Clang-format everything.

This commit is contained in:
Relintai 2024-04-21 15:27:36 +02:00
parent 3dcdcf0467
commit f09ab537e0
65 changed files with 275 additions and 284 deletions

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@ -2,11 +2,12 @@
/* locales.h */ /* locales.h */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* GODOT ENGINE */ /* PANDEMONIUM ENGINE */
/* https://godotengine.org */ /* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */

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@ -699,7 +699,6 @@ public:
return bdata.vertices.request(); return bdata.vertices.request();
} }
protected: protected:
virtual void _update_texture_rect_animation(RasterizerCanvas::Item::CommandRectAnimation *p_item) {} virtual void _update_texture_rect_animation(RasterizerCanvas::Item::CommandRectAnimation *p_item) {}
@ -3247,7 +3246,6 @@ PREAMBLE(bool)::_sort_items_match(const BSortItem &p_a, const BSortItem &p_b) co
// if (a->commands.size() != 1) // if (a->commands.size() != 1)
// return false; // return false;
// p_a's type is already checked outside to be these // p_a's type is already checked outside to be these
//const RasterizerCanvas::Item::Command &cb = *b->commands[0]; //const RasterizerCanvas::Item::Command &cb = *b->commands[0];
//if ((cb.type != RasterizerCanvas::Item::Command::TYPE_RECT) && (cb.type != RasterizerCanvas::Item::Command::TYPE_MULTIRECT) && (cb.type != RasterizerCanvas::Item::Command::TYPE_RECT_ANIMATION)) { //if ((cb.type != RasterizerCanvas::Item::Command::TYPE_RECT) && (cb.type != RasterizerCanvas::Item::Command::TYPE_MULTIRECT) && (cb.type != RasterizerCanvas::Item::Command::TYPE_RECT_ANIMATION)) {

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@ -2,11 +2,12 @@
/* editor_locale_dialog.cpp */ /* editor_locale_dialog.cpp */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* GODOT ENGINE */ /* PANDEMONIUM ENGINE */
/* https://godotengine.org */ /* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */
@ -34,10 +35,10 @@
#include "editor/editor_node.h" #include "editor/editor_node.h"
#include "editor/editor_scale.h" #include "editor/editor_scale.h"
#include "scene/gui/check_button.h" #include "scene/gui/check_button.h"
#include "scene/gui/label.h"
#include "scene/gui/line_edit.h" #include "scene/gui/line_edit.h"
#include "scene/gui/option_button.h" #include "scene/gui/option_button.h"
#include "scene/gui/tree.h" #include "scene/gui/tree.h"
#include "scene/gui/label.h"
void EditorLocaleDialog::_bind_methods() { void EditorLocaleDialog::_bind_methods() {
ClassDB::bind_method(D_METHOD("_filter_mode_changed"), &EditorLocaleDialog::_filter_mode_changed); ClassDB::bind_method(D_METHOD("_filter_mode_changed"), &EditorLocaleDialog::_filter_mode_changed);

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@ -2,11 +2,12 @@
/* editor_locale_dialog.h */ /* editor_locale_dialog.h */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* GODOT ENGINE */ /* PANDEMONIUM ENGINE */
/* https://godotengine.org */ /* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/ /*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */

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@ -57,13 +57,13 @@
#include "editor/create_dialog.h" #include "editor/create_dialog.h"
#include "editor/editor_data.h" #include "editor/editor_data.h"
#include "editor/editor_file_dialog.h" #include "editor/editor_file_dialog.h"
#include "editor/editor_locale_dialog.h"
#include "editor/editor_plugin.h" #include "editor/editor_plugin.h"
#include "editor/editor_resource_picker.h" #include "editor/editor_resource_picker.h"
#include "editor/editor_settings.h" #include "editor/editor_settings.h"
#include "editor/editor_spin_slider.h" #include "editor/editor_spin_slider.h"
#include "editor/property_selector.h" #include "editor/property_selector.h"
#include "editor/scene_tree_editor.h" #include "editor/scene_tree_editor.h"
#include "editor/editor_locale_dialog.h"
#include "editor_node.h" #include "editor_node.h"
#include "editor_properties_array_dict.h" #include "editor_properties_array_dict.h"
#include "editor_scale.h" #include "editor_scale.h"

