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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`
Markus Sauermann 2 vuotta sitten
vanhempi
commit
826e54fa73

+ 0 - 1
editor/editor_spin_slider.cpp

@@ -367,7 +367,6 @@ void EditorSpinSlider::_draw_spin_slider() {
 
 	if (!hide_slider) {
 		if (get_step() == 1) {
-			number_width -= updown->get_width();
 			Ref<Texture2D> updown2 = get_theme_icon(is_read_only() ? SNAME("updown_disabled") : SNAME("updown"), SNAME("SpinBox"));
 			int updown_vofs = (size.height - updown2->get_height()) / 2;
 			if (rtl) {

+ 1 - 4
modules/gdscript/gdscript_analyzer.cpp

@@ -1576,11 +1576,8 @@ void GDScriptAnalyzer::resolve_function_body(GDScriptParser::FunctionNode *p_fun
 
 	resolve_suite(p_function->body);
 
-	GDScriptParser::DataType return_type = p_function->body->get_datatype();
-
-	if (!p_function->get_datatype().is_hard_type() && return_type.is_set()) {
+	if (!p_function->get_datatype().is_hard_type() && p_function->body->get_datatype().is_set()) {
 		// Use the suite inferred type if return isn't explicitly set.
-		return_type.type_source = GDScriptParser::DataType::INFERRED;
 		p_function->set_datatype(p_function->body->get_datatype());
 	} 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)) {
 		if (!p_function->body->has_return && (p_is_lambda || p_function->identifier->name != GDScriptLanguage::get_singleton()->strings._init)) {

+ 4 - 7
scene/3d/audio_stream_player_3d.cpp

@@ -162,12 +162,10 @@ void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_p
 			rev_pos.y = 0;
 			rev_pos.normalize();
 
-			if (channel_count >= 1) {
-				// Stereo pair
-				float c = rev_pos.x * 0.5 + 0.5;
-				reverb_vol.write[0].l = 1.0 - c;
-				reverb_vol.write[0].r = c;
-			}
+			// Stereo pair.
+			float c = rev_pos.x * 0.5 + 0.5;
+			reverb_vol.write[0].l = 1.0 - c;
+			reverb_vol.write[0].r = c;
 
 			if (channel_count >= 3) {
 				// Center pair + Side pair
@@ -183,7 +181,6 @@ void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_p
 			if (channel_count >= 4) {
 				// Rear pair
 				// FIXME: Not sure what math should be done here
-				float c = rev_pos.x * 0.5 + 0.5;
 				reverb_vol.write[3].l = 1.0 - c;
 				reverb_vol.write[3].r = c;
 			}

+ 1 - 1
scene/animation/animation_player.cpp

@@ -1233,7 +1233,7 @@ void AnimationPlayer::_animation_update_transforms() {
 					if (aa->time < pasi.start) {
 						stop = true;
 					}
-				} else if (aa->backward) {
+				} else {
 					if (aa->time > pasi.start) {
 						stop = true;
 					}

+ 1 - 1
scene/main/viewport.cpp

@@ -380,7 +380,7 @@ void Viewport::_notification(int p_what) {
 			if (get_tree()->is_debugging_collisions_hint()) {
 				PhysicsServer2D::get_singleton()->space_set_debug_contacts(find_world_2d()->get_space(), get_tree()->get_collision_debug_contact_count());
 				contact_2d_debug = RenderingServer::get_singleton()->canvas_item_create();
-				RenderingServer::get_singleton()->canvas_item_set_parent(contact_2d_debug, find_world_2d()->get_canvas());
+				RenderingServer::get_singleton()->canvas_item_set_parent(contact_2d_debug, current_canvas);
 #ifndef _3D_DISABLED
 				PhysicsServer3D::get_singleton()->space_set_debug_contacts(find_world_3d()->get_space(), get_tree()->get_collision_debug_contact_count());
 				contact_3d_debug_multimesh = RenderingServer::get_singleton()->multimesh_create();

+ 1 - 3
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

@@ -593,12 +593,10 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
 
 	bool render_shadows = p_render_data->directional_shadows.size() || p_render_data->shadows.size();
 
+	//prepare shadow rendering
 	if (render_shadows) {
 		RENDER_TIMESTAMP("Render Shadows");
-	}
 
-	//prepare shadow rendering
-	if (render_shadows) {
 		_render_shadow_begin();
 
 		//render directional shadows