Browse Source

Cleaned up Doxygen comments.

Lasse Öörni 13 years ago
parent
commit
8c581bf8bb
100 changed files with 680 additions and 680 deletions
  1. 3 3
      CMakeLists.txt
  2. 4 4
      Engine/Audio/Audio.h
  3. 4 4
      Engine/Audio/Sound.h
  4. 10 10
      Engine/Audio/SoundSource.h
  5. 4 4
      Engine/Audio/SoundSource3D.h
  6. 1 1
      Engine/Container/Str.h
  7. 2 2
      Engine/Container/Vector.h
  8. 1 1
      Engine/Core/Attribute.h
  9. 1 1
      Engine/Core/Condition.h
  10. 1 1
      Engine/Core/Context.h
  11. 2 2
      Engine/Core/Thread.h
  12. 1 1
      Engine/Core/Timer.h
  13. 6 6
      Engine/Core/Variant.h
  14. 3 3
      Engine/Engine/Console.h
  15. 5 5
      Engine/Engine/DebugHud.h
  16. 4 4
      Engine/Engine/Engine.h
  17. 12 12
      Engine/Graphics/AnimatedModel.h
  18. 3 3
      Engine/Graphics/Animation.h
  19. 15 15
      Engine/Graphics/AnimationController.h
  20. 5 5
      Engine/Graphics/AnimationState.h
  21. 9 9
      Engine/Graphics/BillboardSet.h
  22. 14 14
      Engine/Graphics/Camera.h
  23. 1 1
      Engine/Graphics/DebugRenderer.h
  24. 5 5
      Engine/Graphics/DecalSet.h
  25. 37 37
      Engine/Graphics/Direct3D9/D3D9Graphics.h
  26. 3 3
      Engine/Graphics/Direct3D9/D3D9IndexBuffer.h
  27. 3 3
      Engine/Graphics/Direct3D9/D3D9RenderSurface.h
  28. 2 2
      Engine/Graphics/Direct3D9/D3D9ShaderVariation.h
  29. 5 5
      Engine/Graphics/Direct3D9/D3D9Texture.h
  30. 2 2
      Engine/Graphics/Direct3D9/D3D9Texture2D.h
  31. 2 2
      Engine/Graphics/Direct3D9/D3D9TextureCube.h
  32. 3 3
      Engine/Graphics/Direct3D9/D3D9VertexBuffer.h
  33. 16 16
      Engine/Graphics/Drawable.h
  34. 6 6
      Engine/Graphics/Geometry.h
  35. 22 22
      Engine/Graphics/Light.h
  36. 9 9
      Engine/Graphics/Material.h
  37. 10 10
      Engine/Graphics/Model.h
  38. 4 4
      Engine/Graphics/OcclusionBuffer.h
  39. 37 37
      Engine/Graphics/OpenGL/OGLGraphics.h
  40. 3 3
      Engine/Graphics/OpenGL/OGLIndexBuffer.h
  41. 3 3
      Engine/Graphics/OpenGL/OGLRenderSurface.h
  42. 3 3
      Engine/Graphics/OpenGL/OGLVertexBuffer.h
  43. 6 6
      Engine/Graphics/ParticleEmitter.h
  44. 8 8
      Engine/Graphics/PostProcess.h
  45. 21 21
      Engine/Graphics/Renderer.h
  46. 8 8
      Engine/Graphics/StaticModel.h
  47. 7 7
      Engine/Graphics/Technique.h
  48. 19 19
      Engine/Graphics/Terrain.h
  49. 6 6
      Engine/Graphics/TerrainPatch.h
  50. 3 3
      Engine/Graphics/View.h
  51. 3 3
      Engine/Graphics/Viewport.h
  52. 8 8
      Engine/Graphics/Zone.h
  53. 1 1
      Engine/IO/Deserializer.h
  54. 1 1
      Engine/IO/File.h
  55. 1 1
      Engine/IO/FileSystem.h
  56. 1 1
      Engine/IO/Log.h
  57. 1 1
      Engine/IO/MemoryBuffer.h
  58. 5 5
      Engine/IO/VectorBuffer.h
  59. 2 2
      Engine/Input/Input.h
  60. 2 2
      Engine/Math/Matrix3.h
  61. 4 4
      Engine/Math/Matrix3x4.h
  62. 2 2
      Engine/Math/Matrix4.h
  63. 2 2
      Engine/Math/Polyhedron.h
  64. 1 1
      Engine/Math/Random.h
  65. 4 4
      Engine/Network/Connection.h
  66. 1 1
      Engine/Network/Controls.h
  67. 2 2
      Engine/Network/Network.h
  68. 4 4
      Engine/Network/NetworkPriority.h
  69. 17 17
      Engine/Physics/CollisionShape.h
  70. 12 12
      Engine/Physics/Constraint.h
  71. 7 7
      Engine/Physics/PhysicsWorld.h
  72. 24 24
      Engine/Physics/RigidBody.h
  73. 2 2
      Engine/Resource/Image.h
  74. 2 2
      Engine/Resource/Resource.h
  75. 1 1
      Engine/Resource/ResourceCache.h
  76. 23 23
      Engine/Resource/XMLElement.h
  77. 2 2
      Engine/Scene/Component.h
  78. 25 25
      Engine/Scene/Node.h
  79. 4 4
      Engine/Scene/Scene.h
  80. 2 2
      Engine/Scene/Serializable.h
  81. 4 4
      Engine/Scene/SmoothedTransform.h
  82. 3 3
      Engine/Script/Script.h
  83. 1 1
      Engine/Script/ScriptFile.h
  84. 7 7
      Engine/Script/ScriptInstance.h
  85. 6 6
      Engine/UI/BorderImage.h
  86. 9 9
      Engine/UI/Button.h
  87. 4 4
      Engine/UI/CheckBox.h
  88. 2 2
      Engine/UI/Cursor.h
  89. 3 3
      Engine/UI/DropDownList.h
  90. 8 8
      Engine/UI/FileSelector.h
  91. 9 9
      Engine/UI/LineEdit.h
  92. 5 5
      Engine/UI/ListView.h
  93. 5 5
      Engine/UI/Menu.h
  94. 6 6
      Engine/UI/ScrollBar.h
  95. 7 7
      Engine/UI/ScrollView.h
  96. 4 4
      Engine/UI/Slider.h
  97. 10 10
      Engine/UI/Text.h
  98. 3 3
      Engine/UI/UI.h
  99. 49 49
      Engine/UI/UIElement.h
  100. 5 5
      Engine/UI/Window.h

