"watchable" checkbox, but it was treating it like "watchable", even thought that makes no sense
for party games (at present).
As it turns out, party games are broken right now anyway, which is what I'm going to fix next.
For now, we'll allow party games to use a "Private" checkbox, in case someone wants to play
by themselves. Private party games won't be given a "join" button.
This solution is wacky, as is noted in one of the comments. This will need to be re-visited in the
future, most likely when we do the massive game lobby revamp.
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current scene information if we move to a non-scene location. Previously when
we did so, it simply didn't notice and thought we were still in the last scene
that we had occupied.
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across server switches, when it would otherwise be cleared out.
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a new server and reissue its request, which it, in theory, now does.
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Note that the default value of the encodeArrayElements has changed to reflect
the more general-purpose use.
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This breaks UD's current cookie mechanism, but it's easily fixed.
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rather than assuming that as soon as they construct the EZGameControl, they're
ready to play. That's not totally unreasonable, but with this new explicit
mechanism, games can also "rematch" (or just replay if it's single player) by
having all clients call playerReady() again after the game has ended.
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getIntendedLocation() will return a valid value even before we've moved
somewhere in our new scene.
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dobj transaction. Thanks to mdb for the idea of accepting a function to run
for the batch, rather than exposing startTransaction() and commitTransaction()
directly.
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the data Object (actually a proxy to it) and do a for or for-each on that,
but we removed that when we made 3 different kinds of sets.
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and casting it to a string we get [object Object] instead of what you would expect
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Blowtorch". Refactored GameConfig and the EZ game framework, cleaning up some
old cruft from GameConfig (which will break other projects and which I'll fix
ASAP) and moved the XML based configuration system from ToyBox into EZGame.
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- Don't set up the players labels if we're not connected.
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