* RenderManager will reload "shader" boolean on each invocation of render(), since Renderer might not have proper capabilities set before canvas has been attached
jMP
* Fixed some illegal calls in SceneApplication
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7095 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
last minute shifts in APIs. Anyway, outbound TCP
broadcasts work again and are more efficient since the
Kernel callers can better control when their message
buffers are copied (in this case it isn't necessary so
we save a buffer copy).
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7088 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
way made the caller specify a local port due to an unusually
persistent bit of ancient lore lodged in my brain.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7086 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
* Added test that demonstrates above functionality, by starting Application without attaching the canvas, and then constantly attaching and detaching canvas from a frame.
* Deleted deprecated methods in JmeContext
* Deleted deprecated class LwjglJoyInput
* Audio renderer will not attempt to initialize OpenAL twice if already initialized
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7078 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
to give new API users a proper extension point for their
own messages. (forgot this file in the last commit)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7070 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
- make CollisionShapeFactory use not world translation but translation relative to given parent
- add CollisionShapeFactory test
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7060 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
that can optionally flush the queued messages. Modified
DefaultServer to close-with-flush when kicking a client
so that the disconnect message actually gets to them.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7049 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
own threading rules... it's sort of heavy-handed but
given the separation of the reliable and unreliable
implementations (and the inability to really know how
they are threading from here) this is the safest way and
doesn't seem to really affect throughput.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7047 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
of message event dispatch. This is one of the reasons
I thought the existing services need to be checked for
'correctness' re: multithreading. Even in the current
implementations, a message listener may be called by
different threads.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7046 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
state so that if a caller creates a client then immediately
starts sending message, we can block until the connection
is really established.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7044 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
and kick the client if they don't match. Need to fix some
other things before the reason actually makes it to the
client before the socket is closed... but at least they'll
know something is wrong.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7041 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
winded and erroneous comment now that we have point-to-point
connections again.
Also committing the other classes to which I started adding
game name and version... unfinished but needed for the other
fix.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7038 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
left a really big comment as to why. It's sort of
too bad but not that big of a deal.
Now clients can connect to 'localhost' and still
receive UDP packets.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7035 75d07b2b-3a1a-0410-a2c5-0572b91ccdca