Merge pull request #68657 from Sauermann/fix-redundant-initialization

Remove redundant non-trivial Variant types initializations
This commit is contained in:
Rémi Verschelde 2022-11-14 23:23:54 +01:00
commit 80dbcfd995
No known key found for this signature in database
GPG Key ID: C3336907360768E1
52 changed files with 118 additions and 118 deletions

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@ -82,7 +82,7 @@ String ProjectSettings::get_imported_files_path() const {
// Returns the features that a project must have when opened with this build of Godot.
// This is used by the project manager to provide the initial_settings for config/features.
const PackedStringArray ProjectSettings::get_required_features() {
PackedStringArray features = PackedStringArray();
PackedStringArray features;
features.append(VERSION_BRANCH);
#ifdef REAL_T_IS_DOUBLE
features.append("Double Precision");
@ -115,7 +115,7 @@ const PackedStringArray ProjectSettings::_get_supported_features() {
// Returns the features that this project needs but this build of Godot lacks.
const PackedStringArray ProjectSettings::get_unsupported_features(const PackedStringArray &p_project_features) {
PackedStringArray unsupported_features = PackedStringArray();
PackedStringArray unsupported_features;
PackedStringArray supported_features = singleton->_get_supported_features();
for (int i = 0; i < p_project_features.size(); i++) {
if (!supported_features.has(p_project_features[i])) {
@ -1251,7 +1251,7 @@ ProjectSettings::ProjectSettings() {
GLOBAL_DEF_RST("audio/general/3d_panning_strength", 1.0f);
custom_prop_info["audio/general/3d_panning_strength"] = PropertyInfo(Variant::FLOAT, "audio/general/3d_panning_strength", PROPERTY_HINT_RANGE, "0,4,0.01");
PackedStringArray extensions = PackedStringArray();
PackedStringArray extensions;
extensions.push_back("gd");
if (Engine::get_singleton()->has_singleton("GodotSharp")) {
extensions.push_back("cs");

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@ -2839,7 +2839,7 @@ String String::substr(int p_from, int p_chars) const {
return String(*this);
}
String s = String();
String s;
s.copy_from_unchecked(&get_data()[p_from], p_chars);
return s;
}

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@ -2438,7 +2438,7 @@ static void _register_variant_builtin_methods() {
_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "FLIP_X", Transform2D(-1, 0, 0, 1, 0, 0));
_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "FLIP_Y", Transform2D(1, 0, 0, -1, 0, 0));
Transform3D identity_transform = Transform3D();
Transform3D identity_transform;
Transform3D flip_x_transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0);
Transform3D flip_y_transform = Transform3D(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0);
Transform3D flip_z_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0);
@ -2447,7 +2447,7 @@ static void _register_variant_builtin_methods() {
_VariantCall::add_variant_constant(Variant::TRANSFORM3D, "FLIP_Y", flip_y_transform);
_VariantCall::add_variant_constant(Variant::TRANSFORM3D, "FLIP_Z", flip_z_transform);
Basis identity_basis = Basis();
Basis identity_basis;
Basis flip_x_basis = Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1);
Basis flip_y_basis = Basis(1, 0, 0, 0, -1, 0, 0, 0, 1);
Basis flip_z_basis = Basis(1, 0, 0, 0, 1, 0, 0, 0, -1);

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@ -254,7 +254,7 @@ public:
uint32_t start = 0;
uint32_t instance_count = 0;
RID tex = RID();
RID tex;
RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
@ -263,7 +263,7 @@ public:
Item *clip = nullptr;
RID material = RID();
RID material;
GLES3::CanvasMaterialData *material_data = nullptr;
CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
@ -303,7 +303,7 @@ public:
bool using_directional_lights = false;
RID current_tex = RID();
RID current_tex;
RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;