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@ -56,8 +56,8 @@
#include "editor/editor_export.h" #include "editor/editor_export.h"
#include "editor/editor_file_dialog.h" #include "editor/editor_file_dialog.h"
#include "editor/editor_inspector.h" #include "editor/editor_inspector.h"
#include "editor/editor_node.h"
#include "editor/editor_locale_dialog.h" #include "editor/editor_locale_dialog.h"
#include "editor/editor_node.h"
#include "editor/editor_plugin_settings.h" #include "editor/editor_plugin_settings.h"
#include "editor/editor_scale.h" #include "editor/editor_scale.h"
#include "editor/editor_sectioned_inspector.h" #include "editor/editor_sectioned_inspector.h"

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@ -68,9 +68,9 @@
#include "editor/dictionary_property_edit.h" #include "editor/dictionary_property_edit.h"
#include "editor/editor_data.h" #include "editor/editor_data.h"
#include "editor/editor_file_dialog.h" #include "editor/editor_file_dialog.h"
#include "editor/editor_locale_dialog.h"
#include "editor/editor_node.h" #include "editor/editor_node.h"
#include "editor/editor_scale.h" #include "editor/editor_scale.h"
#include "editor/editor_locale_dialog.h"
#include "editor/editor_settings.h" #include "editor/editor_settings.h"
#include "editor/filesystem_dock.h" #include "editor/filesystem_dock.h"
#include "editor/property_selector.h" #include "editor/property_selector.h"

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@ -52,9 +52,9 @@
#include "editor/node_dock.h" #include "editor/node_dock.h"
#include "editor/plugins/animation_player_editor_plugin.h" #include "editor/plugins/animation_player_editor_plugin.h"
#include "editor/plugins/canvas_item_editor_plugin.h" #include "editor/plugins/canvas_item_editor_plugin.h"
#include "scene/3d/lod_manager.h"
#include "scene/animation/animation_player.h" #include "scene/animation/animation_player.h"
#include "scene/gui/box_container.h" #include "scene/gui/box_container.h"
#include "scene/3d/lod_manager.h"
#include "scene/gui/label.h" #include "scene/gui/label.h"
#include "scene/gui/line_edit.h" #include "scene/gui/line_edit.h"
#include "scene/gui/texture_rect.h" #include "scene/gui/texture_rect.h"

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@ -37,8 +37,8 @@
#include "editor/editor_resource_preview.h" #include "editor/editor_resource_preview.h"
#include "editor/editor_scale.h" #include "editor/editor_scale.h"
#include "editor/editor_settings.h" #include "editor/editor_settings.h"
#include "editor/plugins/canvas_item_editor_plugin.h"
#include "editor/multi_node_edit.h" #include "editor/multi_node_edit.h"
#include "editor/plugins/canvas_item_editor_plugin.h"
#include "core/object/undo_redo.h" #include "core/object/undo_redo.h"
@ -3797,7 +3797,6 @@ void LayeredTileMapLayerEditor::_node_change(Node *p_node) {
p_node->is_inside_tree() && p_node->get_tree()->get_edited_scene_root() && p_node->is_inside_tree() && p_node->get_tree()->get_edited_scene_root() &&
p_node->get_tree()->get_edited_scene_root()->get_parent()->is_a_parent_of(p_node) && p_node->get_tree()->get_edited_scene_root()->get_parent()->is_a_parent_of(p_node) &&
Object::cast_to<LayeredTileMapLayer>(p_node)) { Object::cast_to<LayeredTileMapLayer>(p_node)) {
layers_in_scene_list_cache_needs_update = true; layers_in_scene_list_cache_needs_update = true;
} }
} }
@ -4311,7 +4310,6 @@ void LayeredTileMapLayerEditor::_layers_select_next_or_previous(bool p_next) {
en->get_editor_selection()->clear(); en->get_editor_selection()->clear();
en->get_editor_selection()->add_node(new_selected_layer); en->get_editor_selection()->add_node(new_selected_layer);
} else { } else {
edit(new_selected_layer); edit(new_selected_layer);
} }
} }

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@ -41,6 +41,7 @@
#include "editor/editor_node.h" #include "editor/editor_node.h"
#include "editor/editor_scale.h" #include "editor/editor_scale.h"
#include "editor/editor_settings.h" #include "editor/editor_settings.h"
#include "editor/multi_node_edit.h"
#include "editor/plugins/canvas_item_editor_plugin.h" #include "editor/plugins/canvas_item_editor_plugin.h"
#include "scene/gui/box_container.h" #include "scene/gui/box_container.h"
#include "scene/gui/button.h" #include "scene/gui/button.h"
@ -49,7 +50,6 @@
#include "scene/main/control.h" #include "scene/main/control.h"
#include "scene/main/viewport.h" #include "scene/main/viewport.h"
#include "scene/resources/texture.h" #include "scene/resources/texture.h"
#include "editor/multi_node_edit.h"
LayeredTilesEditorUtils *LayeredTilesEditorUtils::singleton = nullptr; LayeredTilesEditorUtils *LayeredTilesEditorUtils::singleton = nullptr;
LayeredTileMapEditorPlugin *tile_map_plugin_singleton = nullptr; LayeredTileMapEditorPlugin *tile_map_plugin_singleton = nullptr;

