diff --git a/PATCHES.md b/PATCHES.md
index 7f7398b37..f88cb1606 100644
--- a/PATCHES.md
+++ b/PATCHES.md
@@ -34,7 +34,7 @@ Patches that I'm considering
- https://github.com/godotengine/godot/pull/39362 - Fix PlaneShape in Godot physics
- https://github.com/godotengine/godot/pull/37680 - Editor Debugger: auto scrolling is activated at every log start.
-- https://github.com/godotengine/godot/pull/36776 - [WIP] Editor Android Port
+- https://github.com/godotengine/godot/pull/36776 - [WIP] Editor Android Port
-- 3.x version - https://github.com/thebestnom/godot/commits/android_editor_3.2
- The full 4.0 TileMap + TileMap Editor rework. (Like the skeleton editor it would become a module)
diff --git a/SConstruct b/SConstruct
index 0add34210..a5bfd354a 100644
--- a/SConstruct
+++ b/SConstruct
@@ -647,7 +647,7 @@ if selected_platform in platform_list:
if not env["verbose"]:
methods.no_verbose(sys, env)
- if not env["platform"] == "server":
+ if not env["platform"] == "server":
env.Append(
BUILDERS={
"GLES2_GLSL": env.Builder(
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index 3c5cb6958..230c4e4f8 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -476,7 +476,7 @@ public:
virtual void environment_set_bg_energy(RID p_env, float p_energy);
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0);
-
+
virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 351f0d328..36e523f02 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -53,7 +53,7 @@ attribute vec4 color_attrib; // attrib:3
attribute vec2 uv_attrib; // attrib:4
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP)
attribute vec2 uv2_attrib; // attrib:5
#endif
@@ -391,7 +391,7 @@ void main() {
uv_interp = uv_attrib;
#endif
-#if defined(ENABLE_UV2_INTERP)
+#if defined(ENABLE_UV2_INTERP)
uv2_interp = uv2_attrib;
#endif
diff --git a/modules/broken_seals_module/.gitignore b/modules/broken_seals_module/.gitignore
index 7001be7df..00d0f2904 100644
--- a/modules/broken_seals_module/.gitignore
+++ b/modules/broken_seals_module/.gitignore
@@ -5,4 +5,4 @@
*.obj
*.pyc
*.bc
-*.os
\ No newline at end of file
+*.os
diff --git a/modules/broken_seals_module/LICENSE b/modules/broken_seals_module/LICENSE
index dbb66238d..3d1b95ed8 100644
--- a/modules/broken_seals_module/LICENSE
+++ b/modules/broken_seals_module/LICENSE
@@ -16,4 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/broken_seals_module/README.md b/modules/broken_seals_module/README.md
index b6a3cd2cb..a9948fff6 100644
--- a/modules/broken_seals_module/README.md
+++ b/modules/broken_seals_module/README.md
@@ -1,3 +1,3 @@
# Broken Seals Module
-C++ code for Broken Seals.
\ No newline at end of file
+C++ code for Broken Seals.
diff --git a/modules/broken_seals_module/biome_terrarin_generator.cpp b/modules/broken_seals_module/biome_terrarin_generator.cpp
index 77a671228..71b8afcee 100644
--- a/modules/broken_seals_module/biome_terrarin_generator.cpp
+++ b/modules/broken_seals_module/biome_terrarin_generator.cpp
@@ -138,4 +138,4 @@ void BiomeTerrarinGenerator::_bind_methods() {
#ifdef VOXELMAN_PRESENT
ClassDB::bind_method(D_METHOD("generate_simple_terrarin", "chunk", "spawn_mobs"), &BiomeTerrarinGenerator::generate_simple_terrarin);
#endif
-}
\ No newline at end of file
+}
diff --git a/modules/broken_seals_module/biome_terrarin_generator.h b/modules/broken_seals_module/biome_terrarin_generator.h
index 280696110..20cfdf8c8 100644
--- a/modules/broken_seals_module/biome_terrarin_generator.h
+++ b/modules/broken_seals_module/biome_terrarin_generator.h
@@ -56,4 +56,4 @@ private:
int _current_seed;
};
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/entity_spell_system/.gitignore b/modules/entity_spell_system/.gitignore
index 7001be7df..00d0f2904 100644
--- a/modules/entity_spell_system/.gitignore
+++ b/modules/entity_spell_system/.gitignore
@@ -5,4 +5,4 @@
*.obj
*.pyc
*.bc
-*.os
\ No newline at end of file
+*.os
diff --git a/modules/entity_spell_system/LICENSE b/modules/entity_spell_system/LICENSE
index 01f5bc232..3cf7f3e2d 100644
--- a/modules/entity_spell_system/LICENSE
+++ b/modules/entity_spell_system/LICENSE
@@ -16,4 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/entity_spell_system/README.md b/modules/entity_spell_system/README.md
index a7f74280e..2b4e31e9f 100644
--- a/modules/entity_spell_system/README.md
+++ b/modules/entity_spell_system/README.md
@@ -1,7 +1,7 @@
# Entity Spell System
-An entity and spell system for the GODOT Engine, that is usable for both 2d, and 3d games. The main purpose of this
-module is to handle spells, auras, and most entity-related things like spawning, items, inventory, containers,
+An entity and spell system for the GODOT Engine, that is usable for both 2d, and 3d games. The main purpose of this
+module is to handle spells, auras, and most entity-related things like spawning, items, inventory, containers,
vendors, interaction, targeting, equipment (+ visuals), loot, crafting, talents, pets, npcs, etc ...
The module supports networking. It is designed to be authoritative, so players shouldn't be able to cheat by design.
@@ -20,7 +20,7 @@ This module is developed with the 3.x branch of godot, usually at the newest rev
## Project setup tl;dr
-### First
+### First
You need to create an `ESSResourceDB` resource somewhere in you project. (Or alloocate it dynamically.)
@@ -40,7 +40,7 @@ This is where you have to implement your spawning logic.
Movement, and controls.
Unfortunately, there isn't a one-stop-shop solution for movement, especially if we throw networking into the mix,
-and the same is true for targeting. This means that this module cannot really do much in this regard, but it will
+and the same is true for targeting. This means that this module cannot really do much in this regard, but it will
give you as much help to set everything up as possible.
## Optional Dependencies
@@ -53,7 +53,7 @@ Adds mesh (MeshDataResource) support to ModelVisuals.
## Pre-built binaries
-You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
+You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
repo, should you want to. It contains all my modules.
## Overview
@@ -65,8 +65,8 @@ Do not call methods with underscores, all of them has a normal counterpart, alwa
For example entity has `crafts(int id)` and `_crafts(int id)` (virtual). Always use `crafts(int id)`, it will
call `_crafts(int id)`.
-For networked classes, every variable is broken up into clientside, and serverside. This makes it easier to
-develop games that can also run locally, with less overhead and simpler logic.
+For networked classes, every variable is broken up into clientside, and serverside. This makes it easier to
+develop games that can also run locally, with less overhead and simpler logic.
E.g. this makes it easy to use the visibility system even when you play locally on the server, because you just use the clientside variables,
and your logic will work the same way.
@@ -80,7 +80,7 @@ The module contains 2 singletons. `ESS`, and `ProfileManager`. Both are accessib
### The ESS singleton
-Contains the active `ESSResourceDB` instance, and for convenience a reference to the active `ESSEntitySpawner`
+Contains the active `ESSResourceDB` instance, and for convenience a reference to the active `ESSEntitySpawner`
instance. Also loads/handles/processes all of the entity and spell system related ProjectSettings, so if you need
any ESS related value from ProjectSettings, don't query it directly, get it from this singleton.
@@ -125,7 +125,7 @@ Contains item-related enums, like rarity, armor type, item types.
### SpellEnums
-Contains spell-related enums, like aura types, damage types, spell categories, spell types, trigger types,
+Contains spell-related enums, like aura types, damage types, spell categories, spell types, trigger types,
and quite a few notification constants.
### Customizable enums
@@ -142,10 +142,10 @@ Fer example:
If you want you game to work with the following stats: Agility,Intellect,Crit,Weapon Damage,Stamina
and you want Agility,Intellect,Stamina as you main stats.
-Firstly you want to put you main stats at the beginning, because the system will take the first `main_stat_count`
+Firstly you want to put you main stats at the beginning, because the system will take the first `main_stat_count`
stats as main stats.
-And then just enter `Agility,Intellect,Stamina,Crit,Weapon Damage` into the `stats` setting, and then
+And then just enter `Agility,Intellect,Stamina,Crit,Weapon Damage` into the `stats` setting, and then
set `main_stat_count` to 3.
When these values are expected to be used as properties, the `ESS` singleton will create snake_cased versions automatically.
@@ -156,8 +156,8 @@ So in the example case `ESS.stat_get_property_name(4)` would return `weapon_dama
## ESSResourceDB
This is a class that maps ids to resources for quick lookups.
-This is necessary in order to support networking, because you don't want to send resource paths over the network
-every time somebody casts a spell for example.
+This is necessary in order to support networking, because you don't want to send resource paths over the network
+every time somebody casts a spell for example.
### ESSResourceDBStatic
@@ -185,7 +185,7 @@ It will load everything from the folders that you set up into it's `folders` pro
## Entity
-This is the main class that can be used for players/mobs/npcs and also other things like chests.
+This is the main class that can be used for players/mobs/npcs and also other things like chests.
I ended up merging subclass functionality into it, because
that way it gains a lot more utility, by sacrificing only a small amount of memory.
@@ -193,8 +193,8 @@ For example this way it is easy to make chests attack the player, or make spell
## Entity Body
-Originally entities used to be inherited from `Spatial` or `Node2D`, so they could contain/drive their own models,
-but eventually on order to support both 2d, and 3d, bodies were separated from them. This unfortunately
+Originally entities used to be inherited from `Spatial` or `Node2D`, so they could contain/drive their own models,
+but eventually on order to support both 2d, and 3d, bodies were separated from them. This unfortunately
complicates the setup a bit, but the upsides overweight the downsides, as this way you don't need to create different
entities for every model/body you have.
@@ -205,7 +205,7 @@ you can call `void instance_body(entity_data: EntityData, model_index: int)` on
The `model_index` property tell the `Entity` which one it should use.
-Instancing bodies does not happen immediately, but you will probably want to set an `Entity`'s position right where
+Instancing bodies does not happen immediately, but you will probably want to set an `Entity`'s position right where
you create it, a few helpers were added:\
`void set_transform_2d(transform: Transform2D, only_stored: bool = false)`\
@@ -258,7 +258,7 @@ It has 2 modes, `Bone` and `Attachment`.
