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Эх сурвалжийг харах

Style: Apply clang-tidy's `modernize-use-bool-literals`

Rémi Verschelde 4 жил өмнө
parent
commit
0f0c0e5933

+ 1 - 1
editor/editor_node.cpp

@@ -1379,7 +1379,7 @@ void EditorNode::_save_scene_with_preview(String p_file, int p_idx) {
 		// which would result in an invalid texture.
 		if (c3d == 0 && c2d == 0) {
 			img.instance();
-			img->create(1, 1, 0, Image::FORMAT_RGB8);
+			img->create(1, 1, false, Image::FORMAT_RGB8);
 		} else if (c3d < c2d) {
 			Ref<ViewportTexture> viewport_texture = scene_root->get_texture();
 			if (viewport_texture->get_width() > 0 && viewport_texture->get_height() > 0) {

+ 1 - 1
editor/import/editor_import_collada.cpp

@@ -1688,7 +1688,7 @@ Node *EditorSceneImporterCollada::import_scene(const String &p_path, uint32_t p_
 	state.use_mesh_builtin_materials = true;
 	state.bake_fps = p_bake_fps;
 
-	Error err = state.load(p_path, flags, p_flags & EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS, 0);
+	Error err = state.load(p_path, flags, p_flags & EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS, false);
 
 	if (r_err) {
 		*r_err = err;

+ 1 - 1
editor/import/resource_importer_obj.cpp

@@ -427,7 +427,7 @@ static Error _parse_obj(const String &p_path, List<Ref<Mesh>> &r_meshes, bool p_
 Node *EditorOBJImporter::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) {
 	List<Ref<Mesh>> meshes;
 
-	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);
+	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);
 
 	if (err != OK) {
 		if (r_err) {

+ 1 - 1
editor/plugins/visual_shader_editor_plugin.h

@@ -67,7 +67,7 @@ private:
 		VisualShader::Type type = VisualShader::Type::TYPE_MAX;
 		VisualShaderNode *visual_node = nullptr;
 		GraphNode *graph_node = nullptr;
-		bool preview_visible = 0;
+		bool preview_visible = false;
 		int preview_pos = 0;
 		Map<int, InputPort> input_ports;
 		Map<int, Port> output_ports;

+ 1 - 1
modules/fbx/editor_scene_importer_fbx.cpp

@@ -628,7 +628,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
 						mesh_data_precached->mesh_node = fbx_node;
 
 						// mesh node, mesh id
-						mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, 0);
+						mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, false);
 						if (!state.MeshNodes.has(mesh_id)) {
 							state.MeshNodes.insert(mesh_id, fbx_node);
 						}

+ 2 - 2
scene/3d/sprite_3d.h

@@ -203,8 +203,8 @@ class AnimatedSprite3D : public SpriteBase3D {
 
 	float timeout = 0.0;
 
-	bool hflip = 1;
-	bool vflip = 1;
+	bool hflip = true;
+	bool vflip = true;
 
 	Color modulate;