+ 3 - 3
CMakeLists.txt

@@ -1,3 +1,6 @@
+# Disable unnecessary build types
+set (CMAKE_CONFIGURATION_TYPES "Debug;Release;RelWithDebInfo" CACHE STRING "Configurations" FORCE)
+
 # Set project name
 # Set project name
 project (Urho3D)
 project (Urho3D)
 
 
@@ -8,9 +11,6 @@ if (COMMAND cmake_policy)
     cmake_policy (SET CMP0003 NEW)
     cmake_policy (SET CMP0003 NEW)
 endif ()
 endif ()
 
 
-# Disable unnecessary build types
-set (CMAKE_CONFIGURATION_TYPES "Debug;Release;RelWithDebInfo" CACHE STRING "Configurations" FORCE)
-
 # IOS-specific setup
 # IOS-specific setup
 if (IOS)
 if (IOS)
     add_definitions (-DIOS)
     add_definitions (-DIOS)

+ 4 - 4
Engine/Audio/Audio.h

@@ -53,13 +53,13 @@ public:
     bool Play();
     bool Play();
     /// Suspend sound output.
     /// Suspend sound output.
     void Stop();
     void Stop();
-    /// %Set master gain on a specific sound type such as sound effects, music or voice.
+    /// Set master gain on a specific sound type such as sound effects, music or voice.
     void SetMasterGain(SoundType type, float gain);
     void SetMasterGain(SoundType type, float gain);
-    /// %Set listener position.
+    /// Set listener position.
     void SetListenerPosition(const Vector3& position);
     void SetListenerPosition(const Vector3& position);
-    /// %Set listener rotation.
+    /// Set listener rotation.
     void SetListenerRotation(const Quaternion& rotation);
     void SetListenerRotation(const Quaternion& rotation);
-    /// %Set listener position and rotation.
+    /// Set listener position and rotation.
     void SetListenerTransform(const Vector3& position, const Quaternion& rotation);
     void SetListenerTransform(const Vector3& position, const Quaternion& rotation);
     /// Stop any sound source playing a certain sound clip.
     /// Stop any sound source playing a certain sound clip.
     void StopSound(Sound* sound);
     void StopSound(Sound* sound);

+ 4 - 4
Engine/Audio/Sound.h

@@ -48,13 +48,13 @@ public:
     bool LoadWav(Deserializer& source);
     bool LoadWav(Deserializer& source);
     /// Load Ogg Vorbis format sound data. Does not decode at load, but will be rather be decoded while playing.
     /// Load Ogg Vorbis format sound data. Does not decode at load, but will be rather be decoded while playing.
     bool LoadOggVorbis(Deserializer& source);
     bool LoadOggVorbis(Deserializer& source);
-    /// %Set sound size in bytes. Also resets the sound to be uncompressed and one-shot.
+    /// Set sound size in bytes. Also resets the sound to be uncompressed and one-shot.
     void SetSize(unsigned dataSize);
     void SetSize(unsigned dataSize);
-    /// %Set uncompressed sound data.
+    /// Set uncompressed sound data.
     void SetData(const void* data, unsigned dataSize);
     void SetData(const void* data, unsigned dataSize);
-    /// %Set uncompressed sound data format.
+    /// Set uncompressed sound data format.
     void SetFormat(unsigned frequency, bool sixteenBit, bool stereo);
     void SetFormat(unsigned frequency, bool sixteenBit, bool stereo);
-    /// %Set loop on/off. If loop is enabled, sets the full sound as loop range.
+    /// Set loop on/off. If loop is enabled, sets the full sound as loop range.
     void SetLooped(bool enable);
     void SetLooped(bool enable);
     /// Define loop.
     /// Define loop.
     void SetLoop(unsigned repeatOffset, unsigned endOffset);
     void SetLoop(unsigned repeatOffset, unsigned endOffset);

+ 10 - 10
Engine/Audio/SoundSource.h

@@ -55,19 +55,19 @@ public:
     void Play(Sound* sound, float frequency, float gain, float panning);
     void Play(Sound* sound, float frequency, float gain, float panning);
     /// Stop playback.
     /// Stop playback.
     void Stop();
     void Stop();
-    /// %Set sound type, determines the master gain group.
+    /// Set sound type, determines the master gain group.
     void SetSoundType(SoundType type);
     void SetSoundType(SoundType type);
-    /// %Set frequency.
+    /// Set frequency.
     void SetFrequency(float frequency);
     void SetFrequency(float frequency);
-    /// %Set gain. 0.0 is silence, 1.0 is full volume.
+    /// Set gain. 0.0 is silence, 1.0 is full volume.
     void SetGain(float gain);
     void SetGain(float gain);
-    /// %Set attenuation. 1.0 is unaltered. Used for distance attenuated playback.
+    /// Set attenuation. 1.0 is unaltered. Used for distance attenuated playback.
     void SetAttenuation(float attenuation);
     void SetAttenuation(float attenuation);
-    /// %Set stereo panning. -1.0 is full left and 1.0 is full right.
+    /// Set stereo panning. -1.0 is full left and 1.0 is full right.
     void SetPanning(float panning);
     void SetPanning(float panning);
-   /// %Set whether sound source will be automatically removed from the scene node when playback stops.
+   /// Set whether sound source will be automatically removed from the scene node when playback stops.
     void SetAutoRemove(bool enable);
     void SetAutoRemove(bool enable);
-    /// %Set new playback position.
+    /// Set new playback position.
     void SetPlayPosition(signed char* pos);
     void SetPlayPosition(signed char* pos);
     
