Commit other files changed by file_format.sh

This commit is contained in:
Aaron Franke 2020-07-13 14:13:38 -04:00
parent d8b65461e3
commit 9986439352
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GPG key ID: 40A1750B977E56BF
60 changed files with 73 additions and 73 deletions

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@ -48,8 +48,8 @@ after_build:
- cd bin
- mv godot.windows.opt.tools.64.exe godot_%APPVEYOR_REPO_BRANCH%-%VERSION_HASH%_win64.exe
- 7z a -mx9 godot_%APPVEYOR_REPO_BRANCH%-%VERSION_HASH%_win64.zip *.exe
artifacts:
- path: bin/godot_${APPVEYOR_REPO_BRANCH}-${VERSION_HASH}_win64.zip
name: Win64 release_debug editor build
type: zip
type: zip

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@ -44,9 +44,9 @@ jobs:
uses: actions/setup-python@v2
with:
# Semantic version range syntax or exact version of a Python version
python-version: '3.x'
python-version: '3.x'
# Optional - x64 or x86 architecture, defaults to x64
architecture: 'x64'
architecture: 'x64'
# Setup scons, print python version and scons version info, so if anything is broken it won't run the build.
- name: Configuring Python packages
@ -99,9 +99,9 @@ jobs:
uses: actions/setup-python@v2
with:
# Semantic version range syntax or exact version of a Python version
python-version: '3.x'
python-version: '3.x'
# Optional - x64 or x86 architecture, defaults to x64
architecture: 'x64'
architecture: 'x64'
# You can test your matrix by printing the current Python version
- name: Configuring Python packages

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@ -48,7 +48,7 @@
*
* Only used keys and values are constructed. For free positions there's space
* in the arrays for each, but that memory is kept uninitialized.
*
*
* The assignment operator copy the pairs from one map to the other.
*/
template <class TKey, class TValue,

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@ -227,10 +227,10 @@
<description>
Returns [code]true[/code] if the array contains the given value.
[codeblock]
["inside", 7].has("inside") == true
["inside", 7].has("outside") == false
["inside", 7].has(7) == true
["inside", 7].has("7") == false
print(["inside", 7].has("inside")) # True
print(["inside", 7].has("outside")) # False
print(["inside", 7].has(7)) # True
print(["inside", 7].has("7")) # False
[/codeblock]
[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows:
[codeblock]

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@ -17,7 +17,7 @@
<argument index="0" name="type" type="int" enum="Decal.DecalTexture">
</argument>
<description>
Returns the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly.
Returns the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly.
For example, instead of [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/code].
One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example:
[codeblock]
@ -34,7 +34,7 @@
<argument index="1" name="texture" type="Texture2D">
</argument>
<description>
Sets the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly.
Sets the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly.
For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].
One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example:
[codeblock]

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@ -16,7 +16,7 @@
Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code].
</member>
<member name="relative" type="Vector2" setter="set_relative" getter="get_relative" default="Vector2( 0, 0 )">
The mouse position relative to the previous position (position at the last frame).
The mouse position relative to the previous position (position at the last frame).
[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse moves, the last event won't have a relative position of [code]Vector2(0, 0)[/code] when the user stops moving the mouse.
</member>
<member name="speed" type="Vector2" setter="set_speed" getter="get_speed" default="Vector2( 0, 0 )">

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@ -104,7 +104,7 @@
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.

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@ -106,7 +106,7 @@
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall.
If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.

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@ -44,7 +44,7 @@
</return>
<description>
Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state.
[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
[b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work.
</description>
</method>
<method name="get_collider" qualifiers="const">

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@ -45,7 +45,7 @@
<description>
Updates the collision information for the ray.
Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state.
[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
[b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work.
</description>
</method>
<method name="get_collider" qualifiers="const">

