generate a summary for every change to a player's board.
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- OccupantInfo is created by the BodyObject
- the BodyObject is passed to the OI constructor and it uses information
therefrom to configure itself
- the PlaceManager are no longer responsible for indicating the type of
OccupantInfo to use or how to populate it.
This makes much more sense as the same type of OccupantInfo is generally used
across the entire system and it's annoying to have to have every PlaceMaanger
derived class know the type of OccupantInfo to create and know how to
initialize it. The one drawback is that only information from the BodyObject
can be used to populate the OccupantInfo, unpublished server-side only
information cannot be used (unless its stuffed into a transient field in the
BodyObject).
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if we re-enter a game in which we had a non-empty board).
- Made updateSelfSummary() public to support a change in yohoho.
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triggered by the activity of another user. The other username is provided
so that the message can be muted if desired.
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for team based puzzles
- Created an overridable method in PuzzleManager to control whether the
server will halt when the client and server boards are out of sync
during debugging
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a round trip to the database after a user has changed user objects:
the ClientResolutionListener will get a ResultListener that it should
call when its all done.
Hopefully this doesn't break anything in bang or gardens...
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applicable, as it will only otherwise get checked when users leave the place.
It's possible that we'll load and nobody will ever enter.
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what. Having tried various tweaks with no success, I finally punted and
changed LineSegmentPath to use computeAxisRotation. I also fixed the
order of cross products in that method and got rid of a redundant cross
product.
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as their authentication name (which we leave in BodyObject.username). This
turns out to be simpler than the system we adopted for Yohoho wherein we
replace the player's user object after they select a character, but converting
to this sort of system is way more work than would be worth it.
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intersection of the frustum with the ground plane and restrict that rectangle
to the interior of the desired region.
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The configurator will use that as its prototype, and attempt to configure
the UI elements to display the values in that config.
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manipulations pass. It can then ensure that the camera remains within zoom and
pan boundaries and is generally in the right place. It also handles camera
paths, which adjust the camera through the handler. The input handler now has
no camera logic but simply wires up camera manipulations to input mechanisms
which is much cleaner.
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camera handling stuff into com.threerings.jme.camera.
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Changed things around a bit to have the cheesy JabberChat run out of the box:
* ChatDirector no longer freaks out when given null message bundles/managers.
* MiCasa's ChatPanel is marked with a TODO item to stop passing in null
messagebundles and messagemanagers to ChatDirector.
* JabberApp and JabberClient have been adjusted to allow the user to specify
which chatroom to join from the command line; I plan to implement this using
BootstrapData when time permits.
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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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Set it if a table game is created as being private.
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that in there for hitTest().
(Note: a lot of what's going on in this class is untested beyond what
I need right now).
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