the scene object; clusters are centered within their group of occupants; a
player must start a cluster with another player rather than by themselves.
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portals will by dynamically created, combined display/runtime/editable
scenes into one, enhanced support for modifying scenes and distributing
updates to the clients, various other small stuff that should not be
sweated.
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- Reworked colorization repository such that we now have arbitrary named
"colorization classes" which can be used by various and sundry entities
to colorize themselves.
- Added support for individual object colorizations as well as "spots"
that go along with objects (will be used to automatically create portals
into buildings and automatically position users properly when at a
"station").
- Repackaged things in miso to more closely mimic what we do everywhere
else (no more miso.scene, now we have miso.data and miso.client).
- Fixed up miso scene XML representation so that objects can more easily
be expanded to have yet more stuff if we think of more stuff that they
might aught to have in the future. Structured the miso scene model so
that "uninteresting" objects (those that simply sit somewhere and don't
do anything) take up a lot less memory than "interesting" objects (those
that have action strings, "spots", colorizations and the works). I may
want to roll colorizations into the "uninteresting" realm, but that
remains to be seen.
- Made it possible for object tilesets to specify default render
priorities for objects in that tileset. This will hopefully allow us to
get by without any "custom" render priorities that are specified on
scene objects, instead relying on the default priorities to resolve
common conflicts.
There are surely other cleanups in there, but I think that was the major
thrust of it.
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when we receive notice that we've successfully subscribed to a new cluster
object.
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This is mainly so that these objects show up as distinct in our DObject
table reports.
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they needed to and when all that was stripped away, they didn't really
need their own config files.
Now what little config they need is provided by the users of these basic
services so that said users can make their own decisions about where to
obtain configuration information.
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initialization process, whether or not it actually wants to be created,
and allow it to abort the whole deal if it doesn't.
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their committal. This prevents double-fuckage if starting the transaction
fails (because the finally block would still be executed which would try
to end the non-existent transaction, throwing another exception which
hides the first).
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definitively whether or not someone is in a location and/or has it
reserved via a call to getUnoccupiedLocation().
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method invocation services and converted everything to the new style.
Could this be my biggest checkin ever?
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to the newly simplified ChatDisplay interface, which now has but one method.
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it from a call to getUnoccupiedLocation(). Anyone can move into the
location (regardless of who reserved it), but it won't be reported as
unoccupied until someone enters it and leaves from it once again.
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which contains the routines to do it; modified said routines to allow them
to be called with the internal location tracking array maintained by the
spot scene manager because that is the only thing guaranteed to be truly
up to date; made use of where() in spot scene manager's log messages.
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