     
     /// Return sound.
     /// Return sound.
@@ -95,16 +95,16 @@ public:
     void PlayLockless(Sound* sound);
     void PlayLockless(Sound* sound);
     /// Stop sound without locking the audio mutex. Called internally.
     /// Stop sound without locking the audio mutex. Called internally.
     void StopLockless();
     void StopLockless();
-    /// %Set new playback position without locking the audio mutex. Called internally.
+    /// Set new playback position without locking the audio mutex. Called internally.
     void SetPlayPositionLockless(signed char* position);
     void SetPlayPositionLockless(signed char* position);
     /// Update the sound source. Perform subclass specific operations. Called by Audio.
     /// Update the sound source. Perform subclass specific operations. Called by Audio.
     virtual void Update(float timeStep);
     virtual void Update(float timeStep);
     /// Mix sound source output to a 32-bit clipping buffer. Called by Audio.
     /// Mix sound source output to a 32-bit clipping buffer. Called by Audio.
     void Mix(int* dest, unsigned samples, int mixRate, bool stereo, bool interpolation);
     void Mix(int* dest, unsigned samples, int mixRate, bool stereo, bool interpolation);
     
     
-    /// %Set sound attribute.
+    /// Set sound attribute.
     void SetSoundAttr(ResourceRef value);
     void SetSoundAttr(ResourceRef value);
-    /// %Set sound position attribute.
+    /// Set sound position attribute.
     void SetPositionAttr(int value);
     void SetPositionAttr(int value);
     /// Return sound attribute.
     /// Return sound attribute.
     ResourceRef GetSoundAttr() const;
     ResourceRef GetSoundAttr() const;

+ 4 - 4
Engine/Audio/SoundSource3D.h

@@ -41,13 +41,13 @@ public:
     /// Update sound source.
     /// Update sound source.
     virtual void Update(float timeStep);
     virtual void Update(float timeStep);
     
     
-    /// %Set attenuation parameters.
+    /// Set attenuation parameters.
     void SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor);
     void SetDistanceAttenuation(float nearDistance, float farDistance, float rolloffFactor);
-    /// %Set near distance. Distances closer than this do not have an effect.
+    /// Set near distance. Distances closer than this do not have an effect.
     void SetNearDistance(float distance);
     void SetNearDistance(float distance);
-    /// %Set far distance. Beyond this sound will be completely attenuated.
+    /// Set far distance. Beyond this sound will be completely attenuated.
     void SetFarDistance(float distance);
     void SetFarDistance(float distance);
-    /// %Set rolloff power factor, defines attenuation function shape.
+    /// Set rolloff power factor, defines attenuation function shape.
     void SetRolloffFactor(float factor);
     void SetRolloffFactor(float factor);
     /// Calculate attenuation and panning based on current position and listener position.
     /// Calculate attenuation and panning based on current position and listener position.
     void CalculateAttenuation();
     void CalculateAttenuation();

+ 1 - 1
Engine/Container/Str.h

@@ -291,7 +291,7 @@ public:
     Iterator Erase(const Iterator& start, const Iterator& end);
     Iterator Erase(const Iterator& start, const Iterator& end);
     /// Resize the string.
     /// Resize the string.
     void Resize(unsigned newLength);
     void Resize(unsigned newLength);
-    /// %Set new capacity.
+    /// Set new capacity.
     void Reserve(unsigned newCapacity);
     void Reserve(unsigned newCapacity);
     /// Reallocate so that no extra memory is used.
     /// Reallocate so that no extra memory is used.
     void Compact();
     void Compact();

+ 2 - 2
Engine/Container/Vector.h

@@ -278,7 +278,7 @@ public:
     /// Resize the vector.
     /// Resize the vector.
     void Resize(unsigned newSize) { Resize(newSize, 0); }
     void Resize(unsigned newSize) { Resize(newSize, 0); }
     
     
-    /// %Set new capacity.
+    /// Set new capacity.
     void Reserve(unsigned newCapacity)
     void Reserve(unsigned newCapacity)
     {
     {
         if (newCapacity < size_)
         if (newCapacity < size_)
@@ -719,7 +719,7 @@ public:
         size_ = newSize;
         size_ = newSize;
     }
     }
     
     
-    /// %Set new capacity.
+    /// Set new capacity.
     void Reserve(unsigned newCapacity)
     void Reserve(unsigned newCapacity)
     {
     {
         if (newCapacity < size_)
         if (newCapacity < size_)

+ 1 - 1
Engine/Core/Attribute.h

@@ -51,7 +51,7 @@ class AttributeAccessor : public RefCounted
 public:
 public:
     /// Get the attribute.
     /// Get the attribute.
     virtual void Get(Serializable* ptr, Variant& dest) {}
     virtual void Get(Serializable* ptr, Variant& dest) {}
-    /// %Set the attribute.
+    /// Set the attribute.
     virtual void Set(Serializable* ptr, const Variant& src) {}
     virtual void Set(Serializable* ptr, const Variant& src) {}
 };
 };
 
 

+ 1 - 1
Engine/Core/Condition.h

@@ -33,7 +33,7 @@ public:
     /// Destruct.
     /// Destruct.
     ~Condition();
     ~Condition();
     
     
-    /// %Set the condition. Will be automatically reset once a waiting thread wakes up.
+    /// Set the condition. Will be automatically reset once a waiting thread wakes up.
     void Set();
     void Set();
     
     
     /// Wait on the condition.
     /// Wait on the condition.

