- 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.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2228 542714f4-19e9-0310-aa3c-eee0fc999fb1
fringer now generates fully stamped fringe tiles rather than tiles with a
list of images to be painted every time.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2120 542714f4-19e9-0310-aa3c-eee0fc999fb1
longer provide access to their underlying image (they actually still do,
but not in the normal course of affairs). This will allow us to use
"trimmed" tiles which are trimmed to the smallest rectangle that contains
the non-transparent pixels in a tile image, which will shrink up our
components and other tiles a great deal.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1339 542714f4-19e9-0310-aa3c-eee0fc999fb1
If fringing an entire scene, you must pass in a randomization seed.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1226 542714f4-19e9-0310-aa3c-eee0fc999fb1
try decomposing the bits into contiguous regions and see if we
can't get fringe indexes for those regions.
This makes everything always fringes everywhere.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1211 542714f4-19e9-0310-aa3c-eee0fc999fb1
ImageUtil.composeMaskedImage() to create the masked fringe images.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1204 542714f4-19e9-0310-aa3c-eee0fc999fb1