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@ -99,9 +99,9 @@ struct RenderDataGLES3 {
Ref<RenderSceneBuffersGLES3> render_buffers;
bool transparent_bg = false;
Transform3D cam_transform = Transform3D();
Transform3D inv_cam_transform = Transform3D();
Projection cam_projection = Projection();
Transform3D cam_transform;
Transform3D inv_cam_transform;
Projection cam_projection;
bool cam_orthogonal = false;
// For stereo rendering
@ -115,9 +115,9 @@ struct RenderDataGLES3 {
const PagedArray<RenderGeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
RID environment = RID();
RID camera_attributes = RID();
RID reflection_probe = RID();
RID environment;
RID camera_attributes;
RID reflection_probe;
int reflection_probe_pass = 0;
float lod_distance_multiplier = 0.0;

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@ -129,7 +129,7 @@ struct Texture {
bool is_external = false;
bool is_render_target = false;
RID proxy_to = RID();
RID proxy_to;
Vector<RID> proxies;
String path;

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@ -47,8 +47,8 @@ class ActionMapEditor : public Control {
public:
struct ActionInfo {
String name = String();
Dictionary action = Dictionary();
String name;
Dictionary action;
Ref<Texture2D> icon = Ref<Texture2D>();
bool editable = true;
@ -67,8 +67,8 @@ private:
// Storing which action/event is currently being edited in the InputEventConfigurationDialog.
Dictionary current_action = Dictionary();
String current_action_name = String();
Dictionary current_action;
String current_action_name;
int current_action_event_index = -1;
// Popups

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@ -230,7 +230,7 @@ void EditorDebuggerInspector::add_stack_variable(const Array &p_array) {
Variant v = var.value;
PropertyHint h = PROPERTY_HINT_NONE;
String hs = String();
String hs;
if (v.get_type() == Variant::OBJECT) {
v = Object::cast_to<EncodedObjectAsID>(v)->get_object_id();

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@ -639,7 +639,7 @@ class EditorPropertyQuaternion : public EditorProperty {
EditorSpinSlider *euler[3];
Button *edit_button = nullptr;
Vector3 edit_euler = Vector3();
Vector3 edit_euler;
void _value_changed(double p_val, const String &p_name);
void _edit_custom_value();

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@ -402,7 +402,7 @@ void _rescale_importer_mesh(Vector3 p_scale, Ref<ImporterMesh> p_mesh, bool is_s
const int fmt_compress_flags = p_mesh->get_surface_format(surf_idx);
Array arr = p_mesh->get_surface_arrays(surf_idx);
String name = p_mesh->get_surface_name(surf_idx);
Dictionary lods = Dictionary();
Dictionary lods;
Ref<Material> mat = p_mesh->get_surface_material(surf_idx);
{
Vector<Vector3> vertex_array = arr[ArrayMesh::ARRAY_VERTEX];

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@ -950,7 +950,7 @@ void AnimationPlayerEditor::_update_animation_list_icons() {
}
void AnimationPlayerEditor::_update_name_dialog_library_dropdown() {
StringName current_library_name = StringName();
StringName current_library_name;
if (animation->has_selectable_items()) {
String current_animation_name = animation->get_item_text(animation->get_selected());
Ref<Animation> current_animation = player->get_animation(current_animation_name);

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@ -420,7 +420,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
if (mm.is_valid()) {
state_machine_draw->grab_focus();
String new_over_node = StringName();
String new_over_node;
int new_over_node_what = -1;
if (tool_select->is_pressed()) {
for (int i = node_rects.size() - 1; i >= 0; i--) { // Inverse to draw order.

