progress notification to once every 2.5 seconds in an attempt to reduce
jiggery-pokery when we're just crossing a minute's border and our transfer
rate fluctuates slightly.
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Pulled out gobs of SpriteManager/AnimationManager functionality into
AbstractMediaManager.
The big change: sprites can have their render order fine-tuned like
animations.
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(which should be set later via setViewportView()).
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super.clone() so that it is of the appropriate derived class. I must have
picked a bad week to stop sniffing glue.
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check; so we give them a callback for such contingencies.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1780 542714f4-19e9-0310-aa3c-eee0fc999fb1
GameManager.setPlayers(), now it is simply provided as part of the game
config object which is cleaner and makes the information available during
the initialization and permissions checking phases.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1778 542714f4-19e9-0310-aa3c-eee0fc999fb1
initialization process, whether or not it actually wants to be created,
and allow it to abort the whole deal if it doesn't.
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their committal. This prevents double-fuckage if starting the transaction
fails (because the finally block would still be executed which would try
to end the non-existent transaction, throwing another exception which
hides the first).
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processed everything put into its queue during the initialization process.
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rather than requiring that it be set via setStartTime().
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being rendered when drawing the right edge of the image.
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properly obtains new objects as they are scrolled into view (which I won't
be doing for Alpha (tm)).
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order in which they were added to the scene (that information is no longer
available as objects are reordered arbitrarily once loaded).
Also removed old-school scene conversion.
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requests all objects in God's green earth, but we now have the necessary
structures for it to request new objects as they scroll (nearly) into view
and for it to abandon objects as they scroll (way) out of view.
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