In the bone mode, you need to select an entity type, and then a concrete bone. This is the "merge this into the final character mesh" mode.
-In the attachment mode, you need to select a common attach point (`ProjectSettings->Ess->enums->skeletons_bone_attachment_points`),
+In the attachment mode, you need to select a common attach point (`ProjectSettings->Ess->enums->skeletons_bone_attachment_points`),
and the containing mesh will be put on to that point by the CharacterSkeleton. This is how you can implement weapons for example.
### EntitySpeciesData
@@ -275,10 +275,10 @@ after a change to the strings.
The body can be any scene, Entity will instance it, and set it to it's body property.
-The body should handle movement based on the player's input, it should handle sending position information through the network,
+The body should handle movement based on the player's input, it should handle sending position information through the network,
if you want networking, it might (`CharacterSkeleton`s can also do it) also drive your animations/animation players if you have it.
-Bodies does not need to handle the graphics themselves (`ModelVisualEntries` for example) (you can implement your logic here
+Bodies does not need to handle the graphics themselves (`ModelVisualEntries` for example) (you can implement your logic here
if you want to), but the `CharacterSkeleton` classes exist for that purpose.
[Complex 3d body script](https://github.com/Relintai/broken_seals/blob/master/game/player/Body.gd) \
@@ -325,7 +325,7 @@ In order to spawn an entity you need it.
#### EntityClassData
-`EntityClassData` holds class-related information, like specs (`CharacterSpec`), spells, start spells, start auras,
+`EntityClassData` holds class-related information, like specs (`CharacterSpec`), spells, start spells, start auras,
alternative ais, `EntityResource`s (mana for example).
#### CharacterSpec
@@ -339,10 +339,10 @@ EntityResources are things like mana, health, or speed. These add greater flexib
The resource system is quite flexible, if you add a resource serverside, it will be automatically
added clientside. (You have to add `EntityResource`s to the active `ESSResourceDB`!)
-By default all entities have the build in speed and health resources, as a set index
+By default all entities have the build in speed and health resources, as a set index
(`EntityEnums::ENTITY_RESOURCE_INDEX_HEALTH` and `EntityEnums::ENTITY_RESOURCE_INDEX_SPEED`).
-There is also the `EntityEnums::ENTITY_RESOURCE_INDEX_RESOURCES_BEGIN` constant, so you have
+There is also the `EntityEnums::ENTITY_RESOURCE_INDEX_RESOURCES_BEGIN` constant, so you have
the current offset where the custom resources start.
Entity allocates these in it's `_initialize()` virtual method, if you want to customize them.
@@ -379,7 +379,7 @@ If you want your player to interact with it's target. For example a vendor, or l
First make sure that you can interact, by checking `Entity.cans_interact()` or `Entity.canc_interact()`.
If this returns true, you can call `Entity.crequest_interact()`. This will call `Entity.sinteract()` serverside.
-Interactions are handled by `EntityData` by default. It has the same methods. If `EntityData` is not set, the `Entity`
+Interactions are handled by `EntityData` by default. It has the same methods. If `EntityData` is not set, the `Entity`
will try to call the same overridable on itself.
You can see an example implementation [here](https://github.com/Relintai/broken_seals/blob/master/game/scripts/entities/EntityDataGD.gd).
@@ -392,7 +392,7 @@ When an `Entity` gets spawned it will create a copy for itself, so you can safel
#### AIFormation
-Not yet finished, it was meant as a way to calculate offset pet positions, (If an `Entity` has let's say
+Not yet finished, it was meant as a way to calculate offset pet positions, (If an `Entity` has let's say
4 pets you don't just want them all to stay on top of their controller).
If this functionality ends up in `EntityAI`, after pets are finished, this will be removed.
@@ -415,7 +415,7 @@ Also Entities have a target bag property. For example this makes vendors easily
### VRPCs
Entities has a networked visibility system. The method itself is called `vrpc`, it works the same way as normal rpcs.
-If you want to send data to every client that sees the current entity, use this.
+If you want to send data to every client that sees the current entity, use this.
## Spells, Auras, Talents
@@ -433,7 +433,7 @@ Request to learn a spell clientside: `void spell_learn_requestc(id: int)`
Request talent learning clientside: \
`void character_talent_crequest_learn(spec_index: int, character_talent_row: int, character_talent_culomn: int)` or \
-`void class_talent_crequest_learn(spec_index: int, class_talent_row: int, class_talent_culomn: int)`
+`void class_talent_crequest_learn(spec_index: int, class_talent_row: int, class_talent_culomn: int)`
#### Cast a spell
@@ -469,7 +469,7 @@ export(Spell) var aura : Spell
func sapply_aura() -> void:
var ainfo : AuraApplyInfo = AuraApplyInfo.new()
-
+
ainfo.caster = info.caster
ainfo.target = info.caster
ainfo.spell_scale = 1
@@ -515,14 +515,14 @@ Helps to apply auras
#### SpellDamageInfo, SpellHealInfo
-These are used in the damage and heal calculation. For example these can be used to implement immunities, or absorb effects
+These are used in the damage and heal calculation. For example these can be used to implement immunities, or absorb effects
by modifying their damage values in aura callbacks.
### Projectiles
Spells support projectiles, they are created/set up inside `void handle_projectile(info: SpellCastInfo)`.
-The default implementation will instance `Spell`'s projectile scene (if set), and then it will try to call a
+The default implementation will instance `Spell`'s projectile scene (if set), and then it will try to call a
`void setup_projectile(info: SpellCastInfo)` on it if exists.
You can override this behaviour by implementing your own `_void handle_projectile(info: SpellCastInfo)` on `Spell`
@@ -554,7 +554,7 @@ Now you can start distributing xp, for whatever you'd like to Entities, using `E
## Examples
-Eventually I'll create a separate repository with a few examples/demos, but for now you can check the game
+Eventually I'll create a separate repository with a few examples/demos, but for now you can check the game
I've been working on for examples.
3d:
@@ -563,7 +563,7 @@ https://github.com/Relintai/broken_seals.git
2d turn based:
https://github.com/Relintai/broken_seals_roguelike
-2d:
+2d:
https://github.com/Relintai/broken_seals_2d.git
## Compiling
diff --git a/modules/entity_spell_system/SCsub b/modules/entity_spell_system/SCsub
index ae92896d0..b80b85553 100644
--- a/modules/entity_spell_system/SCsub
+++ b/modules/entity_spell_system/SCsub
@@ -59,7 +59,7 @@ sources = [
"entities/skills/entity_skill_data.cpp",
"entities/data/character_spec.cpp",
-
+
"skeleton/character_bones.cpp",
"entities/stats/stat_data.cpp",
diff --git a/modules/entity_spell_system/defines.h b/modules/entity_spell_system/defines.h
index 1640f9a7e..f02c103dd 100644
--- a/modules/entity_spell_system/defines.h
+++ b/modules/entity_spell_system/defines.h
@@ -93,4 +93,4 @@ typedef class RenderingServer VS;
#define DISCONNECT(sig, obj, target_method_class, method) disconnect(sig, obj, #method)
#endif
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/entity_spell_system/doc_classes/ESS.xml b/modules/entity_spell_system/doc_classes/ESS.xml
index a386d061a..c825c02d4 100644
--- a/modules/entity_spell_system/doc_classes/ESS.xml
+++ b/modules/entity_spell_system/doc_classes/ESS.xml
@@ -5,7 +5,7 @@
Gives easy access to entity and spell related data, providing easy lookups.
- Make sure that you add everything both server and clientside before use, because the system uses ids (get_id()) for server clinet communications. This also means that ids should be unique per resources for every ESS-related resources.
+ Make sure that you add everything both server and clientside before use, because the system uses ids (get_id()) for server clinet communications. This also means that ids should be unique per resources for every ESS-related resources.
For example you shouldn't register 2 spells with id 1 (you will get an error), but you can register a [Spell] with id1 and an [Aura] with an id 1.
Also grants access easy to ESS-related project settings.