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@ -46,7 +46,6 @@ bool LayeredTileMap2DNavigationGeometryParser2D::parses_node(Node *p_node) {
} }
void LayeredTileMap2DNavigationGeometryParser2D::parse_geometry(Node *p_node, Ref<NavigationPolygon> p_navigation_polygon, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry) { void LayeredTileMap2DNavigationGeometryParser2D::parse_geometry(Node *p_node, Ref<NavigationPolygon> p_navigation_polygon, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry) {
LayeredTileMap *tilemap = Object::cast_to<LayeredTileMap>(p_node); LayeredTileMap *tilemap = Object::cast_to<LayeredTileMap>(p_node);
NavigationPolygon::ParsedGeometryType parsed_geometry_type = p_navigation_polygon->get_parsed_geometry_type(); NavigationPolygon::ParsedGeometryType parsed_geometry_type = p_navigation_polygon->get_parsed_geometry_type();
uint32_t navigation_polygon_collision_mask = p_navigation_polygon->get_collision_mask(); uint32_t navigation_polygon_collision_mask = p_navigation_polygon->get_collision_mask();

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@ -33,9 +33,9 @@
#include "core/config/engine.h" #include "core/config/engine.h"
#include "core/core_string_names.h" #include "core/core_string_names.h"
#include "core/io/marshalls.h"
#include "layered_tile_map_layer.h" #include "layered_tile_map_layer.h"
#include "scene/main/control.h" #include "scene/main/control.h"
#include "core/io/marshalls.h"
#define TILEMAP_CALL_FOR_LAYER(layer, function, ...) \ #define TILEMAP_CALL_FOR_LAYER(layer, function, ...) \
if (layer < 0) { \ if (layer < 0) { \

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@ -1883,7 +1883,6 @@ void LayeredTileMapLayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_navigation_visibility_mode", "show_navigation"), &LayeredTileMapLayer::set_navigation_visibility_mode); ClassDB::bind_method(D_METHOD("set_navigation_visibility_mode", "show_navigation"), &LayeredTileMapLayer::set_navigation_visibility_mode);
ClassDB::bind_method(D_METHOD("get_navigation_visibility_mode"), &LayeredTileMapLayer::get_navigation_visibility_mode); ClassDB::bind_method(D_METHOD("get_navigation_visibility_mode"), &LayeredTileMapLayer::get_navigation_visibility_mode);
BIND_VMETHOD(MethodInfo(Variant::BOOL, "_use_tile_data_runtime_update", BIND_VMETHOD(MethodInfo(Variant::BOOL, "_use_tile_data_runtime_update",
PropertyInfo(Variant::VECTOR2I, "coords"))); PropertyInfo(Variant::VECTOR2I, "coords")));
@ -2498,7 +2497,6 @@ Rect2i LayeredTileMapLayer::get_used_rect() const {
return used_rect_cache; return used_rect_cache;
} }
Ref<LayeredTileMapPattern> LayeredTileMapLayer::get_pattern(PoolVector2iArray p_coords_array) { Ref<LayeredTileMapPattern> LayeredTileMapLayer::get_pattern(PoolVector2iArray p_coords_array) {
ERR_FAIL_COND_V(!tile_set.is_valid(), nullptr); ERR_FAIL_COND_V(!tile_set.is_valid(), nullptr);

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@ -1509,7 +1509,6 @@ LayeredTileMapCell LayeredTileSet::get_random_tile_from_terrains_pattern(int p_t
ERR_FAIL_V(LayeredTileMapCell()); ERR_FAIL_V(LayeredTileMapCell());
} }
Vector<Vector2> LayeredTileSet::get_tile_shape_polygon() const { Vector<Vector2> LayeredTileSet::get_tile_shape_polygon() const {
Vector<Vector2> points; Vector<Vector2> points;
if (tile_shape == LayeredTileSet::TILE_SHAPE_SQUARE) { if (tile_shape == LayeredTileSet::TILE_SHAPE_SQUARE) {