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@ -412,7 +412,7 @@ Point2 CanvasItemEditor::snap_point(Point2 p_target, unsigned int p_modes, unsig
// Other nodes sides
if ((is_snap_active && snap_other_nodes && (p_modes & SNAP_OTHER_NODES)) || (p_forced_modes & SNAP_OTHER_NODES)) {
Transform2D to_snap_transform = Transform2D();
Transform2D to_snap_transform;
List<const CanvasItem *> exceptions = List<const CanvasItem *>();
for (const CanvasItem *E : p_other_nodes_exceptions) {
exceptions.push_back(E);
@ -813,7 +813,7 @@ Vector2 CanvasItemEditor::_position_to_anchor(const Control *p_control, Vector2
Rect2 parent_rect = p_control->get_parent_anchorable_rect();
Vector2 output = Vector2();
Vector2 output;
if (p_control->is_layout_rtl()) {
output.x = (parent_rect.size.x == 0) ? 0.0 : (parent_rect.size.x - p_control->get_transform().xform(position).x - parent_rect.position.x) / parent_rect.size.x;
} else {
@ -2268,7 +2268,7 @@ bool CanvasItemEditor::_gui_input_select(const Ref<InputEvent> &p_event) {
}
}
String suffix = String();
String suffix;
if (locked == 1) {
suffix = " (" + TTR("Locked") + ")";
} else if (locked == 2) {
@ -2790,7 +2790,7 @@ void CanvasItemEditor::_draw_rulers() {
int font_size = get_theme_font_size(SNAME("rulers_size"), SNAME("EditorFonts"));
// The rule transform
Transform2D ruler_transform = Transform2D();
Transform2D ruler_transform;
if (grid_snap_active || _is_grid_visible()) {
List<CanvasItem *> selection = _get_edited_canvas_items();
if (snap_relative && selection.size() > 0) {
@ -2816,11 +2816,11 @@ void CanvasItemEditor::_draw_rulers() {
// Subdivisions
int major_subdivision = 2;
Transform2D major_subdivide = Transform2D();
Transform2D major_subdivide;
major_subdivide.scale(Size2(1.0 / major_subdivision, 1.0 / major_subdivision));
int minor_subdivision = 5;
Transform2D minor_subdivide = Transform2D();
Transform2D minor_subdivide;
minor_subdivide.scale(Size2(1.0 / minor_subdivision, 1.0 / minor_subdivision));
// First and last graduations to draw (in the ruler space)
@ -3032,7 +3032,7 @@ void CanvasItemEditor::_draw_ruler_tool() {
viewport->draw_string_outline(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.y)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
viewport->draw_string(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.y)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, font_secondary_color);
Point2 v_angle_text_pos = Point2();
Point2 v_angle_text_pos;
v_angle_text_pos.x = CLAMP(begin.x - angle_text_width / 2, angle_text_width / 2, viewport->get_rect().size.x - angle_text_width);
v_angle_text_pos.y = begin.y < end.y ? MIN(text_pos2.y - 2 * text_height, begin.y - text_height * 0.5) : MAX(text_pos2.y + text_height * 3, begin.y + text_height * 1.5);
viewport->draw_string_outline(font, v_angle_text_pos, TS->format_number(vformat(String::utf8("%d°"), vertical_angle)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
@ -3043,7 +3043,7 @@ void CanvasItemEditor::_draw_ruler_tool() {
viewport->draw_string_outline(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.x)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
viewport->draw_string(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.x)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, font_secondary_color);
Point2 h_angle_text_pos = Point2();
Point2 h_angle_text_pos;
h_angle_text_pos.x = CLAMP(end.x - angle_text_width / 2, angle_text_width / 2, viewport->get_rect().size.x - angle_text_width);
if (begin.y < end.y) {
h_angle_text_pos.y = end.y + text_height * 1.5;

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@ -339,12 +339,12 @@ private:
Point2 drag_start_origin;
DragType drag_type = DRAG_NONE;
Point2 drag_from = Vector2();
Point2 drag_to = Vector2();
Point2 drag_from;
Point2 drag_to;
Point2 drag_rotation_center;
List<CanvasItem *> drag_selection;
int dragged_guide_index = -1;
Point2 dragged_guide_pos = Point2();
Point2 dragged_guide_pos;
bool is_hovering_h_guide = false;
bool is_hovering_v_guide = false;

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@ -816,7 +816,7 @@ Vector2 ControlEditorToolbar::_position_to_anchor(const Control *p_control, Vect
Rect2 parent_rect = p_control->get_parent_anchorable_rect();
Vector2 output = Vector2();
Vector2 output;
if (p_control->is_layout_rtl()) {
output.x = (parent_rect.size.x == 0) ? 0.0 : (parent_rect.size.x - p_control->get_transform().xform(position).x - parent_rect.position.x) / parent_rect.size.x;
} else {

