account for render priority when sorting the partitioning objects.
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returned without modifying ObjectInfo.priority which would cause the
default priority to be written out as an overridden priority.
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- 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.
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forget to update a sprite's tile coordinates when updating its screen
coordinates and only TilePath could be used for sprites in the view and
generally a huge pain was incurred to avoid what isn't very expensive
which is to calculate a sprite's tile coordinates from its screen
coordinates when that sprite is involved in a repaint.
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sprite. It's possible that this is a normal occurrence, but until we
ascertain such, we'll go ahead and log what we find.
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provided by the DisplayMisoScene.
- If hover objects are SceneObjects, tell them when we start/stop hovering
on them.
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hovered over, and can request to have it's object tile repainted.
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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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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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associated metrics. Also fixed render order handling such that any
overlapping object tiles are rendered in the order that they are added to
the scene. This gives us control over what to do in situations that are
impossible to determine based on object footprint alone.
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instead of their fine coordinates. It achieves the same effect and
alleviates the need to track fine coordinates in the MisoCharacterSprite.
Additionally, IsoSceneView and friends were modified to allow any sprites
to wander their crooked realms, MisoCharacterSprite instances are simply
more efficient because they maintain cached copies of their tile
coordinates whereas other sprites must have their tile location computed
from their screen location whenever they are to be repainted.
At some point in the future, the tile coordinate tracking facilities of
MisoCharacterSprite should be accessed through an interface so that other
spritely entities can cache their tile coordinates if they so desire.
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fixed bug that happened when HIGHLIGHT_WITH_ACTION was on.
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support for 16 orientations in situations where it is merited.
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