diff --git a/modules/entity_spell_system/entities/entity.cpp b/modules/entity_spell_system/entities/entity.cpp
index 1548ecd71..1851ae069 100644
--- a/modules/entity_spell_system/entities/entity.cpp
+++ b/modules/entity_spell_system/entities/entity.cpp
@@ -1404,7 +1404,7 @@ void Entity::_from_dict(const Dictionary &dict) {
//EntityPlayerType not needed
sets_immunity_flags(dict.get("immunity_flags", 0));
sets_entity_flags(dict.get("entity_flags", 0));
-
+
//EntityEnums::EntityController contr = static_cast(static_cast(dict.get("entity_controller", 0)));
//sets_original_entity_controller(contr);
@@ -6371,36 +6371,36 @@ void Entity::_notification_sdeath() {
/*
if dead:
return
-
+
if starget == null:
queue_free()
return
-
+
#warning-ignore:unused_variable
for i in range(aura_gets_count()):
aura_removes(aura_gets(0))
-
+
dead = true
-
+
var ldiff : float = slevel - starget.slevel + 10.0
-
+
if ldiff < 0:
ldiff = 0
-
+
if ldiff > 15:
ldiff = 15
-
+
ldiff /= 10.0
-
+
starget.xp_adds(int(5.0 * slevel * ldiff))
-
+
starget = null
-
+
sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_LOOT
ai_state = EntityEnums.AI_STATE_OFF
-
+
anim_node_state_machine.travel("dead")
-
+
# set_process(false)
set_physics_process(false)
*/
diff --git a/modules/entity_spell_system/profiles/input/input_profile.cpp b/modules/entity_spell_system/profiles/input/input_profile.cpp
index 15c5789fd..6e384fb9e 100644
--- a/modules/entity_spell_system/profiles/input/input_profile.cpp
+++ b/modules/entity_spell_system/profiles/input/input_profile.cpp
@@ -120,4 +120,4 @@ void InputProfile::_bind_methods() {
ClassDB::bind_method(D_METHOD("load_to_projectsettings"), &InputProfile::load_to_projectsettings);
ClassDB::bind_method(D_METHOD("save_from_projectsettings"), &InputProfile::save_from_projectsettings);
-}
\ No newline at end of file
+}
diff --git a/modules/entity_spell_system/props/prop_data_entity.cpp b/modules/entity_spell_system/props/prop_data_entity.cpp
index 8d5bc2fe7..dc3ef8c8a 100644
--- a/modules/entity_spell_system/props/prop_data_entity.cpp
+++ b/modules/entity_spell_system/props/prop_data_entity.cpp
@@ -55,4 +55,4 @@ void PropDataEntity::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "level"), "set_level", "get_level");
}
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/fastnoise/.gitignore b/modules/fastnoise/.gitignore
index 7001be7df..00d0f2904 100644
--- a/modules/fastnoise/.gitignore
+++ b/modules/fastnoise/.gitignore
@@ -5,4 +5,4 @@
*.obj
*.pyc
*.bc
-*.os
\ No newline at end of file
+*.os
diff --git a/modules/fastnoise/config.py b/modules/fastnoise/config.py
index 9ae1c9d70..e65b2920a 100644
--- a/modules/fastnoise/config.py
+++ b/modules/fastnoise/config.py
@@ -11,7 +11,7 @@ def get_doc_path():
def can_build(env, platform):
return True
-
-
+
+
def configure(env):
pass
diff --git a/modules/fastnoise/lib/FastNoise.cpp b/modules/fastnoise/lib/FastNoise.cpp
index bb3601f34..501c0ab7c 100644
--- a/modules/fastnoise/lib/FastNoise.cpp
+++ b/modules/fastnoise/lib/FastNoise.cpp
@@ -38,7 +38,7 @@
#if VERSION_MAJOR >= 4
-#pragma GCC diagnostic push
+#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wstrict-aliasing"
#pragma GCC diagnostic ignored "-Wunused-function"
#pragma GCC diagnostic ignored "-Wmaybe-uninitialized"
@@ -481,9 +481,9 @@ FN_DECIMAL FastNoise::GetNoise(FN_DECIMAL x, FN_DECIMAL y) const
{
case FBM:
return SingleCubicFractalFBM(x, y);
- case Billow:
+ case Billow:
return SingleCubicFractalBillow(x, y);
- case RigidMulti:
+ case RigidMulti:
return SingleCubicFractalRigidMulti(x, y);
}
}
@@ -1462,9 +1462,9 @@ FN_DECIMAL FastNoise::GetCubicFractal(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL z)
{
case FBM:
return SingleCubicFractalFBM(x, y, z);
- case Billow:
+ case Billow:
return SingleCubicFractalBillow(x, y, z);
- case RigidMulti:
+ case RigidMulti:
return SingleCubicFractalRigidMulti(x, y, z);
default:
return 0;
@@ -1593,9 +1593,9 @@ FN_DECIMAL FastNoise::GetCubicFractal(FN_DECIMAL x, FN_DECIMAL y) const
{
case FBM:
return SingleCubicFractalFBM(x, y);
- case Billow:
+ case Billow:
return SingleCubicFractalBillow(x, y);
- case RigidMulti:
+ case RigidMulti:
return SingleCubicFractalRigidMulti(x, y);
default:
return 0;
@@ -1846,7 +1846,7 @@ FN_DECIMAL FastNoise::SingleCellular2Edge(FN_DECIMAL x, FN_DECIMAL y, FN_DECIMAL
for (int i = m_cellularDistanceIndex1; i > 0; i--)
distance[i] = fmax(fmin(distance[i], newDistance), distance[i - 1]);
- distance[0] = fmin(distance[0], newDistance);
+ distance[0] = fmin(distance[0], newDistance);
}
}
}
@@ -1952,7 +1952,7 @@ FN_DECIMAL FastNoise::SingleCellular(FN_DECIMAL x, FN_DECIMAL y) const
FN_DECIMAL vecX = xi - x + CELL_2D_X[lutPos] * m_cellularJitter;
FN_DECIMAL vecY = yi - y + CELL_2D_Y[lutPos] * m_cellularJitter;
-
+
FN_DECIMAL newDistance = vecX * vecX + vecY * vecY;
if (newDistance < distance)
@@ -2274,4 +2274,4 @@ void FastNoise::SingleGradientPerturb(unsigned char offset, FN_DECIMAL warpAmp,
#if VERSION_MAJOR >= 4
#pragma GCC diagnostic pop
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/fastnoise/lib/LICENSE b/modules/fastnoise/lib/LICENSE
index 5ee867855..a54cc3cca 100644
--- a/modules/fastnoise/lib/LICENSE
+++ b/modules/fastnoise/lib/LICENSE
@@ -18,4 +18,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/fastnoise/noise.cpp b/modules/fastnoise/noise.cpp
index abd16f300..668fae843 100644
--- a/modules/fastnoise/noise.cpp
+++ b/modules/fastnoise/noise.cpp
@@ -37,7 +37,7 @@ const String FastNoise::BINDING_STRING_CELLULAR_DISTANCE_FUNCTION = "Euclidean,M
const String FastNoise::BINDING_STRING_CELLULAR_RETURN_TYPE = "Cell Value,Noise lookup,Distance,Distance 2,Distance 2 Add,Distance 2 Sub,Distance 2 Mul,Distance 2 Div";
FastNoise::FastNoise() : Reference() {
-
+
}
void FastNoise::set_cellular_noise_lookup(Ref other_noise) {
@@ -64,7 +64,7 @@ PoolIntArray FastNoise::get_cellular_distance_2_indices() const {
}
void FastNoise::_bind_methods() {
-
+
ClassDB::bind_method(D_METHOD("set_seed", "seed"), &FastNoise::set_seed);
ClassDB::bind_method(D_METHOD("get_seed"), &FastNoise::get_seed);
diff --git a/modules/fastnoise/noise.h b/modules/fastnoise/noise.h
index 5b2d0c817..c712a53d7 100644
--- a/modules/fastnoise/noise.h
+++ b/modules/fastnoise/noise.h
@@ -76,7 +76,7 @@ public:
RETURN_DISTANCE_2_MUL = _FastNoise::Distance2Mul,
RETURN_DISTANCE_2_DIV = _FastNoise::Distance2Div
};
-
+
FastNoise();
// Methods (Godot-style mappings to FastNoise)
diff --git a/modules/mesh_data_resource/.gitignore b/modules/mesh_data_resource/.gitignore
index 73b324247..e795fbef5 100644
--- a/modules/mesh_data_resource/.gitignore
+++ b/modules/mesh_data_resource/.gitignore
@@ -4,4 +4,4 @@
*.meta
*.obj
*.pyc
-*.bc
\ No newline at end of file
+*.bc
diff --git a/modules/mesh_data_resource/README.md b/modules/mesh_data_resource/README.md
index 9da0ec25b..6a9af3fca 100644
--- a/modules/mesh_data_resource/README.md
+++ b/modules/mesh_data_resource/README.md
@@ -11,7 +11,7 @@ The module also comes with importers (gltf, and collada for now), you can import
## Pre-built binaries
-You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
+You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
repo, should you want to. It contains all my modules.
## MeshDataResource
@@ -24,7 +24,7 @@ Holds a list of MeshDataResources.
## MeshDataInstance
-You can easily put MeshDataResources into the scene with these. They are equivalent to MeshInstances, except they work
+You can easily put MeshDataResources into the scene with these. They are equivalent to MeshInstances, except they work
with MeshDataResources.
## Importers
diff --git a/modules/mesh_data_resource/SCsub b/modules/mesh_data_resource/SCsub
index 457d5bfc0..230235940 100644
--- a/modules/mesh_data_resource/SCsub
+++ b/modules/mesh_data_resource/SCsub
@@ -34,4 +34,4 @@ if os.path.isdir('../props'):
module_env.add_source_files(env.modules_sources,"props/prop_data_mesh_data.cpp")
if os.path.isdir('../props_2d'):
- module_env.add_source_files(env.modules_sources,"props_2d/prop_2d_data_mesh_data.cpp")
\ No newline at end of file
+ module_env.add_source_files(env.modules_sources,"props_2d/prop_2d_data_mesh_data.cpp")
diff --git a/modules/mesh_data_resource/props/prop_data_mesh_data.cpp b/modules/mesh_data_resource/props/prop_data_mesh_data.cpp
index 137eb13bf..1e904ff03 100644
--- a/modules/mesh_data_resource/props/prop_data_mesh_data.cpp
+++ b/modules/mesh_data_resource/props/prop_data_mesh_data.cpp
@@ -127,4 +127,4 @@ void PropDataMeshData::_bind_methods() {
#endif
}
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/mesh_data_resource/props_2d/prop_2d_data_mesh_data.cpp b/modules/mesh_data_resource/props_2d/prop_2d_data_mesh_data.cpp
index 997df95fb..d7b9bf76a 100644
--- a/modules/mesh_data_resource/props_2d/prop_2d_data_mesh_data.cpp
+++ b/modules/mesh_data_resource/props_2d/prop_2d_data_mesh_data.cpp
@@ -134,4 +134,4 @@ void Prop2DDataMeshData::_bind_methods() {
#endif
}
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/mesh_utils/.gitignore b/modules/mesh_utils/.gitignore
index 7001be7df..00d0f2904 100644
--- a/modules/mesh_utils/.gitignore
+++ b/modules/mesh_utils/.gitignore
@@ -5,4 +5,4 @@
*.obj
*.pyc
*.bc
-*.os
\ No newline at end of file
+*.os
diff --git a/modules/mesh_utils/LICENSE b/modules/mesh_utils/LICENSE
index dbb66238d..3d1b95ed8 100644
--- a/modules/mesh_utils/LICENSE
+++ b/modules/mesh_utils/LICENSE
@@ -16,4 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/mesh_utils/README.md b/modules/mesh_utils/README.md
index df1e96aac..c9dee8cfe 100644
--- a/modules/mesh_utils/README.md
+++ b/modules/mesh_utils/README.md
@@ -2,17 +2,17 @@
This is a c++ engine module for the Godot engine, containing my mesh merging utilities.
-It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
+It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
check whether it works from time to time.
# Pre-built binaries
-You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
+You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
repo, should you want to. It contains all my modules.
# Optional Dependencies
-[Mesh Data Resource](https://github.com/Relintai/mesh_data_resource): Support for merged meshes, even in gles2.
+[Mesh Data Resource](https://github.com/Relintai/mesh_data_resource): Support for merged meshes, even in gles2.
Adds MeshMerger a few helper methods.
