It should at least be higher than the repeat rate (200ms), and I think 500ms
is about right. That's what X defaults to, I believe.
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account for render priority when sorting the partitioning objects.
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being loaded out of the classpath.
- enabled sound. I want to test at home with my old linux machine and see
how things are.
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returned without modifying ObjectInfo.priority which would cause the
default priority to be written out as an overridden priority.
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set; also changed some things to be bytes since they are bytes.
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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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processing invocation units. It needs a timer with much finer granularity
than one millisecond to be useful.
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convert whatever its internal format is into ARGB for our inspection. It's
arguably a smidge slower (though we eliminated the multiple method calls
per pixel to determine whether it is non-transparent), but will work with
any source and destination image format.
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its hosed. Instead write an error image/tileset to the bundle and keep on
truckin'.
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createImageMask() not to freak out if the source image is not RGBA, Java
automatically unpacks pixels appropriately for 8-bit colormapped images,
so there's no need to be so picky. In createTracedImage() we were
converting the image to a screen optimized image anyway and thus the
source image format had absolutely no bearing on what we did with the
image later.
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