- set up the playerStatus array before gameWillStart() so that we can properly
note players that abandon ship before the game is going;
- fixed some raw collection usage;
- fixed some assumptions about IN_PLAY being the only state that means a game
is in play.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4127 542714f4-19e9-0310-aa3c-eee0fc999fb1
package, use those. The ResourceBundle stuff is not quite working now due
to bugs in beta3, but I'll loop back to it later.
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- Track the size of non-simple keys separately so that we really know when
to resize the map.
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- Renamed HashMap Hashtable, because I wanted a version without ties to
mx.* code. User-defined hashing functions may be specified.
- Created a subclass of Hashtable called HashMap which uses
functions in mx.utils.ObjectUtil to hash non-Hashable complex keys.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4120 542714f4-19e9-0310-aa3c-eee0fc999fb1
Internally, three different things may be done for storage:
- Simple keys can utilize the Dictionary class, we just use one of those
inside the map.
- If the key implements Hashable, we can hash it.
- Otherwise, use mx.utils.ObjectUtil to generate a hash for any other key and
also to compare the keys. Keys are then wrapped in a KeyWrapper object
that implements Hashable. This last case will also handle null as a key.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4117 542714f4-19e9-0310-aa3c-eee0fc999fb1
there's no point in keeping the data buffers around.
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of the output.
Update code to recognize the new format and stop working around the old bugs.
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InvocationRegistration had a constructor called Registration. I wonder if
that was causing the compile error with beta2.
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specifically as this doesn't do the right thing for something like 50fps, but
does anyone actually use less than 60?
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object in the SceneDirector to be overriden. The ZoneDirector needs to
inform its listeners when a zone change is made during this failure
case.
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avoid referring to Ant classes in the client jars.
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space bone transforms only once per mesh per bone (rather than each time
the bone appears in a weight group), low level fiddling. Also changed
the exporters to export everything, regardless of what's selected.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4081 542714f4-19e9-0310-aa3c-eee0fc999fb1
time and store them with the model. For skinned meshes, run through
every frame of every animation as they're compiled in order to find the
bounding volume that encloses every deformation.
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PlaceObject. Created a default AccessController that is slightly more strict
than the CrowdServer-wide default in that it only allows place occupants to
subscribe to a PlaceObject (a motivated and resourceful player could otherwise
listen in on place chat everywhere in the game if they so desired; with a
custom client, of course).
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locking the transforms and bounds of models whose positions will not
change, skip/postpone updates for models that aren't in view.
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