# MeshUtils Singleton
diff --git a/modules/mesh_utils/defines.h b/modules/mesh_utils/defines.h
index 7255650dd..c109a2d0e 100644
--- a/modules/mesh_utils/defines.h
+++ b/modules/mesh_utils/defines.h
@@ -117,4 +117,4 @@ typedef class RenderingServer VS;
#define GET_WORLD get_world
#endif
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/mesh_utils/mesh_utils.cpp b/modules/mesh_utils/mesh_utils.cpp
index ccbeea392..9eca4db77 100644
--- a/modules/mesh_utils/mesh_utils.cpp
+++ b/modules/mesh_utils/mesh_utils.cpp
@@ -641,4 +641,4 @@ void MeshUtils::_bind_methods() {
#if GODOT4
#undef Texture
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/mesh_utils/xatlas/LICENSE b/modules/mesh_utils/xatlas/LICENSE
index 7af8b3323..dc4b9b6ed 100644
--- a/modules/mesh_utils/xatlas/LICENSE
+++ b/modules/mesh_utils/xatlas/LICENSE
@@ -18,4 +18,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/mesh_utils/xatlas/xatlas.cpp b/modules/mesh_utils/xatlas/xatlas.cpp
index b77b8711a..4b953cb79 100644
--- a/modules/mesh_utils/xatlas/xatlas.cpp
+++ b/modules/mesh_utils/xatlas/xatlas.cpp
@@ -500,7 +500,7 @@ static float square(float f) {
/** Return the next power of two.
* @see http://graphics.stanford.edu/~seander/bithacks.html
* @warning Behaviour for 0 is undefined.
-* @note isPowerOfTwo(x) == true -> nextPowerOfTwo(x) == x
+* @note isPowerOfTwo(x) -> nextPowerOfTwo(x) == x
* @note nextPowerOfTwo(x) = 2 << log2(x-1)
*/
static uint32_t nextPowerOfTwo(uint32_t x) {
diff --git a/modules/props/.gitignore b/modules/props/.gitignore
index 7001be7df..00d0f2904 100644
--- a/modules/props/.gitignore
+++ b/modules/props/.gitignore
@@ -5,4 +5,4 @@
*.obj
*.pyc
*.bc
-*.os
\ No newline at end of file
+*.os
diff --git a/modules/props/LICENSE b/modules/props/LICENSE
index 01f5bc232..3cf7f3e2d 100644
--- a/modules/props/LICENSE
+++ b/modules/props/LICENSE
@@ -16,4 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/props/README.md b/modules/props/README.md
index 1d12070de..25f27ecbc 100644
--- a/modules/props/README.md
+++ b/modules/props/README.md
@@ -4,12 +4,12 @@ This is a c++ engine module for the Godot Engine.
It gives you props, and editor utilities to convert scenes to props.
-It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
+It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
check whether it works from time to time.
# Pre-built binaries
-You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
+You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
repo, should you want to. It contains all my modules.
# Optional Dependencies
@@ -22,7 +22,7 @@ repo, should you want to. It contains all my modules.
Props are basicly 3D scenes in a simple format, so other things can easily process them without instancing.
-For example if you create a building from MeshDataInstances, and then convert that scene to a prop, Voxelman
+For example if you create a building from MeshDataInstances, and then convert that scene to a prop, Voxelman
can spawn it, merge it's meshes, and create lods without any scene instancing.
PropData is the main class you'll use, it's main purpose it to store a list of PropDataEntries.
@@ -65,7 +65,7 @@ You can register new PropDataEntries as processors, should you need to.
# Scene conversion
-You can either click the new "To Prop" button on the menubar of the 3D scene for a quick conversion,
+You can either click the new "To Prop" button on the menubar of the 3D scene for a quick conversion,
or look into Project->Tools.
# Building
diff --git a/modules/props/config.py b/modules/props/config.py
index b7f8515d6..ff76bfb39 100644
--- a/modules/props/config.py
+++ b/modules/props/config.py
@@ -17,7 +17,7 @@ def get_doc_classes():
"PropDataPortal",
"PropDataTiledWall",
"PropData",
-
+
"TiledWall",
"TiledWallData",
diff --git a/modules/props/doc_classes/README.md b/modules/props/doc_classes/README.md
index b1ec9058c..37ad93b6d 100644
--- a/modules/props/doc_classes/README.md
+++ b/modules/props/doc_classes/README.md
@@ -1 +1 @@
-Doc classes will appear here when generating
\ No newline at end of file
+Doc classes will appear here when generating
diff --git a/modules/props/jobs/prop_texture_job.cpp b/modules/props/jobs/prop_texture_job.cpp
index 5444bc99a..0449aa22c 100644
--- a/modules/props/jobs/prop_texture_job.cpp
+++ b/modules/props/jobs/prop_texture_job.cpp
@@ -171,4 +171,4 @@ void PropTextureJob::execute() {
call("_execute");
}
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/props/prop_instance_job.cpp b/modules/props/prop_instance_job.cpp
index fe2af45d6..89fde14e1 100644
--- a/modules/props/prop_instance_job.cpp
+++ b/modules/props/prop_instance_job.cpp
@@ -279,4 +279,4 @@ void PropInstanceJob::execute() {
call("_execute");
}
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/props/props/prop_data_entry.h b/modules/props/props/prop_data_entry.h
index ceeafa74d..0a9bda3bd 100644
--- a/modules/props/props/prop_data_entry.h
+++ b/modules/props/props/prop_data_entry.h
@@ -29,7 +29,7 @@ SOFTWARE.
#include "core/io/resource.h"
#include "core/math/transform_3d.h"
-#ifndef Transform
+#ifndef Transform
#define Transform Transform3D
#endif
#else
@@ -61,7 +61,7 @@ public:
virtual void _processor_process(Ref prop_data, Node *node, const Transform &transform);
virtual Node *_processor_get_node_for(const Transform &transform);
virtual bool _processor_evaluate_children();
-
+
PropDataEntry();
~PropDataEntry();
diff --git a/modules/props_2d/.gitignore b/modules/props_2d/.gitignore
index 7001be7df..00d0f2904 100644
--- a/modules/props_2d/.gitignore
+++ b/modules/props_2d/.gitignore
@@ -5,4 +5,4 @@
*.obj
*.pyc
*.bc
-*.os
\ No newline at end of file
+*.os
diff --git a/modules/props_2d/LICENSE b/modules/props_2d/LICENSE
index 01f5bc232..3cf7f3e2d 100644
--- a/modules/props_2d/LICENSE
+++ b/modules/props_2d/LICENSE
@@ -16,4 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/props_2d/README.md b/modules/props_2d/README.md
index 323838a97..1f84df1ec 100644
--- a/modules/props_2d/README.md
+++ b/modules/props_2d/README.md
@@ -4,12 +4,12 @@ This is a c++ engine module for the Godot Engine.
It gives you props, and editor utilities to convert scenes to props.
-It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
+It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
check whether it works from time to time.
# Pre-built binaries
-You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
+You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
repo, should you want to. It contains all my modules.
# Optional Dependencies
@@ -22,7 +22,7 @@ repo, should you want to. It contains all my modules.
Prop2Ds are basicly 3D scenes in a simple format, so other things can easily process them without instancing.
-For example if you create a building from MeshDataInstances, and then convert that scene to a prop, Voxelman
+For example if you create a building from MeshDataInstances, and then convert that scene to a prop, Voxelman
can spawn it, merge it's meshes, and create lods without any scene instancing.
Prop2DData is the main class you'll use, it's main purpose it to store a list of Prop2DDataEntries.
@@ -65,7 +65,7 @@ You can register new Prop2DDataEntries as processors, should you need to.
# Scene conversion
-You can either click the new "To Prop2D" button on the menubar of the 3D scene for a quick conversion,
+You can either click the new "To Prop2D" button on the menubar of the 3D scene for a quick conversion,
or look into Project->Tools.
# Building
diff --git a/modules/props_2d/SCsub b/modules/props_2d/SCsub
index 4bcffbf7b..1f2d02c70 100644
--- a/modules/props_2d/SCsub
+++ b/modules/props_2d/SCsub
@@ -61,7 +61,7 @@ sources = [
"prop_2d_mesher.cpp",
"jobs/prop_2d_texture_job.cpp",
-
+
"material_cache/prop_2d_material_cache.cpp"
]
diff --git a/modules/props_2d/config.py b/modules/props_2d/config.py
index 20fc21e38..a96c2ec65 100644
--- a/modules/props_2d/config.py
+++ b/modules/props_2d/config.py
@@ -17,7 +17,7 @@ def get_doc_classes():
"Prop2DDataPortal",
"Prop2DDataTiledWall2D",
"Prop2DData",
-
+
"TiledWall2D",
"TiledWall2DData",
diff --git a/modules/props_2d/doc_classes/README.md b/modules/props_2d/doc_classes/README.md
index b1ec9058c..37ad93b6d 100644
--- a/modules/props_2d/doc_classes/README.md
+++ b/modules/props_2d/doc_classes/README.md
@@ -1 +1 @@
-Doc classes will appear here when generating
\ No newline at end of file
+Doc classes will appear here when generating
diff --git a/modules/props_2d/jobs/prop_2d_texture_job.cpp b/modules/props_2d/jobs/prop_2d_texture_job.cpp
index 09a9e674d..ae03584ae 100644
--- a/modules/props_2d/jobs/prop_2d_texture_job.cpp
+++ b/modules/props_2d/jobs/prop_2d_texture_job.cpp
@@ -171,4 +171,4 @@ void Prop2DTextureJob::execute() {
call("_execute");
}
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/props_2d/prop_2d_instance_job.cpp b/modules/props_2d/prop_2d_instance_job.cpp
index 1abd8340e..729716867 100644
--- a/modules/props_2d/prop_2d_instance_job.cpp
+++ b/modules/props_2d/prop_2d_instance_job.cpp
@@ -279,4 +279,4 @@ void Prop2DInstanceJob::execute() {
call("_execute");
}
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/props_2d/prop_2d_mesher.cpp b/modules/props_2d/prop_2d_mesher.cpp
index 59b956231..8e8ef2787 100644
--- a/modules/props_2d/prop_2d_mesher.cpp
+++ b/modules/props_2d/prop_2d_mesher.cpp
@@ -789,7 +789,7 @@ Rect2 Prop2DMesher::calculate_rect() {
if (size == 0) {
return Rect2();
- }
+ }
Rect2 rect;
diff --git a/modules/props_2d/prop_2d_scene_instance.cpp b/modules/props_2d/prop_2d_scene_instance.cpp
index 4dfd2c176..33c3369ec 100644
--- a/modules/props_2d/prop_2d_scene_instance.cpp
+++ b/modules/props_2d/prop_2d_scene_instance.cpp
@@ -63,6 +63,6 @@ void Prop2DSceneInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_scene"), &Prop2DSceneInstance::get_scene);
ClassDB::bind_method(D_METHOD("set_scene", "value"), &Prop2DSceneInstance::set_scene);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_scene", "get_scene");
-
+
ClassDB::bind_method(D_METHOD("build"), &Prop2DSceneInstance::build);
}
diff --git a/modules/props_2d/props/prop_2d_data_scene.cpp b/modules/props_2d/props/prop_2d_data_scene.cpp
index d6a89abe7..a1fc0853f 100644
--- a/modules/props_2d/props/prop_2d_data_scene.cpp
+++ b/modules/props_2d/props/prop_2d_data_scene.cpp
@@ -52,7 +52,7 @@ void Prop2DDataScene::_processor_process(Ref prop_data, Node *node,
}
l->set_scene(i->get_scene());
-
+
Prop2DDataEntry::_processor_process(prop_data, node, transform, l);
}
diff --git a/modules/rtile_map/LICENSE b/modules/rtile_map/LICENSE
index dfbc805e9..fc9c27f92 100644
--- a/modules/rtile_map/LICENSE
+++ b/modules/rtile_map/LICENSE
@@ -16,4 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/rtile_map/SCsub b/modules/rtile_map/SCsub
index 5a266a640..795e6e713 100644
--- a/modules/rtile_map/SCsub
+++ b/modules/rtile_map/SCsub
@@ -7,4 +7,4 @@ env.add_source_files(env.modules_sources,"tile_set.cpp")
if env["tools"]:
env.add_source_files(env.modules_sources, "tile_map_editor_plugin.cpp")
env.add_source_files(env.modules_sources, "tile_set_editor_plugin.cpp")
-
+
diff --git a/modules/rtile_map/config.py b/modules/rtile_map/config.py
index 75b055a88..38c998d54 100644
--- a/modules/rtile_map/config.py
+++ b/modules/rtile_map/config.py
@@ -10,4 +10,4 @@ def get_doc_classes():
]
def get_doc_path():
- return "doc_classes"
\ No newline at end of file
+ return "doc_classes"
diff --git a/modules/skeleton_editor/README.md b/modules/skeleton_editor/README.md
index a2c224bde..a791d474e 100644
--- a/modules/skeleton_editor/README.md
+++ b/modules/skeleton_editor/README.md
@@ -3,7 +3,7 @@
This is a c++ engine module for the Godot engine that contains a modularized version of TokageItLab's pr's 3.2 version from the godot engine repository, until it gets merged.
