potential fuckola of being called before the controller gets around to
initializing the casted context it almost certainly needs to create its
place view.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3440 542714f4-19e9-0310-aa3c-eee0fc999fb1
packages properly into client, data and server subpackages. This
eliminates a bunch of hackery I had to do to properly handle dead code
removal when building the Game Gardens client and games and it simplifies
things and sets a good example to follow the standard procedure as much as
possible.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3381 542714f4-19e9-0310-aa3c-eee0fc999fb1
return a tile with an error image so that the caller doesn't freak out and
we achieve maximal "continue to work as much as possible."
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configurations. We'll specify these in the top-level ant invocation and it
can filter down for the whole build.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2820 542714f4-19e9-0310-aa3c-eee0fc999fb1
start-time selectable implementations. Modified back buffer to use
BufferCapabilities.FlipContents.COPIED which should do what we need in
terms of providing us with the current frame's contents on which to paint.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2468 542714f4-19e9-0310-aa3c-eee0fc999fb1
- 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.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2413 542714f4-19e9-0310-aa3c-eee0fc999fb1
investigate the possibility in the future of uncompressing our images into
a local cache on the client and loading from there because it is about 10
times faster to load uncompressed images.
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forget to update a sprite's tile coordinates when updating its screen
coordinates and only TilePath could be used for sprites in the view and
generally a huge pain was incurred to avoid what isn't very expensive
which is to calculate a sprite's tile coordinates from its screen
coordinates when that sprite is involved in a repaint.
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would sure be nice to have a variant that traces the supplied image rather
than always creating a new one, and more flexibility with respect to the
alpha gradient steps might be nice, but all of that sort of thing will
just have to come later.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1950 542714f4-19e9-0310-aa3c-eee0fc999fb1
because they'll be used for both sprites and animations.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1692 542714f4-19e9-0310-aa3c-eee0fc999fb1
method invocation services and converted everything to the new style.
Could this be my biggest checkin ever?
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1642 542714f4-19e9-0310-aa3c-eee0fc999fb1