Explorar o código

Codestyle: Fix some comment issues

Rémi Verschelde hai 1 ano
pai
achega
fa259a77cd

+ 0 - 8
editor/import/resource_importer_texture.cpp

@@ -367,14 +367,6 @@ void ResourceImporterTexture::_save_ctex(const Ref<Image> &p_image, const String
 	f->store_32(0);
 	f->store_32(0);
 	f->store_32(0);
 	f->store_32(0);
 
 
-	/*
-	print_line("streamable " + itos(p_streamable));
-	print_line("mipmaps " + itos(p_mipmaps));
-	print_line("detect_3d " + itos(p_detect_3d));
-	print_line("roughness " + itos(p_detect_roughness));
-	print_line("normal " + itos(p_detect_normal));
-*/
-
 	if ((p_compress_mode == COMPRESS_LOSSLESS || p_compress_mode == COMPRESS_LOSSY) && p_image->get_format() > Image::FORMAT_RGBA8) {
 	if ((p_compress_mode == COMPRESS_LOSSLESS || p_compress_mode == COMPRESS_LOSSY) && p_image->get_format() > Image::FORMAT_RGBA8) {
 		p_compress_mode = COMPRESS_VRAM_UNCOMPRESSED; //these can't go as lossy
 		p_compress_mode = COMPRESS_VRAM_UNCOMPRESSED; //these can't go as lossy
 	}
 	}

+ 0 - 2
modules/gdscript/gdscript_editor.cpp

@@ -2745,8 +2745,6 @@ static void _find_call_arguments(GDScriptParser::CompletionContext &p_context, c
 	const GDScriptParser::CallNode *call = static_cast<const GDScriptParser::CallNode *>(p_call);
 	const GDScriptParser::CallNode *call = static_cast<const GDScriptParser::CallNode *>(p_call);
 	GDScriptParser::Node::Type callee_type = call->get_callee_type();
 	GDScriptParser::Node::Type callee_type = call->get_callee_type();
 
 
-	GDScriptCompletionIdentifier connect_base;
-
 	if (callee_type == GDScriptParser::Node::SUBSCRIPT) {
 	if (callee_type == GDScriptParser::Node::SUBSCRIPT) {
 		const GDScriptParser::SubscriptNode *subscript = static_cast<const GDScriptParser::SubscriptNode *>(call->callee);
 		const GDScriptParser::SubscriptNode *subscript = static_cast<const GDScriptParser::SubscriptNode *>(call->callee);
 
 

+ 1 - 1
platform/android/java_godot_view_wrapper.h

@@ -38,7 +38,7 @@
 #include <android/log.h>
 #include <android/log.h>
 #include <jni.h>
 #include <jni.h>
 
 
-// Class that makes functions in java/src/org/godotengine/godot/GodotView.java callable from C++
+// Class that makes functions in java/src/org/godotengine/godot/GodotRenderView.java callable from C++
 class GodotJavaViewWrapper {
 class GodotJavaViewWrapper {
 private:
 private:
 	jclass _cls;
 	jclass _cls;

+ 1 - 1
platform/android/java_godot_wrapper.h

@@ -39,7 +39,7 @@
 #include <android/log.h>
 #include <android/log.h>
 #include <jni.h>
 #include <jni.h>
 
 
-// Class that makes functions in java/src/org/godotengine/godot/Godot.java callable from C++
+// Class that makes functions in java/src/org/godotengine/godot/Godot.kt callable from C++
 class GodotJavaWrapper {
 class GodotJavaWrapper {
 private:
 private:
 	jobject godot_instance;
 	jobject godot_instance;

+ 1 - 1
platform/windows/gl_manager_windows_native.cpp

@@ -104,7 +104,7 @@ static bool nvapi_err_check(const char *msg, int status) {
 }
 }
 
 
 // On windows we have to disable threaded optimization when using NVIDIA graphics cards
 // On windows we have to disable threaded optimization when using NVIDIA graphics cards
-// to avoid stuttering, see see https://stackoverflow.com/questions/36959508/nvidia-graphics-driver-causing-noticeable-frame-stuttering/37632948
+// to avoid stuttering, see https://stackoverflow.com/questions/36959508/nvidia-graphics-driver-causing-noticeable-frame-stuttering/37632948
 // also see https://github.com/Ryujinx/Ryujinx/blob/master/src/Ryujinx.Common/GraphicsDriver/NVThreadedOptimization.cs
 // also see https://github.com/Ryujinx/Ryujinx/blob/master/src/Ryujinx.Common/GraphicsDriver/NVThreadedOptimization.cs
 void GLManagerNative_Windows::_nvapi_disable_threaded_optimization() {
 void GLManagerNative_Windows::_nvapi_disable_threaded_optimization() {
 	HMODULE nvapi = 0;
 	HMODULE nvapi = 0;