The original pr is here: https://github.com/godotengine/godot/pull/45699
-Tht 3.x version (linked in the pr itself) is here (This is the base for this module): https://github.com/TokageItLab/godot/tree/pose-edit-mode
+Tht 3.x version (linked in the pr itself) is here (This is the base for this module): https://github.com/TokageItLab/godot/tree/pose-edit-mode
I'm developing this for godot 3.x, it will probably work on earlier versions though. 4.0 is not supported.
diff --git a/modules/skeleton_editor/SCsub b/modules/skeleton_editor/SCsub
index 1cb295966..4cd534945 100644
--- a/modules/skeleton_editor/SCsub
+++ b/modules/skeleton_editor/SCsub
@@ -6,4 +6,4 @@ if env["tools"]:
env.add_source_files(env.modules_sources, "skeleton_editor_plugin.cpp")
env.add_source_files(env.modules_sources, "spatial_editor_gizmos.cpp")
env.add_source_files(env.modules_sources, "skeleton_editor_module_plugin.cpp")
-
+
diff --git a/modules/skeleton_editor/config.py b/modules/skeleton_editor/config.py
index 75b055a88..38c998d54 100644
--- a/modules/skeleton_editor/config.py
+++ b/modules/skeleton_editor/config.py
@@ -10,4 +10,4 @@ def get_doc_classes():
]
def get_doc_path():
- return "doc_classes"
\ No newline at end of file
+ return "doc_classes"
diff --git a/modules/skeleton_editor/icons/icon_editor_bone_handle.svg b/modules/skeleton_editor/icons/icon_editor_bone_handle.svg
index 7658b90f7..a6d7c3f87 100644
--- a/modules/skeleton_editor/icons/icon_editor_bone_handle.svg
+++ b/modules/skeleton_editor/icons/icon_editor_bone_handle.svg
@@ -1 +1 @@
-
\ No newline at end of file
+
diff --git a/modules/skeleton_editor/icons/icon_tool_bone_move.svg b/modules/skeleton_editor/icons/icon_tool_bone_move.svg
index b9b15eee3..20f0efe2d 100644
--- a/modules/skeleton_editor/icons/icon_tool_bone_move.svg
+++ b/modules/skeleton_editor/icons/icon_tool_bone_move.svg
@@ -1 +1 @@
-
\ No newline at end of file
+
diff --git a/modules/skeleton_editor/icons/icon_tool_bone_rest.svg b/modules/skeleton_editor/icons/icon_tool_bone_rest.svg
index ab4f915e3..a302d134d 100644
--- a/modules/skeleton_editor/icons/icon_tool_bone_rest.svg
+++ b/modules/skeleton_editor/icons/icon_tool_bone_rest.svg
@@ -1 +1 @@
-
\ No newline at end of file
+
diff --git a/modules/skeleton_editor/icons/icon_tool_bone_rotate.svg b/modules/skeleton_editor/icons/icon_tool_bone_rotate.svg
index 1c8168724..b4f23752c 100644
--- a/modules/skeleton_editor/icons/icon_tool_bone_rotate.svg
+++ b/modules/skeleton_editor/icons/icon_tool_bone_rotate.svg
@@ -1 +1 @@
-
\ No newline at end of file
+
diff --git a/modules/skeleton_editor/icons/icon_tool_bone_scale.svg b/modules/skeleton_editor/icons/icon_tool_bone_scale.svg
index b1facc404..95730f96d 100644
--- a/modules/skeleton_editor/icons/icon_tool_bone_scale.svg
+++ b/modules/skeleton_editor/icons/icon_tool_bone_scale.svg
@@ -1 +1 @@
-
\ No newline at end of file
+
diff --git a/modules/skeleton_editor/icons/icon_tool_bone_select.svg b/modules/skeleton_editor/icons/icon_tool_bone_select.svg
index 73e79a191..cc12b69a8 100644
--- a/modules/skeleton_editor/icons/icon_tool_bone_select.svg
+++ b/modules/skeleton_editor/icons/icon_tool_bone_select.svg
@@ -1 +1 @@
-
\ No newline at end of file
+
diff --git a/modules/skeleton_editor/skeleton_editor_module_plugin.cpp b/modules/skeleton_editor/skeleton_editor_module_plugin.cpp
index ac14c21a1..da4a2f078 100644
--- a/modules/skeleton_editor/skeleton_editor_module_plugin.cpp
+++ b/modules/skeleton_editor/skeleton_editor_module_plugin.cpp
@@ -40,4 +40,4 @@ void SkeletonEditorModulePlugin::_notification(int p_what) {
SpatialEditor::get_singleton()->remove_gizmo_plugin(original_plugin);
}
}
-}
\ No newline at end of file
+}
diff --git a/modules/skeleton_editor/skeleton_editor_plugin.cpp b/modules/skeleton_editor/skeleton_editor_plugin.cpp
index 8d44ad0de..63095bb15 100644
--- a/modules/skeleton_editor/skeleton_editor_plugin.cpp
+++ b/modules/skeleton_editor/skeleton_editor_plugin.cpp
@@ -1864,4 +1864,4 @@ bool ModuleSkeletonEditor::_gizmo_select(int p_index, const Vector2 &p_screenpos
se->select_gizmo_highlight_axis(-1);
return false;
-}
\ No newline at end of file
+}
diff --git a/modules/skeleton_editor/skeleton_noeditor.h b/modules/skeleton_editor/skeleton_noeditor.h
index f299da020..24d3bf015 100644
--- a/modules/skeleton_editor/skeleton_noeditor.h
+++ b/modules/skeleton_editor/skeleton_noeditor.h
@@ -2,7 +2,7 @@ In case it's needed later
+void Skeleton::_get_property_list(List *p_list) const {
for (int i = 0; i < bones.size(); i++) {
-
+
String prep = "bones/" + itos(i) + "/";
- p_list->push_back(PropertyInfo(Variant::STRING, prep + "name"));
- p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1"));
@@ -16,4 +16,4 @@ In case it's needed later
- p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_children"));
+ p_list->push_back(PropertyInfo(Variant::ARRAY, prep + "bound_children", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
}
- }
\ No newline at end of file
+ }
diff --git a/modules/terraman/.gitignore b/modules/terraman/.gitignore
index 7001be7df..00d0f2904 100644
--- a/modules/terraman/.gitignore
+++ b/modules/terraman/.gitignore
@@ -5,4 +5,4 @@
*.obj
*.pyc
*.bc
-*.os
\ No newline at end of file
+*.os
diff --git a/modules/terraman/LICENSE b/modules/terraman/LICENSE
index 01f5bc232..3cf7f3e2d 100644
--- a/modules/terraman/LICENSE
+++ b/modules/terraman/LICENSE
@@ -16,4 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/terraman/README.md b/modules/terraman/README.md
index 4c0f164a4..6e1e1c661 100644
--- a/modules/terraman/README.md
+++ b/modules/terraman/README.md
@@ -52,7 +52,7 @@ For example lod level 5 will try to get material index 5, but if you only have 3
The simplest library, just assign a material with a texture, and using the atlas_rows and atlas_culomns properties to tell the system
how the UVs should be divided.
-This is the basic Minecraft-style lib rary. Use this if you just have one texture atlas.
+This is the basic Minecraft-style lib rary. Use this if you just have one texture atlas.
### TerraLibraryMerger
@@ -95,7 +95,7 @@ You can write your own algorithm by implementing the ``` void _generate_chunk(ch
## TerraJobs
Producing just a terrain mesh for a chunk is not that hard by itself. However when you start adding layers/features
-like lod generation, collision meshes (especially since manipulating the physics server is not threadsafe),
+like lod generation, collision meshes (especially since manipulating the physics server is not threadsafe),
vertex lights, props, snapping props, props with vertex lights, etc
chunk mesh generation can quicly become a serious mess.
@@ -140,10 +140,10 @@ Since properly initializing a chunk usually takes quite a few steps that you pro
parameter was added. This means you can just call the super `_create_chunk` methods, and you won't need to worry about your chunk
getting overridden. Like:
-Note that `_create_chunk` is also responsible for initializing chunks if you have them stored inside a scene.
+Note that `_create_chunk` is also responsible for initializing chunks if you have them stored inside a scene.
This is done by `setup_chunk(shunk)` in `TerraWorld`.
