on multiple ports, falling back from one to the next as appropriate.
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Changed things around a bit to have the cheesy JabberChat run out of the box:
* ChatDirector no longer freaks out when given null message bundles/managers.
* MiCasa's ChatPanel is marked with a TODO item to stop passing in null
messagebundles and messagemanagers to ChatDirector.
* JabberApp and JabberClient have been adjusted to allow the user to specify
which chatroom to join from the command line; I plan to implement this using
BootstrapData when time permits.
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interface is provided that does that in a pluggable manner.
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moment, but OpenAL has the necessary business to later integrate "streams"
of audio (music).
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LineSegmentPath now orients sprites along the path (and even handles an
arbitrary notion of "forward" for the sprite).
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3620 542714f4-19e9-0310-aa3c-eee0fc999fb1
arbitrarily oriented sprites. They currently have to "point" toward (1, 0,
0) as that is the direction that will be aligned with the velocity.
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in obscurity. Fixed a couple of out of date bits in the process.
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server. It looks like I'm going to have to write my own user interface
toolkit for JME as nothing exists for any Java-based GL library or engine
and precious few toolkits exist in C++. Yay!
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potential fuckola of being called before the controller gets around to
initializing the casted context it almost certainly needs to create its
place view.
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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.
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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.
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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.
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