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@ -34,8 +34,8 @@
#include "geometry_parser/layered_tilemap_navigation_geometry_parser_2d.h" #include "geometry_parser/layered_tilemap_navigation_geometry_parser_2d.h"
#include "servers/navigation/navigation_mesh_generator.h" #include "servers/navigation/navigation_mesh_generator.h"
#include "layered_tile_map_layer.h"
#include "layered_tile_map.h" #include "layered_tile_map.h"
#include "layered_tile_map_layer.h"
#include "layered_tile_set.h" #include "layered_tile_set.h"
#ifdef TOOLS_ENABLED #ifdef TOOLS_ENABLED

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@ -1,5 +1,5 @@
/*************************************************************************/ /*************************************************************************/
/* prop.cpp */ /* prop_light.cpp */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* PANDEMONIUM ENGINE */ /* PANDEMONIUM ENGINE */

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@ -2,7 +2,7 @@
#define VERTEX_LIGHT_2D_H #define VERTEX_LIGHT_2D_H
/*************************************************************************/ /*************************************************************************/
/* vertex_2d.h */ /* vertex_light_2d.h */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* PANDEMONIUM ENGINE */ /* PANDEMONIUM ENGINE */

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@ -1,5 +1,5 @@
/*************************************************************************/ /*************************************************************************/
/* vertex_light_2d.cpp */ /* vertex_light_2d_environment.cpp */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* PANDEMONIUM ENGINE */ /* PANDEMONIUM ENGINE */

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@ -2,7 +2,7 @@
#define VERTEX_LIGHT_2D_ENVIRONMENT_H #define VERTEX_LIGHT_2D_ENVIRONMENT_H
/*************************************************************************/ /*************************************************************************/
/* vertex_2d.h */ /* vertex_light_2d_environment.h */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* PANDEMONIUM ENGINE */ /* PANDEMONIUM ENGINE */

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@ -1,5 +1,5 @@
/*************************************************************************/ /*************************************************************************/
/* vertex_lights_2d.cpp */ /* vertex_lights_2d_server.cpp */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* PANDEMONIUM ENGINE */ /* PANDEMONIUM ENGINE */

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@ -2,7 +2,7 @@
#define VERTEX_LIGHT_2D_SERVER_H #define VERTEX_LIGHT_2D_SERVER_H
/*************************************************************************/ /*************************************************************************/
/* vertex_lights_2d.h */ /* vertex_lights_2d_server.h */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* PANDEMONIUM ENGINE */ /* PANDEMONIUM ENGINE */

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@ -2,7 +2,7 @@
#define VERTEX_LIGHT_3D_H #define VERTEX_LIGHT_3D_H
/*************************************************************************/ /*************************************************************************/
/* vertex_3d.h */ /* vertex_light_3d.h */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* PANDEMONIUM ENGINE */ /* PANDEMONIUM ENGINE */

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@ -1,5 +1,5 @@
/*************************************************************************/ /*************************************************************************/
/* vertex_light_3d.cpp */ /* vertex_light_3d_environment.cpp */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* PANDEMONIUM ENGINE */ /* PANDEMONIUM ENGINE */

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@ -2,7 +2,7 @@
#define VERTEX_LIGHT_3D_ENVIRONMENT_H #define VERTEX_LIGHT_3D_ENVIRONMENT_H
/*************************************************************************/ /*************************************************************************/
/* vertex_3d.h */ /* vertex_light_3d_environment.h */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* PANDEMONIUM ENGINE */ /* PANDEMONIUM ENGINE */

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@ -57,7 +57,6 @@ Color VertexLights3DServer::VertexLightQuadrant3D::sample_light_value(const Colo
continue; continue;
} }
Vector3 light_to_pos = p_position - l->position; Vector3 light_to_pos = p_position - l->position;
Vector3 light_to_pos_normal_space = light_to_pos; Vector3 light_to_pos_normal_space = light_to_pos;

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@ -1,5 +1,5 @@
/*************************************************************************/ /*************************************************************************/
/* vertex_lights_3d.cpp */ /* vertex_lights_3d_server.cpp */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* PANDEMONIUM ENGINE */ /* PANDEMONIUM ENGINE */

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@ -2,7 +2,7 @@
#define VERTEX_LIGHT_3D_SERVER_H #define VERTEX_LIGHT_3D_SERVER_H
/*************************************************************************/ /*************************************************************************/
/* vertex_lights_3d.h */ /* vertex_lights_3d_server.h */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* PANDEMONIUM ENGINE */ /* PANDEMONIUM ENGINE */