-```
+```
func _create_chunk(x : int, y : int, z : int, chunk : TerraChunk) -> TerraChunk:
if !chunk:
chunk = MyChunk.new()
diff --git a/modules/terraman/SCsub b/modules/terraman/SCsub
index 4e61af64e..6dd21fd95 100644
--- a/modules/terraman/SCsub
+++ b/modules/terraman/SCsub
@@ -28,7 +28,7 @@ sources = [
"library/terrain_library.cpp",
"library/terrain_library_simple.cpp",
"library/terrain_material_cache.cpp",
-
+
"nodes/terrain_light_node.cpp",
"library/terrain_surface.cpp",
@@ -59,7 +59,7 @@ sources = [
"areas/terrain_world_area.cpp",
"world/terrain_world_editor.cpp",
-
+
"thirdparty/lz4/lz4.c",
"world/jobs/terrain_job.cpp",
diff --git a/modules/terraman/config.py b/modules/terraman/config.py
index eac7c093d..20a13f39f 100644
--- a/modules/terraman/config.py
+++ b/modules/terraman/config.py
@@ -51,7 +51,7 @@ def get_doc_classes():
"TerrainWorldMarchingCubes",
"TerrainChunkMarchingCubes",
-
+
"TerrainMesherCubic",
"TerrainWorldCubic",
"TerrainChunkCubic",
@@ -66,7 +66,7 @@ def get_doc_classes():
"TerrainEnvironmentData",
"TerrainMesherJobStep",
-
+
]
diff --git a/modules/terraman/defines.h b/modules/terraman/defines.h
index 05fa69124..fdb66b3c9 100644
--- a/modules/terraman/defines.h
+++ b/modules/terraman/defines.h
@@ -197,4 +197,4 @@ typedef class RenderingServer VS;
#endif
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/terraman/doc_classes/README.md b/modules/terraman/doc_classes/README.md
index b1ec9058c..37ad93b6d 100644
--- a/modules/terraman/doc_classes/README.md
+++ b/modules/terraman/doc_classes/README.md
@@ -1 +1 @@
-Doc classes will appear here when generating
\ No newline at end of file
+Doc classes will appear here when generating
diff --git a/modules/terraman/library/terrain_surface.h b/modules/terraman/library/terrain_surface.h
index 842045019..5be5cf3b0 100644
--- a/modules/terraman/library/terrain_surface.h
+++ b/modules/terraman/library/terrain_surface.h
@@ -55,7 +55,7 @@ public:
I_____I/
- I y
+ I y
I I
O----- x I B
/ I F I /
diff --git a/modules/terraman/meshers/terrain_mesher.h b/modules/terraman/meshers/terrain_mesher.h
index bf74fe02b..b51a85522 100644
--- a/modules/terraman/meshers/terrain_mesher.h
+++ b/modules/terraman/meshers/terrain_mesher.h
@@ -135,7 +135,7 @@ public:
bool get_is_liquid_mesher() const;
void set_is_liquid_mesher(const bool value);
-
+
void reset();
void add_chunk(Ref chunk);
diff --git a/modules/terraman/world/blocky/terrain_world_blocky.cpp b/modules/terraman/world/blocky/terrain_world_blocky.cpp
index 3839d4a94..4a931d4e7 100644
--- a/modules/terraman/world/blocky/terrain_world_blocky.cpp
+++ b/modules/terraman/world/blocky/terrain_world_blocky.cpp
@@ -115,4 +115,4 @@ TerrainWorldBlocky ::~TerrainWorldBlocky() {
}
void TerrainWorldBlocky::_bind_methods() {
-}
\ No newline at end of file
+}
diff --git a/modules/terraman/world/default/terrain_world_default.cpp b/modules/terraman/world/default/terrain_world_default.cpp
index 30189ce3e..41be6b9e4 100644
--- a/modules/terraman/world/default/terrain_world_default.cpp
+++ b/modules/terraman/world/default/terrain_world_default.cpp
@@ -350,4 +350,4 @@ void TerrainWorldDefault::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_lods"), &TerrainWorldDefault::_update_lods);
ClassDB::bind_method(D_METHOD("get_vertex_colors", "transform", "vertices", "base_light_value", "ao_strength"), &TerrainWorldDefault::get_vertex_colors, DEFVAL(0.45), DEFVAL(0.2));
-}
\ No newline at end of file
+}
diff --git a/modules/terraman/world/jobs/terrain_job.cpp b/modules/terraman/world/jobs/terrain_job.cpp
index b40d91203..601305d06 100644
--- a/modules/terraman/world/jobs/terrain_job.cpp
+++ b/modules/terraman/world/jobs/terrain_job.cpp
@@ -450,4 +450,4 @@ void TerrainJob::execute() {
call("_execute");
}
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/terraman/world/terrain_world_editor.cpp b/modules/terraman/world/terrain_world_editor.cpp
index 92cc67e6a..e287a7397 100644
--- a/modules/terraman/world/terrain_world_editor.cpp
+++ b/modules/terraman/world/terrain_world_editor.cpp
@@ -371,7 +371,7 @@ void TerrainWorldEditorPlugin::_notification(int p_what) {
case 1: { // Right.
SpatialEditor::get_singleton()->get_palette_split()->move_child(voxel_world_editor, 1);
} break;
-#else
+#else
case 0: { // Left.
SpatialEditor::get_singleton()->move_control_to_left_panel(voxel_world_editor);
} break;
diff --git a/modules/terraman_2d/.gitignore b/modules/terraman_2d/.gitignore
index 7001be7df..00d0f2904 100644
--- a/modules/terraman_2d/.gitignore
+++ b/modules/terraman_2d/.gitignore
@@ -5,4 +5,4 @@
*.obj
*.pyc
*.bc
-*.os
\ No newline at end of file
+*.os
diff --git a/modules/terraman_2d/LICENSE b/modules/terraman_2d/LICENSE
index 01f5bc232..3cf7f3e2d 100644
--- a/modules/terraman_2d/LICENSE
+++ b/modules/terraman_2d/LICENSE
@@ -16,4 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/terraman_2d/README.md b/modules/terraman_2d/README.md
index f71af5562..764c922e3 100644
--- a/modules/terraman_2d/README.md
+++ b/modules/terraman_2d/README.md
@@ -52,7 +52,7 @@ For example lod level 5 will try to get material index 5, but if you only have 3
The simplest library, just assign a material with a texture, and using the atlas_rows and atlas_culomns properties to tell the system
how the UVs should be divided.
-This is the basic Minecraft-style lib rary. Use this if you just have one texture atlas.
+This is the basic Minecraft-style lib rary. Use this if you just have one texture atlas.
### TerraLibraryMerger
@@ -95,7 +95,7 @@ You can write your own algorithm by implementing the ``` void _generate_chunk(ch
## TerraJobs
Producing just a terrain mesh for a chunk is not that hard by itself. However when you start adding layers/features
-like lod generation, collision meshes (especially since manipulating the physics server is not threadsafe),
+like lod generation, collision meshes (especially since manipulating the physics server is not threadsafe),
vertex lights, props, snapping props, props with vertex lights, etc
chunk mesh generation can quicly become a serious mess.
@@ -140,10 +140,10 @@ Since properly initializing a chunk usually takes quite a few steps that you pro
parameter was added. This means you can just call the super `_create_chunk` methods, and you won't need to worry about your chunk
getting overridden. Like:
-Note that `_create_chunk` is also responsible for initializing chunks if you have them stored inside a scene.
+Note that `_create_chunk` is also responsible for initializing chunks if you have them stored inside a scene.
This is done by `setup_chunk(shunk)` in `TerraWorld`.
-```
+```
func _create_chunk(x : int, y : int, z : int, chunk : TerraChunk) -> TerraChunk:
if !chunk:
chunk = MyChunk.new()
diff --git a/modules/terraman_2d/SCsub b/modules/terraman_2d/SCsub
index 428058c8d..492e5b957 100644
--- a/modules/terraman_2d/SCsub
+++ b/modules/terraman_2d/SCsub
@@ -28,7 +28,7 @@ sources = [
"library/terrain_2d_library.cpp",
"library/terrain_2d_library_simple.cpp",
"library/terrain_2d_material_cache.cpp",
-
+
"nodes/terrain_2d_light_node.cpp",
"library/terrain_2d_surface.cpp",
@@ -63,7 +63,7 @@ sources = [
"areas/terrain_2d_world_area.cpp",
"world/terrain_2d_world_editor.cpp",
-
+
"thirdparty/lz4/lz4.c",
"world/jobs/terrain_2d_job.cpp",
diff --git a/modules/terraman_2d/config.py b/modules/terraman_2d/config.py
index 6343e7659..4f72628bc 100644
--- a/modules/terraman_2d/config.py
+++ b/modules/terraman_2d/config.py
@@ -55,7 +55,7 @@ def get_doc_classes():
"Terrain2DWorldMarchingCubes",
"Terrain2DChunkMarchingCubes",
-
+
"Terrain2DMesherCubic",
"Terrain2DWorldCubic",
"Terrain2DChunkCubic",
@@ -70,7 +70,7 @@ def get_doc_classes():
"Terrain2DEnvironmentData",
"Terrain2DMesherJobStep",
-
+
]
diff --git a/modules/terraman_2d/defines.h b/modules/terraman_2d/defines.h
index cfcb9fe40..6d701016b 100644
--- a/modules/terraman_2d/defines.h
+++ b/modules/terraman_2d/defines.h
@@ -195,4 +195,4 @@ typedef class RenderingServer VS;
#endif
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/terraman_2d/doc_classes/README.md b/modules/terraman_2d/doc_classes/README.md
index b1ec9058c..37ad93b6d 100644
--- a/modules/terraman_2d/doc_classes/README.md
+++ b/modules/terraman_2d/doc_classes/README.md
@@ -1 +1 @@
-Doc classes will appear here when generating
\ No newline at end of file
+Doc classes will appear here when generating
diff --git a/modules/terraman_2d/meshers/isometric/terrain_2d_mesher_isometric.cpp b/modules/terraman_2d/meshers/isometric/terrain_2d_mesher_isometric.cpp
index 64861fab1..a5617f12b 100644
--- a/modules/terraman_2d/meshers/isometric/terrain_2d_mesher_isometric.cpp
+++ b/modules/terraman_2d/meshers/isometric/terrain_2d_mesher_isometric.cpp
@@ -638,7 +638,7 @@ Ref Terrain2DMesherIsometric::create_terrain_tile_collider_shape(Refset_points(points);
return sh;
diff --git a/modules/terraman_2d/world/default/terrain_2d_world_default.cpp b/modules/terraman_2d/world/default/terrain_2d_world_default.cpp
index bb2d0a2c2..68add1354 100644
--- a/modules/terraman_2d/world/default/terrain_2d_world_default.cpp
+++ b/modules/terraman_2d/world/default/terrain_2d_world_default.cpp
@@ -226,4 +226,4 @@ void Terrain2DWorldDefault::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, Terrain2DChunkDefault::BINDING_STRING_BUILD_FLAGS), "set_build_flags", "get_build_flags");
ClassDB::bind_method(D_METHOD("get_vertex_colors", "transform", "vertices", "base_light_value", "ao_strength"), &Terrain2DWorldDefault::get_vertex_colors, DEFVAL(0.45), DEFVAL(0.2));
-}
\ No newline at end of file
+}
diff --git a/modules/terraman_2d/world/isometric/terrain_2d_world_isometric.cpp b/modules/terraman_2d/world/isometric/terrain_2d_world_isometric.cpp
index 3e86913b9..243be296b 100644
--- a/modules/terraman_2d/world/isometric/terrain_2d_world_isometric.cpp
+++ b/modules/terraman_2d/world/isometric/terrain_2d_world_isometric.cpp
@@ -69,4 +69,4 @@ Terrain2DWorldIsometric ::~Terrain2DWorldIsometric() {
}
void Terrain2DWorldIsometric::_bind_methods() {
-}
\ No newline at end of file
+}
diff --git a/modules/terraman_2d/world/jobs/terrain_2d_job.cpp b/modules/terraman_2d/world/jobs/terrain_2d_job.cpp
index 0cc113b8d..5e1d2f906 100644
--- a/modules/terraman_2d/world/jobs/terrain_2d_job.cpp
+++ b/modules/terraman_2d/world/jobs/terrain_2d_job.cpp
@@ -425,4 +425,4 @@ void Terrain2DJob::execute() {
call("_execute");
}
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/terraman_2d/world/simple/terrain_2d_world_simple.cpp b/modules/terraman_2d/world/simple/terrain_2d_world_simple.cpp
index 3adc5477b..10c317ed1 100644
--- a/modules/terraman_2d/world/simple/terrain_2d_world_simple.cpp
+++ b/modules/terraman_2d/world/simple/terrain_2d_world_simple.cpp
@@ -69,4 +69,4 @@ Terrain2DWorldSimple ::~Terrain2DWorldSimple() {
}
void Terrain2DWorldSimple::_bind_methods() {
-}
\ No newline at end of file
+}
diff --git a/modules/terraman_2d/world/terrain_2d_world_editor.cpp b/modules/terraman_2d/world/terrain_2d_world_editor.cpp
index 000dddbe0..17d10434d 100644
--- a/modules/terraman_2d/world/terrain_2d_world_editor.cpp
+++ b/modules/terraman_2d/world/terrain_2d_world_editor.cpp
@@ -373,7 +373,7 @@ void Terrain2DWorldEditorPlugin::_notification(int p_what) {
case 1: { // Right.
