blocks resolved. In the future, we could attempt to resolve the blocks
that are needed to repaint the visible view first and allow repaint as
soon as those blocks are resolved.
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properly and in happy virtual land it's not so necessary any longer.
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same mechanism for including and excluding blocks.
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is updated because the caller will need to recompute it.
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neighbor and block keys and was thus booching object footprint coverage
computation.
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upper left which is something they're already much more likely to be
making use of directly.
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that we tease out any bugs that may have been hidden by uniform tiling.
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scene model and associated business to store scene data in an arbitrary
set of blocks rather than fixed arrays; finally stuck a fork in scene
width and height as well as view width and height along with origin offset
and a few other now obsolete bits.
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bounds to preserve the current center point when we are resized. Deep
sixed "bounded" and some other needless fiddling.
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recomputing visible objects, etc. if no blocks were loaded or flushed.
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become the hover object if derived classes really want it (like the
editor).
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default because we can generally figure it out from the NPE and this gets
called a crapload so we don't want to negatively impact performance.
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- Combined SceneViewPanel and IsoSceneView into one happy panel.
- Ditched the DisplayMisoScene notion; the new MisoScenePanel now manages
resolved scene information (like base, object and fringe tiles) itself
so that it can...
- ...support scrolling scenes by keeping blocks of resolved base, fringe
and object information loaded only for what is potentially visible
rather than for the whole scene.
Other things were surely cleaned up or broken in the process to keep a
keen eye out.
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SectionedMisoSceneModel for storing info on a section of a larger scene.
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that can't possibly be the right way to handle it. If you can't get there
by staying on the screen, you're not going.
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