+ 1 - 1
Engine/Core/Context.h

@@ -123,7 +123,7 @@ private:
     void RemoveEventReceiver(Object* receiver, Object* sender, StringHash eventType);
     void RemoveEventReceiver(Object* receiver, Object* sender, StringHash eventType);
     /// Remove event receiver from non-specific events.
     /// Remove event receiver from non-specific events.
     void RemoveEventReceiver(Object* receiver, StringHash eventType);
     void RemoveEventReceiver(Object* receiver, StringHash eventType);
-    /// %Set current event handler. Called by Object.
+    /// Set current event handler. Called by Object.
     void SetEventHandler(EventHandler* handler) { eventHandler_ = handler; }
     void SetEventHandler(EventHandler* handler) { eventHandler_ = handler; }
     /// Begin event send.
     /// Begin event send.
     void BeginSendEvent(Object* sender) { eventSenders_.Push(sender); }
     void BeginSendEvent(Object* sender) { eventSenders_.Push(sender); }

+ 2 - 2
Engine/Core/Thread.h

@@ -37,9 +37,9 @@ public:
     
     
     /// Start running the thread. Return true if successful, or false if already running or if can not create the thread.
     /// Start running the thread. Return true if successful, or false if already running or if can not create the thread.
     bool Start();
     bool Start();
-    /// %Set the running flag to false and wait for the thread to finish.
+    /// Set the running flag to false and wait for the thread to finish.
     void Stop();
     void Stop();
-    /// %Set thread priority. The thread must have been started first.
+    /// Set thread priority. The thread must have been started first.
     void SetPriority(int priority);
     void SetPriority(int priority);
     
     
     /// Return whether thread exists
     /// Return whether thread exists

+ 1 - 1
Engine/Core/Timer.h

@@ -86,7 +86,7 @@ public:
     void BeginFrame(float timeStep);
     void BeginFrame(float timeStep);
     /// End frame. Increment total time and send frame end event.
     /// End frame. Increment total time and send frame end event.
     void EndFrame();
     void EndFrame();
-    /// %Set the low-resolution timer period in milliseconds. 0 resets to the default period.
+    /// Set the low-resolution timer period in milliseconds. 0 resets to the default period.
     void SetTimerPeriod(unsigned mSec);
     void SetTimerPeriod(unsigned mSec);
     
     
     /// Return frame number, starting from 1 once BeginFrame() is called for the first time.
     /// Return frame number, starting from 1 once BeginFrame() is called for the first time.

+ 6 - 6
Engine/Core/Variant.h

@@ -690,15 +690,15 @@ public:
     /// Test for inequality with a ShortStringHash.
     /// Test for inequality with a ShortStringHash.
     bool operator != (const ShortStringHash& rhs) const { return !(*this == rhs); }
     bool operator != (const ShortStringHash& rhs) const { return !(*this == rhs); }
     
     
-    /// %Set from typename and value strings. Pointers will be set to null, and VariantBuffer or VariantMap types are not supported.
+    /// Set from typename and value strings. Pointers will be set to null, and VariantBuffer or VariantMap types are not supported.
     void FromString(const String& type, const String& value);
     void FromString(const String& type, const String& value);
-    /// %Set from typename and value strings. Pointers will be set to null, and VariantBuffer or VariantMap types are not supported.
+    /// Set from typename and value strings. Pointers will be set to null, and VariantBuffer or VariantMap types are not supported.
     void FromString(const char* type, const char* value);
     void FromString(const char* type, const char* value);
-    /// %Set from type and value string. Pointers will be set to null, and VariantBuffer or VariantMap types are not supported.
+    /// Set from type and value string. Pointers will be set to null, and VariantBuffer or VariantMap types are not supported.
     void FromString(VariantType type, const String& value);
     void FromString(VariantType type, const String& value);
-    /// %Set from type and value string. Pointers will be set to null, and VariantBuffer or VariantMap types are not supported.
+    /// Set from type and value string. Pointers will be set to null, and VariantBuffer or VariantMap types are not supported.
     void FromString(VariantType type, const char* value);
     void FromString(VariantType type, const char* value);
-    /// %Set buffer type from a memory area.
+    /// Set buffer type from a memory area.
     void SetBuffer(const void* data, unsigned size);
     void SetBuffer(const void* data, unsigned size);
     
     
     /// Return int or zero on type mismatch.
     /// Return int or zero on type mismatch.
@@ -865,7 +865,7 @@ public:
     static const Variant EMPTY;
     static const Variant EMPTY;
     
     
 private:
 private:
-    /// %Set new type and allocate/deallocate memory as necessary.
+    /// Set new type and allocate/deallocate memory as necessary.
     void SetType(VariantType newType);
     void SetType(VariantType newType);
     
     
     /// Variant type.
     /// Variant type.

