Some code simplifications
1. `number_width` isn't used later 2. `return_type` is used only once 3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger 4. negative `aa->backward` conditional 5. `current_canvas` == `find_world_2d()->get_canvas()` 6. identical if `render_shadows`
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@ -367,7 +367,6 @@ void EditorSpinSlider::_draw_spin_slider() {
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if (!hide_slider) {
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if (get_step() == 1) {
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number_width -= updown->get_width();
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Ref<Texture2D> updown2 = get_theme_icon(is_read_only() ? SNAME("updown_disabled") : SNAME("updown"), SNAME("SpinBox"));
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int updown_vofs = (size.height - updown2->get_height()) / 2;
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if (rtl) {
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@ -1576,11 +1576,8 @@ void GDScriptAnalyzer::resolve_function_body(GDScriptParser::FunctionNode *p_fun
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resolve_suite(p_function->body);
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GDScriptParser::DataType return_type = p_function->body->get_datatype();
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if (!p_function->get_datatype().is_hard_type() && return_type.is_set()) {
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if (!p_function->get_datatype().is_hard_type() && p_function->body->get_datatype().is_set()) {
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// Use the suite inferred type if return isn't explicitly set.
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return_type.type_source = GDScriptParser::DataType::INFERRED;
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p_function->set_datatype(p_function->body->get_datatype());
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} else if (p_function->get_datatype().is_hard_type() && (p_function->get_datatype().kind != GDScriptParser::DataType::BUILTIN || p_function->get_datatype().builtin_type != Variant::NIL)) {
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if (!p_function->body->has_return && (p_is_lambda || p_function->identifier->name != GDScriptLanguage::get_singleton()->strings._init)) {
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@ -162,12 +162,10 @@ void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_p
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rev_pos.y = 0;
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rev_pos.normalize();
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if (channel_count >= 1) {
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// Stereo pair
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float c = rev_pos.x * 0.5 + 0.5;
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reverb_vol.write[0].l = 1.0 - c;
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reverb_vol.write[0].r = c;
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}
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// Stereo pair.
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float c = rev_pos.x * 0.5 + 0.5;
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reverb_vol.write[0].l = 1.0 - c;
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reverb_vol.write[0].r = c;
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if (channel_count >= 3) {
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// Center pair + Side pair
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@ -183,7 +181,6 @@ void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_p
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if (channel_count >= 4) {
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// Rear pair
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// FIXME: Not sure what math should be done here
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float c = rev_pos.x * 0.5 + 0.5;
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reverb_vol.write[3].l = 1.0 - c;
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reverb_vol.write[3].r = c;
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}
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@ -1233,7 +1233,7 @@ void AnimationPlayer::_animation_update_transforms() {
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if (aa->time < pasi.start) {
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stop = true;
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}
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} else if (aa->backward) {
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} else {
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if (aa->time > pasi.start) {
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stop = true;
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}
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@ -380,7 +380,7 @@ void Viewport::_notification(int p_what) {
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if (get_tree()->is_debugging_collisions_hint()) {
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PhysicsServer2D::get_singleton()->space_set_debug_contacts(find_world_2d()->get_space(), get_tree()->get_collision_debug_contact_count());
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contact_2d_debug = RenderingServer::get_singleton()->canvas_item_create();
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RenderingServer::get_singleton()->canvas_item_set_parent(contact_2d_debug, find_world_2d()->get_canvas());
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RenderingServer::get_singleton()->canvas_item_set_parent(contact_2d_debug, current_canvas);
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#ifndef _3D_DISABLED
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PhysicsServer3D::get_singleton()->space_set_debug_contacts(find_world_3d()->get_space(), get_tree()->get_collision_debug_contact_count());
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contact_3d_debug_multimesh = RenderingServer::get_singleton()->multimesh_create();
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@ -593,12 +593,10 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
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bool render_shadows = p_render_data->directional_shadows.size() || p_render_data->shadows.size();
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if (render_shadows) {
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RENDER_TIMESTAMP("Render Shadows");
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}
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//prepare shadow rendering
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if (render_shadows) {
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RENDER_TIMESTAMP("Render Shadows");
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_render_shadow_begin();
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//render directional shadows
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