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@ -46,7 +46,7 @@ class SubViewportContainer;
class MaterialEditor : public Control {
GDCLASS(MaterialEditor, Control);
Vector2 rot = Vector2();
Vector2 rot;
HBoxContainer *layout_2d = nullptr;
ColorRect *rect_instance = nullptr;

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@ -1329,7 +1329,7 @@ void Node3DEditorViewport::_list_select(Ref<InputEventMouseButton> b) {
}
}
String suffix = String();
String suffix;
if (locked == 1) {
suffix = " (" + TTR("Locked") + ")";
} else if (locked == 2) {
@ -3492,7 +3492,7 @@ void Node3DEditorViewport::update_transform_gizmo_view() {
}
for (int i = 0; i < 3; i++) {
Transform3D axis_angle = Transform3D();
Transform3D axis_angle;
if (xform.basis.get_column(i).normalized().dot(xform.basis.get_column((i + 1) % 3).normalized()) < 1.0) {
axis_angle = axis_angle.looking_at(xform.basis.get_column(i).normalized(), xform.basis.get_column((i + 1) % 3).normalized());
}
@ -6803,8 +6803,8 @@ void Node3DEditor::_init_grid() {
// Don't draw lines over the origin if it's enabled.
if (!(origin_enabled && Math::is_zero_approx(position_a))) {
Vector3 line_bgn = Vector3();
Vector3 line_end = Vector3();
Vector3 line_bgn;
Vector3 line_end;
line_bgn[a] = position_a;
line_end[a] = position_a;
line_bgn[b] = bgn_b;
@ -6819,8 +6819,8 @@ void Node3DEditor::_init_grid() {
}
if (!(origin_enabled && Math::is_zero_approx(position_b))) {
Vector3 line_bgn = Vector3();
Vector3 line_end = Vector3();
Vector3 line_bgn;
Vector3 line_end;
line_bgn[b] = position_b;
line_end[b] = position_b;
line_bgn[a] = bgn_a;
@ -6988,8 +6988,8 @@ void Node3DEditor::_snap_selected_nodes_to_floor() {
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (sp) {
Vector3 from = Vector3();
Vector3 position_offset = Vector3();
Vector3 from;
Vector3 position_offset;
// Priorities for snapping to floor are CollisionShapes, VisualInstances and then origin
HashSet<VisualInstance3D *> vi = _get_child_nodes<VisualInstance3D>(sp);

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@ -575,7 +575,7 @@ private:
bool grid_enabled = false;
bool grid_init_draw = false;
Camera3D::ProjectionType grid_camera_last_update_perspective = Camera3D::PROJECTION_PERSPECTIVE;
Vector3 grid_camera_last_update_position = Vector3();
Vector3 grid_camera_last_update_position;
Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3], axis_gizmo[3];
Ref<StandardMaterial3D> gizmo_color[3];

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@ -1288,7 +1288,7 @@ void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gi
ERR_FAIL_COND(!skeleton);
// Prepare for global to local.
Transform3D original_to_local = Transform3D();
Transform3D original_to_local;
int parent_idx = skeleton->get_bone_parent(p_id);
if (parent_idx >= 0) {
original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
@ -1296,7 +1296,7 @@ void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gi
Basis to_local = original_to_local.get_basis().inverse();
// Prepare transform.
Transform3D t = Transform3D();
Transform3D t;
// Basis.
t.basis = to_local * p_transform.get_basis();

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@ -92,7 +92,7 @@ void TilesEditorPlugin::_thread() {
TypedArray<Vector2i> used_cells = tile_map->get_used_cells(0);
Rect2 encompassing_rect = Rect2();
Rect2 encompassing_rect;
encompassing_rect.set_position(tile_map->map_to_local(used_cells[0]));
for (int i = 0; i < used_cells.size(); i++) {
Vector2i cell = used_cells[i];