+ 3 - 3
Engine/Engine/Console.h

@@ -44,15 +44,15 @@ public:
     /// Destruct.
     /// Destruct.
     ~Console();
     ~Console();
     
     
-    /// %Set UI elements' style from an XML file.
+    /// Set UI elements' style from an XML file.
     void SetStyle(XMLFile* style);
     void SetStyle(XMLFile* style);
     /// Show or hide. Showing automatically focuses the line edit.
     /// Show or hide. Showing automatically focuses the line edit.
     void SetVisible(bool enable);
     void SetVisible(bool enable);
     /// Toggle visibility.
     /// Toggle visibility.
     void Toggle();
     void Toggle();
-    /// %Set number of displayed rows.
+    /// Set number of displayed rows.
     void SetNumRows(unsigned rows);
     void SetNumRows(unsigned rows);
-    /// %Set command history maximum size, 0 disables history.
+    /// Set command history maximum size, 0 disables history.
     void SetNumHistoryRows(unsigned rows);
     void SetNumHistoryRows(unsigned rows);
     /// Update elements to layout properly. Call this after manually adjusting the sub-elements.
     /// Update elements to layout properly. Call this after manually adjusting the sub-elements.
     void UpdateElements();
     void UpdateElements();

+ 5 - 5
Engine/Engine/DebugHud.h

@@ -50,15 +50,15 @@ public:
     
     
     /// Update. Called by HandleUpdate().
     /// Update. Called by HandleUpdate().
     void Update();
     void Update();
-    /// %Set UI elements' style from an XML file.
+    /// Set UI elements' style from an XML file.
     void SetStyle(XMLFile* style);
     void SetStyle(XMLFile* style);
-    /// %Set elements to show.
+    /// Set elements to show.
     void SetMode(unsigned mode);
     void SetMode(unsigned mode);
-    /// %Set maximum profiler block depth, default unlimited.
+    /// Set maximum profiler block depth, default unlimited.
     void SetProfilerMaxDepth(unsigned depth);
     void SetProfilerMaxDepth(unsigned depth);
-    /// %Set profiler accumulation interval.
+    /// Set profiler accumulation interval.
     void SetProfilerInterval(float interval);
     void SetProfilerInterval(float interval);
-    /// %Set whether to show 3D geometry primitive/batch count only. Default false.
+    /// Set whether to show 3D geometry primitive/batch count only. Default false.
     void SetUseRendererStats(bool enable);
     void SetUseRendererStats(bool enable);
     /// Toggle elements.
     /// Toggle elements.
     void Toggle(unsigned mode);
     void Toggle(unsigned mode);

+ 4 - 4
Engine/Engine/Engine.h

@@ -51,13 +51,13 @@ public:
     Console* CreateConsole();
     Console* CreateConsole();
     /// Create the debug hud.
     /// Create the debug hud.
     DebugHud* CreateDebugHud();
     DebugHud* CreateDebugHud();
-    /// %Set minimum frames per second. If FPS goes lower than this, time will appear to slow down.
+    /// Set minimum frames per second. If FPS goes lower than this, time will appear to slow down.
     void SetMinFps(int fps);
     void SetMinFps(int fps);
-    /// %Set maximum frames per second. The engine will sleep if FPS is higher than this.
+    /// Set maximum frames per second. The engine will sleep if FPS is higher than this.
     void SetMaxFps(int fps);
     void SetMaxFps(int fps);
-    /// %Set maximum frames per second when the application is inactive.
+    /// Set maximum frames per second when the application is inactive.
     void SetMaxInactiveFps(int fps);
     void SetMaxInactiveFps(int fps);
-    /// %Set whether to pause update events and audio when minimized.
+    /// Set whether to pause update events and audio when minimized.
     void SetPauseMinimized(bool enable);
     void SetPauseMinimized(bool enable);
     /// Close the application window and set the exit flag.
     /// Close the application window and set the exit flag.
     void Exit();
     void Exit();

+ 12 - 12
Engine/Graphics/AnimatedModel.h

@@ -64,7 +64,7 @@ public:
     /// Visualize the component as debug geometry.
     /// Visualize the component as debug geometry.
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     
     
-    /// %Set model.
+    /// Set model.
     void SetModel(Model* model, bool createBones = true);
     void SetModel(Model* model, bool createBones = true);
     /// Add an animation.
     /// Add an animation.
     AnimationState* AddAnimationState(Animation* animation);
     AnimationState* AddAnimationState(Animation* animation);
@@ -78,15 +78,15 @@ public:
     void RemoveAnimationState(AnimationState* state);
     void RemoveAnimationState(AnimationState* state);
     /// Remove all animations.
     /// Remove all animations.
     void RemoveAllAnimationStates();
     void RemoveAllAnimationStates();
-    /// %Set animation LOD bias.
+    /// Set animation LOD bias.
     void SetAnimationLodBias(float bias);
     void SetAnimationLodBias(float bias);
-    /// %Set animation LOD distance factor when not visible (default 0 = do not update at all when invisible.)
+    /// Set animation LOD distance factor when not visible (default 0 = do not update at all when invisible.)
     void SetInvisibleLodFactor(float factor);
     void SetInvisibleLodFactor(float factor);
-    /// %Set vertex morph weight by index.
+    /// Set vertex morph weight by index.
     void SetMorphWeight(unsigned index, float weight);
     void SetMorphWeight(unsigned index, float weight);
-    /// %Set vertex morph weight by name.
+    /// Set vertex morph weight by name.
     void SetMorphWeight(const String& name, float weight);
     void SetMorphWeight(const String& name, float weight);
-    /// %Set vertex morph weight by name hash.
+    /// Set vertex morph weight by name hash.
     void SetMorphWeight(StringHash nameHash, float weight);
     void SetMorphWeight(StringHash nameHash, float weight);
     /// Reset all vertex morphs to zero.
     /// Reset all vertex morphs to zero.
     void ResetMorphWeights();
     void ResetMorphWeights();
@@ -124,13 +124,13 @@ public:
     /// Return whether is the master (first) animated model.
     /// Return whether is the master (first) animated model.
     bool IsMaster() const { return isMaster_; }
     bool IsMaster() const { return isMaster_; }
     
