Style: Apply clang-tidy's modernize-use-bool-literals
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@ -1379,7 +1379,7 @@ void EditorNode::_save_scene_with_preview(String p_file, int p_idx) {
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// which would result in an invalid texture.
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if (c3d == 0 && c2d == 0) {
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img.instance();
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img->create(1, 1, 0, Image::FORMAT_RGB8);
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img->create(1, 1, false, Image::FORMAT_RGB8);
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} else if (c3d < c2d) {
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Ref<ViewportTexture> viewport_texture = scene_root->get_texture();
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if (viewport_texture->get_width() > 0 && viewport_texture->get_height() > 0) {
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@ -1688,7 +1688,7 @@ Node *EditorSceneImporterCollada::import_scene(const String &p_path, uint32_t p_
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state.use_mesh_builtin_materials = true;
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state.bake_fps = p_bake_fps;
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Error err = state.load(p_path, flags, p_flags & EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS, 0);
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Error err = state.load(p_path, flags, p_flags & EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS, false);
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if (r_err) {
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*r_err = err;
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@ -427,7 +427,7 @@ static Error _parse_obj(const String &p_path, List<Ref<Mesh>> &r_meshes, bool p_
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Node *EditorOBJImporter::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) {
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List<Ref<Mesh>> meshes;
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Error err = _parse_obj(p_path, meshes, false, p_flags & IMPORT_GENERATE_TANGENT_ARRAYS, 0, Vector3(1, 1, 1), Vector3(0, 0, 0), r_missing_deps);
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Error err = _parse_obj(p_path, meshes, false, p_flags & IMPORT_GENERATE_TANGENT_ARRAYS, false, Vector3(1, 1, 1), Vector3(0, 0, 0), r_missing_deps);
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if (err != OK) {
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if (r_err) {
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@ -67,7 +67,7 @@ private:
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VisualShader::Type type = VisualShader::Type::TYPE_MAX;
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VisualShaderNode *visual_node = nullptr;
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GraphNode *graph_node = nullptr;
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bool preview_visible = 0;
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bool preview_visible = false;
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int preview_pos = 0;
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Map<int, InputPort> input_ports;
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Map<int, Port> output_ports;
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@ -628,7 +628,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
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mesh_data_precached->mesh_node = fbx_node;
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// mesh node, mesh id
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mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, 0);
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mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, false);
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if (!state.MeshNodes.has(mesh_id)) {
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state.MeshNodes.insert(mesh_id, fbx_node);
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}
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@ -203,8 +203,8 @@ class AnimatedSprite3D : public SpriteBase3D {
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float timeout = 0.0;
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bool hflip = 1;
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bool vflip = 1;
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bool hflip = true;
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bool vflip = true;
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Color modulate;
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