inner bits are all clear and ready to try logging on to a new server. We
specifically wait to call clientLogonFailed() until after everything is
cleared, but I don't want to change the behavior of clientDidLogoff() for fear
that any one of the zillion directors depends on something being around during
that call.
Instead I added another callback clientDidClear() that is called when a
successful session is fulled cleared out (basically when we're not calling
clientLogonFailed()) so that entities that are waiting for a logoff to finish
so that they can logon somewhere else have a clean way of doing so.
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Pecos. I'll sort out the per-project niggling bits in just a moment.
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and our RootPaneContainer might be different things (the Window would naturally
contain the RootPaneContainer but wouldn't necessarily be the same component).
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on multiple ports, falling back from one to the next as appropriate.
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Changed things around a bit to have the cheesy JabberChat run out of the box:
* ChatDirector no longer freaks out when given null message bundles/managers.
* MiCasa's ChatPanel is marked with a TODO item to stop passing in null
messagebundles and messagemanagers to ChatDirector.
* JabberApp and JabberClient have been adjusted to allow the user to specify
which chatroom to join from the command line; I plan to implement this using
BootstrapData when time permits.
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interface is provided that does that in a pluggable manner.
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moment, but OpenAL has the necessary business to later integrate "streams"
of audio (music).
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LineSegmentPath now orients sprites along the path (and even handles an
arbitrary notion of "forward" for the sprite).
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arbitrarily oriented sprites. They currently have to "point" toward (1, 0,
0) as that is the direction that will be aligned with the velocity.
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in obscurity. Fixed a couple of out of date bits in the process.
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server. It looks like I'm going to have to write my own user interface
toolkit for JME as nothing exists for any Java-based GL library or engine
and precious few toolkits exist in C++. Yay!
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potential fuckola of being called before the controller gets around to
initializing the casted context it almost certainly needs to create its
place view.
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packages properly into client, data and server subpackages. This
eliminates a bunch of hackery I had to do to properly handle dead code
removal when building the Game Gardens client and games and it simplifies
things and sets a good example to follow the standard procedure as much as
possible.
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return a tile with an error image so that the caller doesn't freak out and
we achieve maximal "continue to work as much as possible."
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start-time selectable implementations. Modified back buffer to use
BufferCapabilities.FlipContents.COPIED which should do what we need in
terms of providing us with the current frame's contents on which to paint.
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- Combined SceneViewPanel and IsoSceneView into one happy panel.
- Ditched the DisplayMisoScene notion; the new MisoScenePanel now manages
resolved scene information (like base, object and fringe tiles) itself
so that it can...
- ...support scrolling scenes by keeping blocks of resolved base, fringe
and object information loaded only for what is potentially visible
rather than for the whole scene.
Other things were surely cleaned up or broken in the process to keep a
keen eye out.
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