     
-    /// %Set model attribute.
+    /// Set model attribute.
     void SetModelAttr(ResourceRef value);
     void SetModelAttr(ResourceRef value);
-    /// %Set bones' animation enabled attribute.
+    /// Set bones' animation enabled attribute.
     void SetBonesEnabledAttr(VariantVector value);
     void SetBonesEnabledAttr(VariantVector value);
-    /// %Set animation states attribute.
+    /// Set animation states attribute.
     void SetAnimationStatesAttr(VariantVector value);
     void SetAnimationStatesAttr(VariantVector value);
-    /// %Set morphs attribute.
+    /// Set morphs attribute.
     void SetMorphsAttr(const PODVector<unsigned char>& value);
     void SetMorphsAttr(const PODVector<unsigned char>& value);
     /// Return model attribute.
     /// Return model attribute.
     ResourceRef GetModelAttr() const;
     ResourceRef GetModelAttr() const;
@@ -162,9 +162,9 @@ private:
     void MarkAnimationOrderDirty();
     void MarkAnimationOrderDirty();
     /// Mark morphs to require an update.
     /// Mark morphs to require an update.
     void MarkMorphsDirty();
     void MarkMorphsDirty();
-    /// %Set skeleton.
+    /// Set skeleton.
     void SetSkeleton(const Skeleton& skeleton, bool createBones);
     void SetSkeleton(const Skeleton& skeleton, bool createBones);
-    /// %Set mapping of subgeometry bone indices.
+    /// Set mapping of subgeometry bone indices.
     void SetGeometryBoneMappings();
     void SetGeometryBoneMappings();
     /// Clone geometries for vertex morphing.
     /// Clone geometries for vertex morphing.
     void CloneGeometries();
     void CloneGeometries();

+ 3 - 3
Engine/Graphics/Animation.h

@@ -79,11 +79,11 @@ public:
     /// Save resource. Return true if successful.
     /// Save resource. Return true if successful.
     virtual bool Save(Serializer& dest);
     virtual bool Save(Serializer& dest);
     
     
-    /// %Set animation name.
+    /// Set animation name.
     void SetAnimationName(const String& name);
     void SetAnimationName(const String& name);
-    /// %Set animation length.
+    /// Set animation length.
     void SetLength(float length);
     void SetLength(float length);
-    /// %Set all animation tracks.
+    /// Set all animation tracks.
     void SetTracks(const Vector<AnimationTrack>& tracks);
     void SetTracks(const Vector<AnimationTrack>& tracks);
     
     
     /// Return animation name.
     /// Return animation name.

+ 15 - 15
Engine/Graphics/AnimationController.h

@@ -58,17 +58,17 @@ struct AnimationControl
     float fadeTime_;
     float fadeTime_;
     /// Animation autofade on stop -time, 0 if disabled.
     /// Animation autofade on stop -time, 0 if disabled.
     float autoFadeTime_;
     float autoFadeTime_;
-    /// %Set time command time-to-live.
+    /// Set time command time-to-live.
     float setTimeTtl_;
     float setTimeTtl_;
-    /// %Set weight command time-to-live.
+    /// Set weight command time-to-live.
     float setWeightTtl_;
     float setWeightTtl_;
-    /// %Set time command.
+    /// Set time command.
     unsigned short setTime_;
     unsigned short setTime_;
-    /// %Set weight command.
+    /// Set weight command.
     unsigned char setWeight_;
     unsigned char setWeight_;
-    /// %Set time command revision.
+    /// Set time command revision.
     unsigned char setTimeRev_;
     unsigned char setTimeRev_;
-    /// %Set weight command revision.
+    /// Set weight command revision.
     unsigned char setWeightRev_;
     unsigned char setWeightRev_;
 };
 };
 
 
@@ -102,19 +102,19 @@ public:
     /// Fade other animations on the same layer to target weight. Return true on success.
     /// Fade other animations on the same layer to target weight. Return true on success.
     bool FadeOthers(const String& name, float targetWeight, float fadeTime);
     bool FadeOthers(const String& name, float targetWeight, float fadeTime);
     
     
-    /// %Set animation blending layer priority. Return true on success.
+    /// Set animation blending layer priority. Return true on success.
     bool SetLayer(const String& name, unsigned char layer);
     bool SetLayer(const String& name, unsigned char layer);
-    /// %Set animation start bone. Return true on success.
+    /// Set animation start bone. Return true on success.
     bool SetStartBone(const String& name, const String& startBoneName);
     bool SetStartBone(const String& name, const String& startBoneName);
-    /// %Set animation time position. Return true on success.
+    /// Set animation time position. Return true on success.
     bool SetTime(const String& name, float time);
     bool SetTime(const String& name, float time);
-    /// %Set animation weight. Return true on success.
+    /// Set animation weight. Return true on success.
     bool SetWeight(const String& name, float weight);
     bool SetWeight(const String& name, float weight);
-    /// %Set animation looping. Return true on success.
+    /// Set animation looping. Return true on success.
     bool SetLooped(const String& name, bool enable);
     bool SetLooped(const String& name, bool enable);
-    /// %Set animation speed. Return true on success.
+    /// Set animation speed. Return true on success.
     bool SetSpeed(const String& name, float speed);
     bool SetSpeed(const String& name, float speed);
-    /// %Set animation autofade on stop (non-looped animations only.) Zero time disables. Return true on success.
+    /// Set animation autofade on stop (non-looped animations only.) Zero time disables. Return true on success.
     bool SetAutoFade(const String& name, float fadeOutTime);
     bool SetAutoFade(const String& name, float fadeOutTime);
     
