various and sundry optimizations in the process. We love the spiral
development.
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to handle scrolling in a much cleaner and happier way. There's now a
VirtualMediaPanel which operates in virtual coordinates and can be made to
"view" any location in those virtual coordinates. By changing the view,
the view can be scrolled and the view can be made to center on a pathable
(generally a sprite) which will cause it to scroll around as the pathable
moves around in the virtual coordinate space.
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of rectangle objects. Thus rendering hundreds of tiles each frame has an
"undesirable" impact on garbage collection. I think Walter and I were
seeing something like 400k per second of garbage. So we're back to
extracting a subimage, which we're pretty sure doesn't copy the image
data, but simply draws the cropped image data directly from the original
rasters without creating shitloads of garbage.
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but the caller asks for zero bytes. In such cases we are to return zero
rather than -1 (which would indicate EOF).
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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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beamed-in NPP problem- they were updating their location on the server
before the element added event was even distributed to the clients.
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allow setting this externally in the near future, but we'll iron that out
later when we get around to scrutinizing all of the caching business more
closely.
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has gone by. This prevents us from getting shafted by double clicks.
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- invalid coordinates are traversable.
- check to see if an out-of-bounds node is requested and gracefully create it.
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separately in the game manager and controller which can then get unhappily
out of sync.
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move there and prevent more than one user from occupying a portal.
Removed unused method.
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anything, but it was required to make sprites walk off/on-screen.
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(useful when the path is actually operating in virtual coordinates which
are mapped to scrolled view coordinates by the pathable).
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simple line path calculations that don't suffer from the accumulated
rounding errors that our previous method did.
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peacable continued frame painting in cases where a component gets in a bad
way and fails to paint itself happily.
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asynchronous notification when initialization is complete.
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