SpatialEditor::get_singleton()->get_palette_split()->move_child(voxel_world_editor, 1);
} break;
-#else
+#else
case 0: { // Left.
SpatialEditor::get_singleton()->move_control_to_left_panel(voxel_world_editor);
} break;
diff --git a/modules/texture_packer/README.md b/modules/texture_packer/README.md
index f2d597560..226adedfe 100644
--- a/modules/texture_packer/README.md
+++ b/modules/texture_packer/README.md
@@ -8,12 +8,12 @@ It uses the legacy version of [rectpack2D](https://github.com/TeamHypersomnia/re
It should work on all platforms.
-It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
+It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
check whether it works from time to time.
# Pre-built binaries
-You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
+You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
repo, should you want to. It contains all my modules.
# Building
@@ -53,14 +53,14 @@ Supports filters, custom background color, margins.
### The keep_original_atlases option:
-If you set this to true, and then add AtlasTextures, TexturePacker will change these ones (the ones you actually added)
+If you set this to true, and then add AtlasTextures, TexturePacker will change these ones (the ones you actually added)
after the bake.
You can use this to bake gui textures together, without changing the resources everywhere at runtime.
Think of rpgs, when you have a huge number of potential icons that the player can put on his or her actionbars.
You can take look at Tales of Maj'Eyal or pretty much every actually complex MMORPGs as an example.
-Note: Doing something like this in only recommended, if you can't pre-make the atlases (or it's really unfeasible), you are better off
+Note: Doing something like this in only recommended, if you can't pre-make the atlases (or it's really unfeasible), you are better off
making the atlases yourself during development.
## TextureMerger
@@ -92,7 +92,7 @@ change to the first added texture's size.
add_texture looks like this:
-```
+```
void add_texture(Ref p_texture, Color p_color = Color(1, 1, 1, 1), Vector2 p_position = Vector2(), Rect2 p_rect = Rect2());
```
@@ -101,5 +101,5 @@ With the position parameter you can offset your texture (in the resulted texture
There are setters to manipulate the added data later.
-After the merge, you can either use `get_result_as_texture()` (it creates an ImageTexture on the fly), or the `data` property to
+After the merge, you can either use `get_result_as_texture()` (it creates an ImageTexture on the fly), or the `data` property to
grab the resulting Image.
diff --git a/modules/texture_packer/rectpack2D/README.md b/modules/texture_packer/rectpack2D/README.md
index 9dae52977..f9fca7840 100644
--- a/modules/texture_packer/rectpack2D/README.md
+++ b/modules/texture_packer/rectpack2D/README.md
@@ -10,14 +10,14 @@ No crashes so far and works quite fast.
Copied from: http://gamedev.stackexchange.com/a/34193/16982
-[This algorithm][1] should meet every gamedeving needs.
-It's very, very efficient, lightweight, and I've myself improved it with searching the best possible sorting function
-(whether it's by area, perimeter, width, height, max(width, height))
+[This algorithm][1] should meet every gamedeving needs.
+It's very, very efficient, lightweight, and I've myself improved it with searching the best possible sorting function
+(whether it's by area, perimeter, width, height, max(width, height))
and the best possible bin size so **you don't have to hardcode the width/height yourself anymore**.
It's also easy to design it so it automatically portions out your rectangles into more bins
if one with fixed maximum size is not sufficient, so you probably want to pass all your textures to it
-and pass a maximum texture size as the value for maximum bins' dimension, and BAM !
+and pass a maximum texture size as the value for maximum bins' dimension, and BAM !
You have your texture atlases ready to be uploaded to GPU. Same goes for font packing.
400 random rectangles, automatically divided into 3 bins of maximum 400x400 size:
diff --git a/modules/texture_packer/rectpack2D/pack.cpp b/modules/texture_packer/rectpack2D/pack.cpp
index 47676cf1c..807101dd8 100644
--- a/modules/texture_packer/rectpack2D/pack.cpp
+++ b/modules/texture_packer/rectpack2D/pack.cpp
@@ -46,7 +46,7 @@ int discard_step = 128;
For every sorting function, algorithm will perform packing attempts beginning with a bin with width and height equal to max_side,
and decreasing its dimensions if it finds out that rectangles did actually fit, increasing otherwise.
Although, it's doing that in sort of binary search manner, so for every comparing function it will perform at most log2(max_side) packing attempts looking for the smallest possible bin size.
-discard_step = 128 means that the algorithm will break of the searching loop if the rectangles fit but "it may be possible to fit them in a bin smaller by 128"
+discard_step = 128 means that the algorithm will break of the searching loop if the rectangles fit but "it may be possible to fit them in a bin smaller by 128"
the bigger the value, the sooner the algorithm will finish but the rectangles will be packed less tightly.
use discard_step = 1 for maximum tightness.
diff --git a/modules/thread_pool/.gitignore b/modules/thread_pool/.gitignore
index 7001be7df..00d0f2904 100644
--- a/modules/thread_pool/.gitignore
+++ b/modules/thread_pool/.gitignore
@@ -5,4 +5,4 @@
*.obj
*.pyc
*.bc
-*.os
\ No newline at end of file
+*.os
diff --git a/modules/thread_pool/LICENSE b/modules/thread_pool/LICENSE
index dbb66238d..3d1b95ed8 100644
--- a/modules/thread_pool/LICENSE
+++ b/modules/thread_pool/LICENSE
@@ -16,4 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/thread_pool/README.md b/modules/thread_pool/README.md
index 8c19a2ec3..147fa53e8 100644
--- a/modules/thread_pool/README.md
+++ b/modules/thread_pool/README.md
@@ -2,22 +2,22 @@
A c++ Godot engine module, that will help you with threading.
-It can also work if threads are not available (like on the javascript backend), in this case it runs jobs on the
-main thread. Jobs themselves can also distribute their work onto multiple frames, and you can set how much time
+It can also work if threads are not available (like on the javascript backend), in this case it runs jobs on the
+main thread. Jobs themselves can also distribute their work onto multiple frames, and you can set how much time
is allocated per frame.
You can access it's setting from the `Project->Project Settings...` menu, in the `ThreadPool` category.
# Pre-built binaries
-You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
+You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
repo, should you want to. It contains all my modules.
# ThreadPoolJob
Contains a job that can run on different threads.
-A job is only considered finished, if you set the 'complete' property to 'true'. If multiple threads are available,
+A job is only considered finished, if you set the 'complete' property to 'true'. If multiple threads are available,
the system will not check for this though, because there is no need.
If you want to support envioronments that doesn't have threading, you can use:
@@ -69,7 +69,7 @@ func _execute():
#The heavy calculation finished, increment counters
should_do()
-
+
if should_return():
return
diff --git a/modules/ui_extensions/LICENSE b/modules/ui_extensions/LICENSE
index 01f5bc232..3cf7f3e2d 100644
--- a/modules/ui_extensions/LICENSE
+++ b/modules/ui_extensions/LICENSE
@@ -16,4 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/ui_extensions/README.md b/modules/ui_extensions/README.md
index a87a68842..809fde2b7 100644
--- a/modules/ui_extensions/README.md
+++ b/modules/ui_extensions/README.md
@@ -2,12 +2,12 @@
This is a c++ engine module for the Godot engine, containing smaller utilities.
-It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
+It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
check whether it works from time to time.
# Pre-built binaries
-You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
+You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
repo, should you want to. It contains all my modules.
# TouchButton
@@ -18,7 +18,7 @@ A `Control` based button, that handles multitouch properly.
An `inputEventKey` implementation, that matches actions exactly.
