that is generated by cutting up a small image into nine sections and using
each appropriately to create the expanded background.
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it is displaying in a space smaller than its desired view size.
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in the same package. Also added support for applying a set of
recolorizations all at once so that previous recolorings aren't borked by
subsequent recolorings (plus it's more efficient).
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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.
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around arrays of multi-frame images but instead pass around one object
that knows how to render any action frame in any orientation. This
apparently fixed some horrible bug that we had introduced in doing JITC
and now the whole thing is super fast, just like I always thought it would
be. Once we introduce trimmed images, it will blaze!
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internal images and doesn't necessarily need to decode them into multiple
images or even have actual images at all. This cleans things up and paves
the way for our "trimmed" image support which is forthcoming.
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fast as I'd have hoped, but I'm optimistic that the image compression
business that Walter and I are embarking upon will solve that handily.
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JEditorPane, when displaying HTML that contains forms, pointlessly wraps
its Swing components in heavy weight AWT components which would otherwise
trigger some funny business that we don't want it to trigger.
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seem to be debugging the fucking rendering every other day. Fixed bug with
dirty region combining.
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Swing components and we go through and specifically render any components
in the upper layers (see JLayeredPane for what this means) that overlap
our frame participants every frame. This is non-optimal, but the hairy
code that somehow magically works out who to repaint when components
overlap is not even something that I want to dig more deeply into. There
are generally not many components in the upper layers (only popups like
menus and tooltips and internal frames when we use them).
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when doing old-skool rendering. We also needed to climb up the hierarchy
looking to see if a parent is dirty for each dirty component and combine
the child and parent dirty rects and only repaint the parent otherwise we
can run into problems with render order. Oh the complexity (though Swing
does this too).
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they already occupy. When a client logs on after a disconnect, it needs to
do a zoned moveTo request to get back to where it was because it doesn't
have the zone summary and associated good stuff.
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along with them rather than sticking a fork in the program.
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the ResourceBundle, making this class easy to extend...
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with a particular bundle's translation files. Mainly so Ray can do his
funny business with the pirate message translations.
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are translated by the client upon receipt. We love to translate.
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actions unless we're actually loaded into the editor and turned into a
real editable scene.
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images. The PNG loader seems to be kind enough to throw fucking runtime
exceptions when it encounters file format problems instead of throwing
IOException or some other declared exception.
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the expensive polygon/rectangle intersection test (since we're doing 400
of these every frame).
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work because we're not painting everything on every frame, but left the
commented out alternative rendering code in there in case we want to
fiddle with it at a later date (or provide support for buffer strategies
for applications that do want to paint everything).
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repainting, not necessarily the original component we're repainting.
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list of objects, they can overlap (I think that objects added to a scene
later will be rendered before objects added earlier which ends up feeling
natural in the editor); no longer are objects ignored when their footprint
lies outside the scene bounds.
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created a couple of test scenes using said test tiles so that we can run
the viewer.
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