scene that may partition two items, and to address the lack of a proper
total ordering of dirty items in the non-partitioned comparison case.
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without a tile manager, which can be provided later, at which point all of
the tiles will be resolved. Also made it possible to replace the model in
a partially constructed scene. How's that for a turn of phrase: partially
constructed scene. Wheee!
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other model classes; was passing tile coordinates backwards to tile layer
objects.
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inrease my confidence in the use of the word "working".
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Here's the policy:
Every top-level package has a tools package under which all subpackages
exist with their tools additions. For example:
com.threerings.media.tile.TileSet
com.threerings.media.tools.tile.XMLTileSetRuleSet
com.threerings.miso.scene.MisoScene
com.threerings.miso.tools.scene.EditableMisoScene
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things compile and most things run so this is a good time to checkpoint.
Let me recall:
- Refactored the whole scene deal.
- Revamped the XML parser stuff (now uses Digester).
- Rethought the tile management.
- Started tile bundle stuff.
- Wrote some tests.
- Did a bit of Mike-ification.
Onward and moreward.
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Refactored TileSet into TileSet, UniformTileSet, SwissArmyTileSet and
ObjectTileSet.
Removed dependence on the "root" system property from the
XMLSceneRepository (things either pass in full paths now or input streams
fetched via the resource manager).
Removed MisoUtil.createImageManager() because everyone does that by hand
now (which is good because some non-Miso things were using MisoUtil for
that).
I think that's it, but if there was something else, don't blame me. Blame
the monkeys.
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preparation for character component compositing and other
character-related antics.
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animation images. Created and made use of basic single- and
multi-image implementations of the MultiFrameImage interface.
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entrance." The default entrance is specially highlighted in the scene
and can be read from and written to XML scene description files.
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are sprites since that's what we're actually expecting.
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into a single rectangle, since doing so may cause new areas to be
dirtied that impact portions of other sprites or objects that won't
get properly redrawn. Sigh.
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rectangle propagation and to only render the dirty portions of dirty
objects and sprites.
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scene view model more elegantly. Updated editor and scene view panel
to make use of said listener.
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