I was hoping to have our nice transparent-pixels-don't-count hitting
for every media container, including any game icon decoration over
an avatar's head, but after moving this I remembered that it may
be pointless, as it *never matters*- flash simply doesn't use this
method to test mouse-overness. So it may be moot, unless we do mouse-over
polling like we do in the RoomView, which is too expensive to do everywhere..
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@252 ed5b42cb-e716-0410-a449-f6a68f950b19
thought it would be fun for everyone to guess.
- Added a static method to track TextFields and ensure that only
one of those tracked ever has a selection.
- On linux, automatically put selected text (in one of these tracked
TextFields) into the clipboard. Untested: it at least doesn't work with
the standalone player.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@251 ed5b42cb-e716-0410-a449-f6a68f950b19
naturalOrder() which allows media to use a more consistent "same render order"
order resolution value than Object.hashCode().
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@248 ed5b42cb-e716-0410-a449-f6a68f950b19
four-bone-per-vertex configuration for all skinned meshes. Depending on
the models we have, it may be worth compiling a separate one for two
bones per vertex. Added a hook to customize the material color (for
per-vertex colors, e.g.)
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@245 ed5b42cb-e716-0410-a449-f6a68f950b19
I tracked the ATI slowdown down to using a vertex shader in combination
with fixed function fog. Also cleaned up ShaderConfig a little.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@244 ed5b42cb-e716-0410-a449-f6a68f950b19
their drivers can't do anything useful like report an error; they just
silently screw up. Limiting it to 31 makes it work, but there's still a
strange slowdown issue (and it's not that the shaders are being run in
software, but it's worth checking for that anyway).
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@243 ed5b42cb-e716-0410-a449-f6a68f950b19
weights even if we only have one weight per vertex.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@232 ed5b42cb-e716-0410-a449-f6a68f950b19
inaccurate System.currentTimeMillis() timer. Fortuately Sun introduced
System.nanoTime() in 1.5 which provides civilized timing information, so we can
use that instead of sun.misc.Perf which is unavailable in an applet sandbox. We
will need to go in and try to cope as best we can with currentTimeMillis() if
we want to support unsigned play in JDK 1.4 or earlier. We'll do that later.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@231 ed5b42cb-e716-0410-a449-f6a68f950b19
how to handle different lighting arrangements and complex materials
(e.g., the metal effect for the Iron Plate).
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@229 ed5b42cb-e716-0410-a449-f6a68f950b19
between an MsoySprite that does not have any WhirledControl subclass in it
and those that do, but are just not yet fully loaded.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@219 ed5b42cb-e716-0410-a449-f6a68f950b19
relative position throughout all animations. Also, don't include
transforms in the animations for nodes that never move.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@218 ed5b42cb-e716-0410-a449-f6a68f950b19
using a rapidly-expiring Timer. Cleaned up some other bits.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@211 ed5b42cb-e716-0410-a449-f6a68f950b19
that there are util methods for creating nice textfields, and then
generic animation classes for floating anything. This can then become
a convenience class that marries the two.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@207 ed5b42cb-e716-0410-a449-f6a68f950b19
Actionscript's lack of method overloading sucks. I can't have more
than one constructor, and factory methods will have to have different names.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@205 ed5b42cb-e716-0410-a449-f6a68f950b19