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@ -71,7 +71,7 @@ private:
// For synchronization.
int atlas_sources_lists_current = 0;
float atlas_view_zoom = 1.0;
Vector2 atlas_view_scroll = Vector2();
Vector2 atlas_view_scroll;
void _tile_map_changed();

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@ -853,7 +853,7 @@ ScriptLanguage::ScriptTemplate ScriptCreateDialog::_parse_template(const ScriptL
script_template.inherit = p_inherits;
String space_indent = " ";
// Get meta delimiter
String meta_delimiter = String();
String meta_delimiter;
List<String> comment_delimiters;
p_language->get_comment_delimiters(&comment_delimiters);
for (const String &script_delimiter : comment_delimiters) {

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@ -322,7 +322,7 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l
}
String word = str.substr(j, to - j);
Color col = Color();
Color col;
if (global_functions.has(word)) {
// "assert" and "preload" are reserved, so highlight even if not followed by a bracket.
if (word == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::ASSERT) || word == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::PRELOAD)) {

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@ -37,8 +37,8 @@
class NavLink : public NavBase {
NavMap *map = nullptr;
bool bidirectional = true;
Vector3 start_location = Vector3();
Vector3 end_location = Vector3();
Vector3 start_location;
Vector3 end_location;
bool link_dirty = true;

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@ -135,7 +135,7 @@ JNIEXPORT void JNICALL Java_org_godotengine_godot_plugin_GodotPlugin_nativeRegis
}
// Retrieve the current list of gdnative libraries.
Array singletons = Array();
Array singletons;
if (ProjectSettings::get_singleton()->has_setting("gdnative/singletons")) {
singletons = GLOBAL_GET("gdnative/singletons");
}

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@ -37,11 +37,11 @@ class NavigationLink2D : public Node2D {
GDCLASS(NavigationLink2D, Node2D);
bool enabled = true;
RID link = RID();
RID link;
bool bidirectional = true;
uint32_t navigation_layers = 1;
Vector2 end_location = Vector2();
Vector2 start_location = Vector2();
Vector2 end_location;
Vector2 start_location;
real_t enter_cost = 0.0;
real_t travel_cost = 1.0;

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@ -213,7 +213,7 @@ void Bone2D::_notification(int p_what) {
}
// Undo scaling
Transform2D editor_gizmo_trans = Transform2D();
Transform2D editor_gizmo_trans;
editor_gizmo_trans.set_scale(Vector2(1, 1) / get_global_scale());
RenderingServer::get_singleton()->canvas_item_set_transform(editor_gizmo_rid, editor_gizmo_trans);

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@ -115,7 +115,7 @@ public:
class TerrainConstraint {
private:
const TileMap *tile_map;
Vector2i base_cell_coords = Vector2i();
Vector2i base_cell_coords;
int bit = -1;
int terrain = -1;

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@ -867,7 +867,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
real_t ring_random_angle = Math::randf() * Math_TAU;
real_t ring_random_radius = Math::randf() * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;
Vector3 axis = emission_ring_axis.normalized();
Vector3 ortho_axis = Vector3();
Vector3 ortho_axis;
if (axis == Vector3(1.0, 0.0, 0.0)) {
ortho_axis = Vector3(0.0, 1.0, 0.0).cross(axis);
} else {

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@ -37,11 +37,11 @@ class NavigationLink3D : public Node3D {
GDCLASS(NavigationLink3D, Node3D);
bool enabled = true;
RID link = RID();
RID link;
bool bidirectional = true;
uint32_t navigation_layers = 1;
Vector3 end_location = Vector3();
Vector3 start_location = Vector3();
Vector3 end_location;
Vector3 start_location;
real_t enter_cost = 0.0;
real_t travel_cost = 1.0;

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@ -231,7 +231,7 @@ void Button::_notification(int p_what) {
_icon = icon;
}
Rect2 icon_region = Rect2();
Rect2 icon_region;
HorizontalAlignment icon_align_rtl_checked = icon_alignment;
HorizontalAlignment align_rtl_checked = alignment;
// Swap icon and text alignment sides if right-to-left layout is set.