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@ -36,7 +36,6 @@
#include "platform/frt/logo.gen.h" #include "platform/frt/logo.gen.h"
#include "scene/resources/texture.h" #include "scene/resources/texture.h"
class EditorExportPlatformFRT : public EditorExportPlatform { class EditorExportPlatformFRT : public EditorExportPlatform {
GDCLASS(EditorExportPlatformFRT, EditorExportPlatform); GDCLASS(EditorExportPlatformFRT, EditorExportPlatform);
@ -103,7 +102,6 @@ public:
EditorExportPlatformFRT(); EditorExportPlatformFRT();
}; };
////////// //////////
void EditorExportPlatformFRT::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) { void EditorExportPlatformFRT::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) {

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@ -36,7 +36,6 @@
#include "platform/frt_sdl/logo.gen.h" #include "platform/frt_sdl/logo.gen.h"
#include "scene/resources/texture.h" #include "scene/resources/texture.h"
class EditorExportPlatformFRTSDL : public EditorExportPlatform { class EditorExportPlatformFRTSDL : public EditorExportPlatform {
GDCLASS(EditorExportPlatformFRTSDL, EditorExportPlatform); GDCLASS(EditorExportPlatformFRTSDL, EditorExportPlatform);
@ -103,7 +102,6 @@ public:
EditorExportPlatformFRTSDL(); EditorExportPlatformFRTSDL();
}; };
////////// //////////
void EditorExportPlatformFRTSDL::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) { void EditorExportPlatformFRTSDL::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) {

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@ -1,12 +1,13 @@
/**************************************************************************/ /*************************************************************************/
/* lod.cpp */ /* lod.cpp */
/**************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* GODOT ENGINE */ /* PANDEMONIUM ENGINE */
/* https://godotengine.org */ /* https://github.com/Relintai/pandemonium_engine */
/**************************************************************************/ /*************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/ /*************************************************************************/
#include "lod.h" #include "lod.h"

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@ -1,12 +1,13 @@
/**************************************************************************/ /*************************************************************************/
/* lod.h */ /* lod.h */
/**************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* GODOT ENGINE */ /* PANDEMONIUM ENGINE */
/* https://godotengine.org */ /* https://github.com/Relintai/pandemonium_engine */
/**************************************************************************/ /*************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/ /*************************************************************************/
#ifndef LOD_H #ifndef LOD_H
#define LOD_H #define LOD_H

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@ -1,12 +1,13 @@
/**************************************************************************/ /*************************************************************************/
/* lod_manager.cpp */ /* lod_manager.cpp */
/**************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* GODOT ENGINE */ /* PANDEMONIUM ENGINE */
/* https://godotengine.org */ /* https://github.com/Relintai/pandemonium_engine */
/**************************************************************************/ /*************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/ /*************************************************************************/
#include "lod_manager.h" #include "lod_manager.h"

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@ -1,12 +1,13 @@
/**************************************************************************/ /*************************************************************************/
/* lod_manager.h */ /* lod_manager.h */
/**************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* GODOT ENGINE */ /* PANDEMONIUM ENGINE */
/* https://godotengine.org */ /* https://github.com/Relintai/pandemonium_engine */
/**************************************************************************/ /*************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */ /* */
/* Permission is hereby granted, free of charge, to any person obtaining */ /* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */ /* a copy of this software and associated documentation files (the */
@ -26,7 +27,7 @@
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/ /*************************************************************************/
#ifndef LOD_MANAGER_H #ifndef LOD_MANAGER_H
#define LOD_MANAGER_H #define LOD_MANAGER_H

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@ -605,7 +605,6 @@ void SpatialMaterial::_update_shader() {
} }
code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n"; code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
if (orm) { if (orm) {
if (textures[TEXTURE_ORM] != nullptr) { if (textures[TEXTURE_ORM] != nullptr) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) {

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@ -364,8 +364,6 @@ void World3D::notify_saving(bool p_active) {
} }
void World3D::_bind_methods() { void World3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_space"), &World3D::get_space); ClassDB::bind_method(D_METHOD("get_space"), &World3D::get_space);
ClassDB::bind_method(D_METHOD("get_scenario"), &World3D::get_scenario); ClassDB::bind_method(D_METHOD("get_scenario"), &World3D::get_scenario);
ClassDB::bind_method(D_METHOD("get_navigation_map"), &World3D::get_navigation_map); ClassDB::bind_method(D_METHOD("get_navigation_map"), &World3D::get_navigation_map);