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@ -102,9 +102,9 @@ bool test_add_remove() {
a.connect_points(1, 3, true);
a.connect_points(1, 4, false);
ok = ok && (a.are_points_connected(2, 1) == true);
ok = ok && (a.are_points_connected(4, 1) == true);
ok = ok && (a.are_points_connected(2, 1, false) == true);
ok = ok && (a.are_points_connected(2, 1));
ok = ok && (a.are_points_connected(4, 1));
ok = ok && (a.are_points_connected(2, 1, false));
ok = ok && (a.are_points_connected(4, 1, false) == false);
a.disconnect_points(1, 2, true);
@ -179,7 +179,7 @@ bool test_add_remove() {
if (Math::rand() % 2 == 1) {
// Add a (possibly existing) directed edge and confirm connectivity
a.connect_points(u, v, false);
ok = ok && (a.are_points_connected(u, v, false) == true);
ok = ok && (a.are_points_connected(u, v, false));
} else {
// Remove a (possibly nonexistent) directed edge and confirm disconnectivity
a.disconnect_points(u, v, false);

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@ -99,4 +99,4 @@
"version" : 1,
"author" : "xcode"
}
}
}

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@ -29,4 +29,4 @@
<build:Metadata>
<build:Item Name="GodotEngine" Version="$godot_version$" />
</build:Metadata>
</Package>
</Package>

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@ -139,7 +139,7 @@ static String get_type_name(const PropertyInfo &info) {
}
/*
* Some comparison helper functions we need
* Some comparison helper functions we need
*/
struct MethodInfoComparator {

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@ -1963,7 +1963,7 @@ MonoObject *CSharpInstance::_internal_new_managed() {
bool die = _unreference_owner_unsafe();
// Not ok for the owner to die here. If there is a situation where this can happen, it will be considered a bug.
CRASH_COND(die == true);
CRASH_COND(die);
owner = nullptr;
@ -2298,7 +2298,7 @@ CSharpInstance::~CSharpInstance() {
// Unreference the owner here, before the new "instance binding" references it.
// Otherwise, the unsafe reference debug checks will incorrectly detect a bug.
bool die = _unreference_owner_unsafe();
CRASH_COND(die == true); // `owner_keep_alive` holds a reference, so it can't die
CRASH_COND(die); // `owner_keep_alive` holds a reference, so it can't die
void *data = owner->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());
CRASH_COND(data == nullptr);
@ -3136,7 +3136,7 @@ CSharpInstance *CSharpScript::_create_instance(const Variant **p_args, int p_arg
bool die = instance->_unreference_owner_unsafe();
// Not ok for the owner to die here. If there is a situation where this can happen, it will be considered a bug.
CRASH_COND(die == true);
CRASH_COND(die);
p_owner->set_script_instance(nullptr);
r_error.error = Callable::CallError::CALL_ERROR_INSTANCE_IS_NULL;

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@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;

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@ -1,4 +1,4 @@
using System;
using System;
using System.IO;
using System.Runtime.InteropServices;
using System.Runtime.InteropServices.ComTypes;

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@ -162,4 +162,4 @@
</LinearLayout>
</LinearLayout>
</LinearLayout>
</LinearLayout>

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@ -105,4 +105,4 @@
</RelativeLayout>
</LinearLayout>
</LinearLayout>

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@ -2,4 +2,4 @@
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@mipmap/icon_background"/>
<foreground android:drawable="@mipmap/icon_foreground"/>
</adaptive-icon>
</adaptive-icon>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-ar</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-bg</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-ca</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-cs</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-da</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-de</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-el</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-en</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-es_ES</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-es</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-fi</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-fr</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-hi</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-hr</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-hu</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-id</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-it</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-he</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-ja</string>
</resources>
</resources>

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@ -52,4 +52,4 @@
<string name="kilobytes_per_second">%1$s KB/s</string>
<string name="time_remaining">남은 시간: %1$s</string>
<string name="time_remaining_notification">%1$s 남음</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-lt</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-lv</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-nb</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-nl</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-pl</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-pt</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-ro</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-ru</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-sk</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-sl</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-sr</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-sv</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-th</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-tl</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-tr</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-uk</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-vi</string>
</resources>
</resources>

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@ -52,4 +52,4 @@
<string name="kilobytes_per_second">%1$s KB/s</string>
<string name="time_remaining">Time remaining: %1$s</string>
<string name="time_remaining_notification">%1$s left</string>
</resources>
</resources>

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@ -22,4 +22,4 @@
<item name="android:background">@android:color/background_dark</item>
</style>
</resources>
</resources>

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@ -320,7 +320,7 @@ void OS_OSX::run() {
}
joypad_osx->process_joypads();
if (Main::iteration() == true) {
if (Main::iteration()) {
quit = true;
}
} @catch (NSException *exception) {