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@ -558,7 +558,7 @@ void PopupMenu::_draw_items() {
check_ofs += theme_cache.h_separation;
}
Point2 ofs = Point2();
Point2 ofs;
// Loop through all items and draw each.
for (int i = 0; i < items.size(); i++) {

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@ -4057,7 +4057,7 @@ void RichTextLabel::append_text(const String &p_bbcode) {
Color color = theme_cache.default_color;
Color outline_color = theme_cache.font_outline_color;
int outline_size = theme_cache.outline_size;
Rect2 dropcap_margins = Rect2();
Rect2 dropcap_margins;
for (int i = 0; i < subtag.size(); i++) {
Vector<String> subtag_a = subtag[i].split("=");
@ -5716,11 +5716,11 @@ Ref<RichTextEffect> RichTextLabel::_get_custom_effect_by_code(String p_bbcode_id
}
Dictionary RichTextLabel::parse_expressions_for_values(Vector<String> p_expressions) {
Dictionary d = Dictionary();
Dictionary d;
for (int i = 0; i < p_expressions.size(); i++) {
String expression = p_expressions[i];
Array a = Array();
Array a;
Vector<String> parts = expression.split("=", true);
String key = parts[0];
if (parts.size() != 2) {

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@ -72,7 +72,7 @@ class ScrollBar : public Range {
NodePath drag_node_path;
bool drag_node_enabled = true;
Vector2 drag_node_speed = Vector2();
Vector2 drag_node_speed;
Vector2 drag_node_accum;
Vector2 drag_node_from;
Vector2 last_drag_node_accum;

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@ -64,7 +64,7 @@ Size2 TextureButton::get_minimum_size() const {
bool TextureButton::has_point(const Point2 &p_point) const {
if (click_mask.is_valid()) {
Point2 point = p_point;
Rect2 rect = Rect2();
Rect2 rect;
Size2 mask_size = click_mask->get_size();
if (!_position_rect.has_area()) {

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@ -39,7 +39,7 @@
#include "core/os/os.h"
#endif
StringName MultiplayerAPI::default_interface = StringName();
StringName MultiplayerAPI::default_interface;
void MultiplayerAPI::set_default_interface(const StringName &p_interface) {
ERR_FAIL_COND_MSG(!ClassDB::is_parent_class(p_interface, MultiplayerAPI::get_class_static()), vformat("Can't make %s the default multiplayer interface since it does not extend MultiplayerAPI.", p_interface));

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@ -2652,7 +2652,7 @@ PackedStringArray Node::get_configuration_warnings() const {
String Node::get_configuration_warnings_as_string() const {
PackedStringArray warnings = get_configuration_warnings();
String all_warnings = String();
String all_warnings;
for (int i = 0; i < warnings.size(); i++) {
if (i > 0) {
all_warnings += "\n\n";

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@ -4165,7 +4165,7 @@ DisplayServer::WindowID SubViewport::get_window_id() const {
}
Transform2D SubViewport::_stretch_transform() {
Transform2D transform = Transform2D();
Transform2D transform;
Size2i view_size_2d_override = _get_size_2d_override();
if (size_2d_override_stretch && view_size_2d_override.width > 0 && view_size_2d_override.height > 0) {
Size2 scale = Size2(_get_size()) / Size2(view_size_2d_override);
@ -4176,7 +4176,7 @@ Transform2D SubViewport::_stretch_transform() {
}
Transform2D SubViewport::get_screen_transform() const {
Transform2D container_transform = Transform2D();
Transform2D container_transform;
SubViewportContainer *c = Object::cast_to<SubViewportContainer>(get_parent());
if (c) {
if (c->is_stretch_enabled()) {

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@ -1633,7 +1633,7 @@ void Window::_validate_property(PropertyInfo &p_property) const {
}
Transform2D Window::get_screen_transform() const {
Transform2D embedder_transform = Transform2D();
Transform2D embedder_transform;
if (_get_embedder()) {
embedder_transform.translate_local(get_position());
embedder_transform = _get_embedder()->get_screen_transform() * embedder_transform;