-For example with the default godot implementation if you have an action that gets triggered
+For example with the default godot implementation if you have an action that gets triggered
with the key `E` then `Ctrl-E` will also trigger it.
This has the side effect, that if you bind an action to `E`, and an another one to `Ctrl-E`,
@@ -31,17 +31,17 @@ However, you do need to replace normal input events at startup like this:
```
func _ready():
var actions : Array = InputMap.get_actions()
-
+
for action in actions:
var acts : Array = InputMap.get_action_list(action)
-
+
for i in range(len(acts)):
var a = acts[i]
if a is InputEventKey:
var nie : BSInputEventKey = BSInputEventKey.new()
nie.from_input_event_key(a as InputEventKey)
acts[i] = nie
-
+
InputMap.action_erase_event(action, a)
InputMap.action_add_event(action, nie)
diff --git a/modules/ui_extensions/config.py b/modules/ui_extensions/config.py
index db8c39311..cb2d404f6 100644
--- a/modules/ui_extensions/config.py
+++ b/modules/ui_extensions/config.py
@@ -12,4 +12,4 @@ def get_doc_classes():
]
def get_doc_path():
- return "doc_classes"
\ No newline at end of file
+ return "doc_classes"
diff --git a/modules/voxelman/.gitignore b/modules/voxelman/.gitignore
index 7001be7df..00d0f2904 100644
--- a/modules/voxelman/.gitignore
+++ b/modules/voxelman/.gitignore
@@ -5,4 +5,4 @@
*.obj
*.pyc
*.bc
-*.os
\ No newline at end of file
+*.os
diff --git a/modules/voxelman/LICENSE b/modules/voxelman/LICENSE
index e4b4927fb..289277d28 100644
--- a/modules/voxelman/LICENSE
+++ b/modules/voxelman/LICENSE
@@ -16,4 +16,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.
\ No newline at end of file
+SOFTWARE.
diff --git a/modules/voxelman/README.md b/modules/voxelman/README.md
index 055f3cb97..619243b15 100644
--- a/modules/voxelman/README.md
+++ b/modules/voxelman/README.md
@@ -49,7 +49,7 @@ For example lod level 5 will try to get material index 5, but if you only have 3
The simplest library, just assign a material with a texture, and using the atlas_rows and atlas_culomns properties to tell the system
how the UVs should be divided.
-This is the basic Minecraft-style lib rary. Use this if you just have one texture atlas.
+This is the basic Minecraft-style lib rary. Use this if you just have one texture atlas.
### VoxelLibraryMerger
@@ -101,7 +101,7 @@ You can write your own algorithm by implementing the ``` void _generate_chunk(ch
## VoxelJobs
Producing just a terrain mesh for a chunk is not that hard by itself. However when you start adding layers/features
-like lod generation, collision meshes (especially since manipulating the physics server is not threadsafe),
+like lod generation, collision meshes (especially since manipulating the physics server is not threadsafe),
vertex lights, props, snapping props, props with vertex lights, etc
chunk mesh generation can quicly become a serious mess.
@@ -146,10 +146,10 @@ Since properly initializing a chunk usually takes quite a few steps that you pro
parameter was added. This means you can just call the super `_create_chunk` methods, and you won't need to worry about your chunk
getting overridden. Like:
-Note that `_create_chunk` is also responsible for initializing chunks if you have them stored inside a scene.
+Note that `_create_chunk` is also responsible for initializing chunks if you have them stored inside a scene.
This is done by `setup_chunk(shunk)` in `VoxelWorld`.
-```
+```
func _create_chunk(x : int, y : int, z : int, chunk : VoxelChunk) -> VoxelChunk:
if !chunk:
chunk = MyChunk.new()
diff --git a/modules/voxelman/SCsub b/modules/voxelman/SCsub
index 123dcd975..dcaceb485 100644
--- a/modules/voxelman/SCsub
+++ b/modules/voxelman/SCsub
@@ -27,7 +27,7 @@ sources = [
"library/voxel_library.cpp",
"library/voxel_library_simple.cpp",
-
+
"nodes/voxel_light_node.cpp",
"library/voxel_surface.cpp",
@@ -73,7 +73,7 @@ sources = [
"areas/world_area.cpp",
"world/voxel_world_editor.cpp",
-
+
"thirdparty/lz4/lz4.c",
"world/jobs/voxel_job.cpp",
diff --git a/modules/voxelman/defines.h b/modules/voxelman/defines.h
index 2f8184261..e465d40cc 100644
--- a/modules/voxelman/defines.h
+++ b/modules/voxelman/defines.h
@@ -125,4 +125,4 @@ typedef class RenderingServer VS;
#define VREMOVE remove
#endif
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/voxelman/library/voxel_surface.h b/modules/voxelman/library/voxel_surface.h
index 324d28eb9..6ef81759d 100644
--- a/modules/voxelman/library/voxel_surface.h
+++ b/modules/voxelman/library/voxel_surface.h
@@ -55,7 +55,7 @@ public:
I_____I/
- I y
+ I y
I I
O----- x I B
/ I F I /
diff --git a/modules/voxelman/world/blocky/voxel_world_blocky.cpp b/modules/voxelman/world/blocky/voxel_world_blocky.cpp
index 3a3b3f80d..72da0c302 100644
--- a/modules/voxelman/world/blocky/voxel_world_blocky.cpp
+++ b/modules/voxelman/world/blocky/voxel_world_blocky.cpp
@@ -124,4 +124,4 @@ VoxelWorldBlocky ::~VoxelWorldBlocky() {
}
void VoxelWorldBlocky::_bind_methods() {
-}
\ No newline at end of file
+}
diff --git a/modules/voxelman/world/cubic/voxel_world_cubic.cpp b/modules/voxelman/world/cubic/voxel_world_cubic.cpp
index cf6db86eb..d2ac7c151 100644
--- a/modules/voxelman/world/cubic/voxel_world_cubic.cpp
+++ b/modules/voxelman/world/cubic/voxel_world_cubic.cpp
@@ -125,4 +125,4 @@ VoxelWorldCubic ::~VoxelWorldCubic() {
}
void VoxelWorldCubic::_bind_methods() {
-}
\ No newline at end of file
+}
diff --git a/modules/voxelman/world/default/voxel_world_default.cpp b/modules/voxelman/world/default/voxel_world_default.cpp
index 9a4c37bb1..65c372c7a 100644
--- a/modules/voxelman/world/default/voxel_world_default.cpp
+++ b/modules/voxelman/world/default/voxel_world_default.cpp
@@ -372,4 +372,4 @@ void VoxelWorldDefault::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_lods"), &VoxelWorldDefault::_update_lods);
ClassDB::bind_method(D_METHOD("get_vertex_colors", "transform", "vertices", "base_light_value", "ao_strength"), &VoxelWorldDefault::get_vertex_colors, DEFVAL(0.45), DEFVAL(0.2));
-}
\ No newline at end of file
+}
diff --git a/modules/voxelman/world/jobs/voxel_job.cpp b/modules/voxelman/world/jobs/voxel_job.cpp
index 3e6b694b5..d0e8eb617 100644
--- a/modules/voxelman/world/jobs/voxel_job.cpp
+++ b/modules/voxelman/world/jobs/voxel_job.cpp
@@ -502,4 +502,4 @@ void VoxelJob::execute() {
#endif
}
-#endif
\ No newline at end of file
+#endif
diff --git a/modules/voxelman/world/marching_cubes/voxel_world_marching_cubes.cpp b/modules/voxelman/world/marching_cubes/voxel_world_marching_cubes.cpp
index b6d263b95..fd440c6bb 100644
--- a/modules/voxelman/world/marching_cubes/voxel_world_marching_cubes.cpp
+++ b/modules/voxelman/world/marching_cubes/voxel_world_marching_cubes.cpp
@@ -166,4 +166,4 @@ VoxelWorldMarchingCubes ::~VoxelWorldMarchingCubes() {
}
void VoxelWorldMarchingCubes::_bind_methods() {
-}
\ No newline at end of file
+}
diff --git a/scene/3d/room_manager.cpp b/scene/3d/room_manager.cpp
index 9b6eec820..9b7927f34 100644
--- a/scene/3d/room_manager.cpp
+++ b/scene/3d/room_manager.cpp
@@ -1723,7 +1723,7 @@ bool RoomManager::_bound_findpoints_geom_instance(GeometryInstance *p_gi, Vector
// it can fail once mesh min is larger than FLT_MAX / 2.
r_aabb.position = Vector3(FLT_MAX / 2, FLT_MAX / 2, FLT_MAX / 2);
r_aabb.size = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
-
+
// multimesh
MultiMeshInstance *mmi = Object::cast_to(p_gi);
if (mmi) {
diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp
index 9605f1bd9..88bf90cea 100644
--- a/scene/3d/skeleton.cpp
+++ b/scene/3d/skeleton.cpp
@@ -967,4 +967,4 @@ void Skeleton::remove_bone(const int p_bone_idx) {
property_list_changed_notify();
_make_dirty();
update_gizmo();
-}
\ No newline at end of file
+}
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index e53e45d94..475153166 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -3280,7 +3280,7 @@ void Viewport::_bind_methods() {
ClassDB::bind_method(D_METHOD("_own_world_changed"), &Viewport::_own_world_changed);
ClassDB::bind_method(D_METHOD("_process_picking", "ignore_paused"), &Viewport::_process_picking);
-
+
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "size_override_stretch"), "set_size_override_stretch", "is_size_override_stretch_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "own_world"), "set_use_own_world", "is_using_own_world");
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index 84276d0a7..36782a753 100644
--- a/servers/visual/rasterizer.h
+++ b/servers/visual/rasterizer.h
@@ -777,7 +777,7 @@ public:
RID normal_map;
CommandMultiMesh() { type = TYPE_MULTIMESH; }
};
-
+
struct CommandCircle : public Command {
Point2 pos;
float radius;
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index ed616458a..e1f449e71 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -582,7 +582,7 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base) {
reflection_probe->instance = VSG::scene_render->reflection_probe_instance_create(p_base);
} break;
-
+
default: {
}
}
@@ -2001,7 +2001,7 @@ void VisualServerScene::_update_dirty_instance(Instance *p_instance) {
if (mat.is_valid() && VSG::storage->material_is_animated(mat)) {
is_animated = true;
}
- }
+ }
}
if (p_instance->material_overlay.is_valid()) {
diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp
index 80f2e8827..1707870b3 100644
--- a/servers/visual_server.cpp
+++ b/servers/visual_server.cpp
@@ -2294,7 +2294,7 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE);
BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
-
+
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_VERTICAL);