- 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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instead of their fine coordinates. It achieves the same effect and
alleviates the need to track fine coordinates in the MisoCharacterSprite.
Additionally, IsoSceneView and friends were modified to allow any sprites
to wander their crooked realms, MisoCharacterSprite instances are simply
more efficient because they maintain cached copies of their tile
coordinates whereas other sprites must have their tile location computed
from their screen location whenever they are to be repainted.
At some point in the future, the tile coordinate tracking facilities of
MisoCharacterSprite should be accessed through an interface so that other
spritely entities can cache their tile coordinates if they so desire.
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but after each movement it updates the sprite that it's moving to tell
it the latest tile coordinates.
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follow a path (specifically, I want to allow the media panel to be
"scrolled" along a path).
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directional constant usage. Added ability to render sprites in two
distinct layers.
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preparation for character component compositing and other
character-related antics.
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