Browse Source

* BugFix: More cleanup of MSVC compiler warnings.

Robert MacGregor 3 years ago
parent
commit
74cc60508b

+ 0 - 2
Engine/source/T3D/assets/GUIAsset.cpp

@@ -65,8 +65,6 @@ ConsoleSetType(TypeGUIAssetPtr)
    if (argc == 1)
    {
       // Yes, so fetch field value.
-      const char* pFieldValue = argv[0];
-
       *((const char**)dptr) = StringTable->insert(argv[0]);
 
       return;

+ 0 - 17
Engine/source/T3D/assets/ImageAsset.cpp

@@ -275,21 +275,6 @@ void ImageAsset::loadImage()
       mLoadedState = Ok;
       mIsValidImage = true;
       return;
-
-      //GFXTexHandle texture = getTexture(&GFXStaticTextureSRGBProfile);
-
-      //mTexture.set(mImagePath, &GFXStaticTextureSRGBProfile, avar("%s() - mImage (line %d)", __FUNCTION__, __LINE__));
-
-      /*if (texture.isValid())
-      {
-         mIsValidImage = true;
-
-         //mBitmap = texture.getBitmap();
-
-         return;
-      }*/
-
-      mChangeSignal.trigger();
    }
    mLoadedState = BadFileReference;
 
@@ -497,8 +482,6 @@ GuiControl* GuiInspectorTypeImageAssetPtr::constructEditControl()
       mInspector->getInspectObject()->getIdString(), mCaption);
    mBrowseButton->setField("Command", szBuffer);
 
-   const char* id = mInspector->getInspectObject()->getIdString();
-
    setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
 
    // Create "Open in ShapeEditor" button

+ 0 - 10
Engine/source/T3D/assets/ScriptAsset.cpp

@@ -191,16 +191,6 @@ bool ScriptAsset::execScript()
       return true;
 
    return false;
-
-   if (Torque::FS::IsScriptFile(mScriptPath))
-   {
-      return Con::executeFile(mScriptPath, false, false);
-   }
-   else
-   {
-      Con::errorf("ScriptAsset:execScript() - Script asset must have a valid file to exec");
-      return false;
-   }
 }
 
 DefineEngineMethod(ScriptAsset, execScript, bool, (), ,

+ 0 - 2
Engine/source/T3D/assets/ShapeAsset.cpp

@@ -603,8 +603,6 @@ GuiControl* GuiInspectorTypeShapeAssetPtr::constructEditControl()
       mInspector->getInspectObject()->getIdString(), mCaption);
    mBrowseButton->setField("Command", szBuffer);
 
-   const char* id = mInspector->getInspectObject()->getIdString();
-
    setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
 
    // Create "Open in ShapeEditor" button

+ 0 - 2
Engine/source/T3D/assets/TerrainAsset.cpp

@@ -468,8 +468,6 @@ GuiControl* GuiInspectorTypeTerrainAssetPtr::constructEditControl()
       mInspector->getInspectObject()->getIdString(), mCaption);
    mBrowseButton->setField("Command", szBuffer);
 
-   const char* id = mInspector->getInspectObject()->getIdString();
-
    setDataField(StringTable->insert("targetObject"), NULL, mInspector->getInspectObject()->getIdString());
 
    // Create "Open in ShapeEditor" button

+ 1 - 8
Engine/source/T3D/assets/assetImporter.cpp

@@ -1821,10 +1821,8 @@ void AssetImporter::processShapeAsset(AssetImportObject* assetItem)
    }
 
    S32 meshCount = dAtoi(assetItem->shapeInfo->getDataField(StringTable->insert("_meshCount"), nullptr));
-   S32 shapeItem = assetItem->shapeInfo->findItemByName("Meshes");
 
    S32 animCount = dAtoi(assetItem->shapeInfo->getDataField(StringTable->insert("_animCount"), nullptr));
-   S32 animItem = assetItem->shapeInfo->findItemByName("Animations");
 
    S32 materialCount = dAtoi(assetItem->shapeInfo->getDataField(StringTable->insert("_materialCount"), nullptr));
    S32 matItem = assetItem->shapeInfo->findItemByName("Materials");
@@ -2005,9 +2003,7 @@ void AssetImporter::validateAsset(AssetImportObject* assetItem)
    if (assetItem->importStatus == AssetImportObject::Skipped || assetItem->importStatus == AssetImportObject::NotProcessed)
       return;
 
-   bool hasCollision = checkAssetForCollision(assetItem);
-
-   if (hasCollision)
+   if (checkAssetForCollision(assetItem))
    {
       importIssues = true;
       return;
@@ -2018,7 +2014,6 @@ void AssetImporter::validateAsset(AssetImportObject* assetItem)
       AssetQuery aQuery;
       U32 numAssetsFound = AssetDatabase.findAllAssets(&aQuery);
 
-      bool hasCollision = false;
       for (U32 i = 0; i < numAssetsFound; i++)
       {
          StringTableEntry assetId = aQuery.mAssetList[i];
@@ -2032,7 +2027,6 @@ void AssetImporter::validateAsset(AssetImportObject* assetItem)
 
          if (assetName == StringTable->insert(assetItem->assetName.c_str()))
          {
-            hasCollision = true;
             assetItem->status = "Error";
             assetItem->statusType = "DuplicateAsset";
             assetItem->statusInfo = "Duplicate asset names found within the target module!\nAsset \"" + assetItem->assetName + "\" of type \"" + assetItem->assetType + "\" has a matching name.\nPlease rename it and try again!";
@@ -2241,7 +2235,6 @@ void AssetImporter::resetImportConfig()
       activeImportConfig->registerObject();
    }
 
-   bool foundConfig = false;
    Settings* editorSettings;
    //See if we can get our editor settings
    if (Sim::findObject("EditorSettings", editorSettings))

+ 1 - 1
Engine/source/windowManager/sdl/sdlWindow.cpp

@@ -550,7 +550,7 @@ void PlatformWindowSDL::_triggerTextNotify(const SDL_Event& evt)
    }
    else // get a wchar string
    {
-      const U32 len = strlen(evt.text.text);
+      const dsize_t len = strlen(evt.text.text);
       U16 wchar[16] = {};
       dMemcpy(wchar, evt.text.text, sizeof(char)*len);