specifically as this doesn't do the right thing for something like 50fps, but
does anyone actually use less than 60?
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4097 542714f4-19e9-0310-aa3c-eee0fc999fb1
object in the SceneDirector to be overriden. The ZoneDirector needs to
inform its listeners when a zone change is made during this failure
case.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4087 542714f4-19e9-0310-aa3c-eee0fc999fb1
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.
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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.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4080 542714f4-19e9-0310-aa3c-eee0fc999fb1
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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with Location subclasses as easily as possible. Subclassing the ruleset
and returning a different instance for Location should do the trick.
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with 3d coordinate systems (or that track additional location information
besides orientation) can just drop in their new Location class.
Refactored Portal to contain a Location object rather than duplicate
the fields, so that Portals can work unchanged with a 3d coordinate system.
Note: I haven't yet updated SpotSceneRuleSet.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4072 542714f4-19e9-0310-aa3c-eee0fc999fb1
should not be propogated. If someone chooses crew chat but then enters
a /speak command, it indicates that they want to break out of the crew
chat channel.
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all generic references to E as DSet.Entry rather than Object which is what I
was assuming. So when I write:
(E[])new Object[...]
that gets rewritten to:
(Entry[])new Object[...]
which causes le freakout. We need to use Entry[] everywhere, which we happened
to be doing for everything except toArray().
I rewrote things to use E[] everywhere now that I know it will get rewritten to
Entry[]. I thought it was going to get rewritten to Object[] before so I didn't
genericize that stuff.
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multiply normals by the rotation submatrix instead.
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have to be parameterized on the type of the Comparable that is returned by
getKey(), but that turns out to be a twisty maze of generics that is not
obvious to me how to express using Java's generics syntax and it opens up
various cans of worms that I don't have time to solve right now. So we'll
settle for the DSet itself being parameterized on the Entry class and the Entry
class being non-type safe.
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cancel rather than start a game if zero humans showed up.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4049 542714f4-19e9-0310-aa3c-eee0fc999fb1