due to differences in the way flash throws errors (and apparently can't
re-use a socket object).
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mesh's transform in the reference position rather than its current
transform. Otherwise, when we try to scale the mesh up, the bones get
scaled down, and the scale goes away. Also fixed a couple minor bugs in
the viewer.
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and our RootPaneContainer might be different things (the Window would naturally
contain the RootPaneContainer but wouldn't necessarily be the same component).
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between deformed meshes) and flipbook style (simple switch between
deformed meshes) in addition to skin style (meshes deformed in real
time). Currently, the resolution is the same as the animation frame
rate.
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players report ready and we then call playersAllHere(). If we have partial
no-show, playersAllHere() will never have been called, so we want to call that
and let that call startGame() (or do custom stuff for games that want to do
custom stuff).
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parameterized types will be easy to add, but I've not yet had occasion to use
them. We're all about "just in time" support.
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returns a properly typed clone of the DSet in question.
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that sorta behaves like our controllers in java. I might be able to make
this better.
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on multiple ports, falling back from one to the next as appropriate.
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prevent the last copy from being garbage collected.
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try to delete a buffer that's still bound to a source.
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These are the preferred way to get instances of Boolean, Byte,
Short, Character, Integer, Long, Float, and Double object.
It's always made sense for Boolean objects, and with 1.5 these factory
methods were blessed as the proper way to get instances unless one
absolutely needed a distinct object.
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also added a log error message to my equals() logic error checking.
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interface and specific games can define their own concept of a location.
Portal and SceneLocation now both have a Location instance within them.
All the whirled stuff is happy not knowing the details of the Location even
though it manages portals and other such goodies. The 'stage' stuff
does need to know, and yohoho uses the new StageLocation class
that is essentially identical to the old 'Location'.
SceneLocation previously extended Location, and there were a lot of places
where they were used somewhat interchangeably, or a SceneLocation and
a regular Location were compared. This shouldn't be done anymore and I've
left in code that should dump stack if it occurs, so that we can spot
these logic errors at runtime.
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