     
     /// Return whether an animation is active.
     /// Return whether an animation is active.
@@ -146,9 +146,9 @@ public:
     /// Return animation autofade time.
     /// Return animation autofade time.
     float GetAutoFade(const String& name) const;
     float GetAutoFade(const String& name) const;
     
     
-    /// %Set animations attribute.
+    /// Set animations attribute.
     void SetAnimationsAttr(VariantVector value);
     void SetAnimationsAttr(VariantVector value);
-    /// %Set animations attribute for network replication.
+    /// Set animations attribute for network replication.
     void SetNetAnimationsAttr(const PODVector<unsigned char>& value);
     void SetNetAnimationsAttr(const PODVector<unsigned char>& value);
     /// Return animations attribute.
     /// Return animations attribute.
     VariantVector GetAnimationsAttr() const;
     VariantVector GetAnimationsAttr() const;

+ 5 - 5
Engine/Graphics/AnimationState.h

@@ -43,19 +43,19 @@ public:
     /// Destruct.
     /// Destruct.
     ~AnimationState();
     ~AnimationState();
     
     
-    /// %Set start bone.
+    /// Set start bone.
     void SetStartBone(Bone* bone);
     void SetStartBone(Bone* bone);
-    /// %Set looping enabled/disabled.
+    /// Set looping enabled/disabled.
     void SetLooped(bool looped);
     void SetLooped(bool looped);
-    /// %Set blending weight.
+    /// Set blending weight.
     void SetWeight(float weight);
     void SetWeight(float weight);
-    /// %Set time position.
+    /// Set time position.
     void SetTime(float time);
     void SetTime(float time);
     /// Modify blending weight.
     /// Modify blending weight.
     void AddWeight(float delta);
     void AddWeight(float delta);
     /// Modify time position.
     /// Modify time position.
     void AddTime(float delta);
     void AddTime(float delta);
-    /// %Set blending layer.
+    /// Set blending layer.
     void SetLayer(unsigned char layer);
     void SetLayer(unsigned char layer);
     
     
     /// Return animation.
     /// Return animation.

+ 9 - 9
Engine/Graphics/BillboardSet.h

@@ -71,17 +71,17 @@ public:
     /// Return whether a geometry update is necessary, and if it can happen in a worker thread.
     /// Return whether a geometry update is necessary, and if it can happen in a worker thread.
     virtual UpdateGeometryType GetUpdateGeometryType();
     virtual UpdateGeometryType GetUpdateGeometryType();
     
     
-    /// %Set material.
+    /// Set material.
     void SetMaterial(Material* material);
     void SetMaterial(Material* material);
-    /// %Set number of billboards.
+    /// Set number of billboards.
     void SetNumBillboards(unsigned num);
     void SetNumBillboards(unsigned num);
-    /// %Set whether billboards are relative to the scene node.
+    /// Set whether billboards are relative to the scene node.
     void SetRelative(bool enable);
     void SetRelative(bool enable);
-    /// %Set whether scene node scale affects billboards' size.
+    /// Set whether scene node scale affects billboards' size.
     void SetScaled(bool enable);
     void SetScaled(bool enable);
-    /// %Set whether billboards are sorted by distance.
+    /// Set whether billboards are sorted by distance.
     void SetSorted(bool enable);
     void SetSorted(bool enable);
-    /// %Set animation LOD bias.
+    /// Set animation LOD bias.
     void SetAnimationLodBias(float bias);
     void SetAnimationLodBias(float bias);
     /// Call after changing the billboards.
     /// Call after changing the billboards.
     void Updated();
     void Updated();
@@ -103,11 +103,11 @@ public:
     /// Return animation LOD bias.
     /// Return animation LOD bias.
     float GetAnimationLodBias() const { return animationLodBias_; }
     float GetAnimationLodBias() const { return animationLodBias_; }
     
     
-    /// %Set material attribute.
+    /// Set material attribute.
     void SetMaterialAttr(ResourceRef value);
     void SetMaterialAttr(ResourceRef value);
-    /// %Set billboards attribute.
+    /// Set billboards attribute.
     void SetBillboardsAttr(VariantVector value);
     void SetBillboardsAttr(VariantVector value);
-    /// %Set billboards attribute for network replication.
+    /// Set billboards attribute for network replication.
     void SetNetBillboardsAttr(const PODVector<unsigned char>& value);
     void SetNetBillboardsAttr(const PODVector<unsigned char>& value);
     /// Return material attribute.
     /// Return material attribute.
     ResourceRef GetMaterialAttr() const;
     ResourceRef GetMaterialAttr() const;