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@ -93,7 +93,7 @@ void BoneMap::set_skeleton_bone_name(StringName p_profile_bone_name, const Strin
}
StringName BoneMap::find_profile_bone_name(StringName p_skeleton_bone_name) const {
StringName profile_bone_name = StringName();
StringName profile_bone_name;
HashMap<StringName, StringName>::ConstIterator E = bone_map.begin();
while (E) {
if (E->value == p_skeleton_bone_name) {

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@ -255,7 +255,7 @@ void ImporterMesh::set_surface_material(int p_surface, const Ref<Material> &p_ma
}
#define VERTEX_SKIN_FUNC(bone_count, vert_idx, read_array, write_array, transform_array, bone_array, weight_array) \
Vector3 transformed_vert = Vector3(); \
Vector3 transformed_vert; \
for (unsigned int weight_idx = 0; weight_idx < bone_count; weight_idx++) { \
int bone_idx = bone_array[vert_idx * bone_count + weight_idx]; \
float w = weight_array[vert_idx * bone_count + weight_idx]; \

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@ -68,8 +68,8 @@ private:
float chain_tolarance = 0.01;
int chain_max_iterations = 10;
int chain_iterations = 0;
Transform2D target_global_pose = Transform2D();
Transform2D origin_global_pose = Transform2D();
Transform2D target_global_pose;
Transform2D origin_global_pose;
void fabrik_joint_update_bone2d_cache(int p_joint_idx);
void chain_backwards();

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@ -47,7 +47,7 @@ private:
bool auto_calculate_length = true;
bool use_tip_node = false;
NodePath tip_node = NodePath();
NodePath tip_node;
ObjectID tip_node_cache;
bool use_target_basis = false;
@ -68,8 +68,8 @@ private:
void update_joint_tip_cache(int p_joint_idx);
int final_joint_idx = 0;
Transform3D target_global_pose = Transform3D();
Transform3D origin_global_pose = Transform3D();
Transform3D target_global_pose;
Transform3D origin_global_pose;
void chain_backwards();
void chain_forwards();

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@ -336,7 +336,7 @@ Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) {
}
String word = str.substr(j, to - j);
Color col = Color();
Color col;
if (keywords.has(word)) {
col = keywords[word];
} else if (member_keywords.has(word)) {

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@ -3789,7 +3789,7 @@ Vector2i TileSetAtlasSource::get_atlas_grid_size() const {
Size2i valid_area = txt->get_size() - margins;
// Compute the number of valid tiles in the tiles atlas
Size2i grid_size = Size2i();
Size2i grid_size;
if (valid_area.x >= texture_region_size.x && valid_area.y >= texture_region_size.y) {
valid_area -= texture_region_size;
grid_size = Size2i(1, 1) + valid_area / (texture_region_size + separation);

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@ -785,7 +785,7 @@ private:
bool flip_h = false;
bool flip_v = false;
bool transpose = false;
Vector2i tex_offset = Vector2i();
Vector2i tex_offset;
Ref<Material> material = Ref<Material>();
Color modulate = Color(1.0, 1.0, 1.0, 1.0);
int z_index = 0;

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@ -48,8 +48,8 @@ struct PathQueryParameters {
PathfindingAlgorithm pathfinding_algorithm = PATHFINDING_ALGORITHM_ASTAR;
PathPostProcessing path_postprocessing = PATH_POSTPROCESSING_CORRIDORFUNNEL;
RID map;
Vector3 start_position = Vector3();
Vector3 target_position = Vector3();
Vector3 start_position;
Vector3 target_position;
uint32_t navigation_layers = 1;
};

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@ -100,7 +100,7 @@ public:
float sharpness = 0.98;
float normal_rejection = 1.0;
Size2i full_screen_size = Size2i();
Size2i full_screen_size;
};
void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
@ -137,7 +137,7 @@ public:
float horizon = 0.06;
float sharpness = 0.98;
Size2i full_screen_size = Size2i();
Size2i full_screen_size;
};
void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);

