to 1 meg now that it actually reflects
reality.
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images, except that this is all fucked because the action frames get
generated on the fly which means that we'd need to update the LRU cache
with info on our new size which would hugely complicated things, so
instead we're going to rework the whole business in the future to cache
individually composited images rather than the whole goddamned action
frame kit and kaboodle.
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to composite a set of action frames and one of the character components
has no individual action frames for the requested action.
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exactly big enough to accomodate all of their trimmed components and no
bigger.
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allow setting this externally in the near future, but we'll iron that out
later when we get around to scrutinizing all of the caching business more
closely.
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longer provide access to their underlying image (they actually still do,
but not in the normal course of affairs). This will allow us to use
"trimmed" tiles which are trimmed to the smallest rectangle that contains
the non-transparent pixels in a tile image, which will shrink up our
components and other tiles a great deal.
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around arrays of multi-frame images but instead pass around one object
that knows how to render any action frame in any orientation. This
apparently fixed some horrible bug that we had introduced in doing JITC
and now the whole thing is super fast, just like I always thought it would
be. Once we introduce trimmed images, it will blaze!
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fast as I'd have hoped, but I'm optimistic that the image compression
business that Walter and I are embarking upon will solve that handily.
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directional constant usage. Added ability to render sprites in two
distinct layers.
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character manager know that certain action sequences for a character
descriptor will be needed in the near future.
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tasks and XML parsing rule sets all the good stuff. Rewired up all the
cast code to be amenable to bundling and did some other revamping.
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get a random character descriptor for use until we have fancified
storage of character descriptions.
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preparation for character component compositing and other
character-related antics.
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animation images. Created and made use of basic single- and
multi-image implementations of the MultiFrameImage interface.
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that have no specified layer. Made the scene editor gracefully handle
the case where there are no valid tile sets for use with the selected
scene layer.
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