scene model and associated business to store scene data in an arbitrary
set of blocks rather than fixed arrays; finally stuck a fork in scene
width and height as well as view width and height along with origin offset
and a few other now obsolete bits.
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bounds to preserve the current center point when we are resized. Deep
sixed "bounded" and some other needless fiddling.
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recomputing visible objects, etc. if no blocks were loaded or flushed.
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become the hover object if derived classes really want it (like the
editor).
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default because we can generally figure it out from the NPE and this gets
called a crapload so we don't want to negatively impact performance.
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- Combined SceneViewPanel and IsoSceneView into one happy panel.
- Ditched the DisplayMisoScene notion; the new MisoScenePanel now manages
resolved scene information (like base, object and fringe tiles) itself
so that it can...
- ...support scrolling scenes by keeping blocks of resolved base, fringe
and object information loaded only for what is potentially visible
rather than for the whole scene.
Other things were surely cleaned up or broken in the process to keep a
keen eye out.
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that can't possibly be the right way to handle it. If you can't get there
by staying on the screen, you're not going.
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use when obtaining object tiles.
Broke out display scene initialization into an init() method so that
derived classes can overrride getColorizer() and rely on their constructor
having already been called.
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refreshObjectList, so that we can remove objects as well as add them.
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account for render priority when sorting the partitioning objects.
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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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- 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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forget to update a sprite's tile coordinates when updating its screen
coordinates and only TilePath could be used for sprites in the view and
generally a huge pain was incurred to avoid what isn't very expensive
which is to calculate a sprite's tile coordinates from its screen
coordinates when that sprite is involved in a repaint.
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sprite. It's possible that this is a normal occurrence, but until we
ascertain such, we'll go ahead and log what we find.
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