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@ -727,9 +727,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
any_uses_time |= shader_data->uses_time;
Vector3i min = Vector3i();
Vector3i max = Vector3i();
Vector3i kernel_size = Vector3i();
Vector3i min;
Vector3i max;
Vector3i kernel_size;
Vector3 position = fog_volume_instance->transform.get_origin();
RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);

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@ -3085,7 +3085,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 19;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID vfog = RID();
RID vfog;
if (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) {
Ref<RendererRD::Fog::VolumetricFog> fog = rb->get_custom_data(RB_SCOPE_FOG);
vfog = fog->fog_map;

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@ -3645,7 +3645,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
switch (p_type) {
case ShaderLanguage::TYPE_BOOL:
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@ -3658,7 +3658,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 2;
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@ -3671,7 +3671,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 3;
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@ -3684,7 +3684,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 4;
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@ -3695,7 +3695,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
break;
case ShaderLanguage::TYPE_INT:
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@ -3708,7 +3708,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 2;
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@ -3721,7 +3721,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 3;
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@ -3734,7 +3734,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 4;
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@ -3745,7 +3745,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
break;
case ShaderLanguage::TYPE_UINT:
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@ -3758,7 +3758,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 2;
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@ -3771,7 +3771,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 3;
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@ -3784,7 +3784,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 4;
PackedInt32Array array = PackedInt32Array();
PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@ -3795,7 +3795,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
break;
case ShaderLanguage::TYPE_FLOAT:
if (array_size > 0) {
PackedFloat32Array array = PackedFloat32Array();
PackedFloat32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].real);
}
@ -3808,7 +3808,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 2;
PackedVector2Array array = PackedVector2Array();
PackedVector2Array array;
for (int i = 0; i < array_size; i += 2) {
array.push_back(Vector2(p_value[i].real, p_value[i + 1].real));
}
@ -3822,13 +3822,13 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 3;
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
PackedColorArray array = PackedColorArray();
PackedColorArray array;
for (int i = 0; i < array_size; i += 3) {
array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
}
value = Variant(array);
} else {
PackedVector3Array array = PackedVector3Array();
PackedVector3Array array;
for (int i = 0; i < array_size; i += 3) {
array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
}
@ -3847,13 +3847,13 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 4;
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
PackedColorArray array = PackedColorArray();
PackedColorArray array;
for (int i = 0; i < array_size; i += 4) {
array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
}
value = Variant(array);
} else {
PackedFloat32Array array = PackedFloat32Array();
PackedFloat32Array array;
for (int i = 0; i < array_size; i += 4) {
array.push_back(p_value[i].real);
array.push_back(p_value[i + 1].real);
@ -3874,7 +3874,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 4;
PackedFloat32Array array = PackedFloat32Array();
PackedFloat32Array array;
for (int i = 0; i < array_size; i += 4) {
array.push_back(p_value[i].real);
array.push_back(p_value[i + 1].real);
@ -3890,7 +3890,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 9;
PackedFloat32Array array = PackedFloat32Array();
PackedFloat32Array array;
for (int i = 0; i < array_size; i += 9) {
for (int j = 0; j < 9; j++) {
array.push_back(p_value[i + j].real);
@ -3916,7 +3916,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 16;
PackedFloat32Array array = PackedFloat32Array();
PackedFloat32Array array;
for (int i = 0; i < array_size; i += 16) {
for (int j = 0; j < 16; j++) {
array.push_back(p_value[i + j].real);

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@ -98,7 +98,7 @@ private:
float glow_hdr_luminance_cap = 12.0;
float glow_hdr_bleed_scale = 2.0;
float glow_map_strength = 0.0f; // 1.0f in GLES3 ??
RID glow_map = RID();
RID glow_map;
// SSR
bool ssr_enabled = false;
@ -143,7 +143,7 @@ private:
float adjustments_contrast = 1.0f;
float adjustments_saturation = 1.0f;
bool use_1d_color_correction = false;
RID color_correction = RID();
RID color_correction;
};
mutable RID_Owner<Environment, true> environment_owner;