the fade effect to automatically remove itself when it's done.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3847 542714f4-19e9-0310-aa3c-eee0fc999fb1
hack in that it just fakes an update to the path as if 100 seconds had elapsed,
but that essentially does just what we want and is so simple.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3845 542714f4-19e9-0310-aa3c-eee0fc999fb1
used to easily plug in different methods of smoothly varying a value over time.
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need to be responded to. It turns out that a listener may not be
a marshaller if a server entity is calling a service request method
directly. The convenience method handles this and is also cleaner looking
for callers.
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location. This could possibly break something that depended on the old
behavior, so we'll have to watch for broken things and make them right.
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that you're sending a giant array and having it try to allocate it.
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fully reading elements off the stream to avoid repeatedly allocating
storage arrays and copying or rehashing the elements.
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on the adpater user to sort that out, but it's easier to just log things here
and save everyone time and effort.
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really ignored, but just never got responded to due to a bigger problem.
(The bigger problems are already logged.)
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mechanism for layer components that know they will never be "under-rendered" to
avoid the expense of forced rendering on every tick.
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it is (seated or free-for-all) or if it's not a party game after all
(which the old interface supported and we may need in the future).
- Cleaned up the setting of table occupants to make the extension in yohoho
cleaner.
- tables are now party-game aware and will do the right thing with
the occupants list.
- simplified Table.equals() and added a corresponding hashCode(), because
two objects that are equals() must give the same hashCode.
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anything special for full-screen effects. They will be added to the interface
node and should set their z order to a positive value to render above the UI
and a negative value to render below it. Otherwise we don't really need to
impose a whole lot of structure.
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one event when our run() method is called and then let other (non-distributed
object) things get their chance to run in proper order.
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Have invocation marshallers track whether someone ever ended up responding
to the client: if they get garbage collected without ever doing so
(and they're not the base class InvocationMarshaller, which can only report
errors), log an informative error message.
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