+ 14 - 14
Engine/Graphics/Camera.h

@@ -45,33 +45,33 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set near clip distance.
+    /// Set near clip distance.
     void SetNearClip(float nearClip);
     void SetNearClip(float nearClip);
-    /// %Set far clip distance.
+    /// Set far clip distance.
     void SetFarClip(float farClip);
     void SetFarClip(float farClip);
-    /// %Set field of view.
+    /// Set field of view.
     void SetFov(float fov);
     void SetFov(float fov);
-    /// %Set orthographic mode view uniform size.
+    /// Set orthographic mode view uniform size.
     void SetOrthoSize(float orthoSize);
     void SetOrthoSize(float orthoSize);
-    /// %Set orthographic mode view size.
+    /// Set orthographic mode view size.
     void SetOrthoSize(const Vector2& orthoSize);
     void SetOrthoSize(const Vector2& orthoSize);
-    /// %Set aspect ratio.
+    /// Set aspect ratio.
     void SetAspectRatio(float aspectRatio);
     void SetAspectRatio(float aspectRatio);
-    /// %Set zoom.
+    /// Set zoom.
     void SetZoom(float zoom);
     void SetZoom(float zoom);
-    /// %Set LOD bias.
+    /// Set LOD bias.
     void SetLodBias(float bias);
     void SetLodBias(float bias);
-    /// %Set view mask. Will be and'ed with object's view mask to see if the object should be rendered.
+    /// Set view mask. Will be and'ed with object's view mask to see if the object should be rendered.
     void SetViewMask(unsigned mask);
     void SetViewMask(unsigned mask);
-    /// %Set view override flags.
+    /// Set view override flags.
     void SetViewOverrideFlags(unsigned flags);
     void SetViewOverrideFlags(unsigned flags);
-    /// %Set orthographic mode enabled/disabled.
+    /// Set orthographic mode enabled/disabled.
     void SetOrthographic(bool enable);
     void SetOrthographic(bool enable);
-    /// %Set automatic aspect ratio based on viewport dimensions.
+    /// Set automatic aspect ratio based on viewport dimensions.
     void SetAutoAspectRatio(bool enable);
     void SetAutoAspectRatio(bool enable);
-    /// %Set projection offset. It needs to be calculated as (offset in pixels) / (viewport dimensions.)
+    /// Set projection offset. It needs to be calculated as (offset in pixels) / (viewport dimensions.)
     void SetProjectionOffset(const Vector2& offset);
     void SetProjectionOffset(const Vector2& offset);
-    /// %Set vertical flipping mode.
+    /// Set vertical flipping mode.
     void SetFlipVertical(bool enable);
     void SetFlipVertical(bool enable);
     
     
     /// Return far clip distance.
     /// Return far clip distance.

+ 1 - 1
Engine/Graphics/DebugRenderer.h

@@ -75,7 +75,7 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set the camera viewpoint. Call before rendering, or before adding geometry if you want to use culling.
+    /// Set the camera viewpoint. Call before rendering, or before adding geometry if you want to use culling.
     void SetView(Camera* camera);
     void SetView(Camera* camera);
     /// Add a line.
     /// Add a line.
     void AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest = true);
     void AddLine(const Vector3& start, const Vector3& end, const Color& color, bool depthTest = true);

+ 5 - 5
Engine/Graphics/DecalSet.h

@@ -120,11 +120,11 @@ public:
     /// Return whether a geometry update is necessary, and if it can happen in a worker thread.
     /// Return whether a geometry update is necessary, and if it can happen in a worker thread.
     virtual UpdateGeometryType GetUpdateGeometryType();
     virtual UpdateGeometryType GetUpdateGeometryType();
     
     
-    /// %Set material. The material should use a small negative depth bias to avoid Z-fighting.
+    /// Set material. The material should use a small negative depth bias to avoid Z-fighting.
     void SetMaterial(Material* material);
     void SetMaterial(Material* material);
-    /// %Set maximum number of decal vertices.
+    /// Set maximum number of decal vertices.
     void SetMaxVertices(unsigned num);
     void SetMaxVertices(unsigned num);
-    /// %Set maximum number of decal vertex indices.
+    /// Set maximum number of decal vertex indices.
     void SetMaxIndices(unsigned num);
     void SetMaxIndices(unsigned num);
     /// Add a decal at world coordinates, using a target drawable's geometry for reference. If the decal needs to move with the target, the decal component should be created to the target's node. Return true if successful.
     /// Add a decal at world coordinates, using a target drawable's geometry for reference. If the decal needs to move with the target, the decal component should be created to the target's node. Return true if successful.
     bool AddDecal(Drawable* target, const Vector3& worldPosition, const Quaternion& worldRotation, float size, float aspectRatio, float depth, const Vector2& topLeftUV, const Vector2& bottomRightUV, float timeToLive = 0.0f, float normalCutoff = 0.1f, unsigned subGeometry = M_MAX_UNSIGNED);
     bool AddDecal(Drawable* target, const Vector3& worldPosition, const Quaternion& worldRotation, float size, float aspectRatio, float depth, const Vector2& topLeftUV, const Vector2& bottomRightUV, float timeToLive = 0.0f, float normalCutoff = 0.1f, unsigned subGeometry = M_MAX_UNSIGNED);
@@ -146,9 +146,9 @@ public:
     /// Return maximum number of decal vertex indices.
     /// Return maximum number of decal vertex indices.
     unsigned GetMaxIndices() const { return maxIndices_; }
     unsigned GetMaxIndices() const { return maxIndices_; }
     
     
-    /// %Set material attribute.
+    /// Set material attribute.
     void SetMaterialAttr(ResourceRef value);
     void SetMaterialAttr(ResourceRef value);
-    /// %Set decals attribute.
+    /// Set decals attribute.
     void SetDecalsAttr(VariantVector value);
     void SetDecalsAttr(VariantVector value);
     /// Return material attribute.
     /// Return material attribute.
     ResourceRef GetMaterialAttr() const;
     ResourceRef GetMaterialAttr() const;

+ 37 - 37
Engine/Graphics/Direct3D9/D3D9Graphics.h

@@ -77,13 +77,13 @@ public:
     /// Destruct. Close the window and release the Direct3D9 device.
     /// Destruct. Close the window and release the Direct3D9 device.
     virtual ~Graphics();
     virtual ~Graphics();
     
     
-    /// %Set external window handle. Only effective before setting the initial screen mode.
+    /// Set external window handle. Only effective before setting the initial screen mode.
     void SetExternalWindow(void* window);
     void SetExternalWindow(void* window);
-    /// %Set window title.
+    /// Set window title.
     void SetWindowTitle(const String& windowTitle);
     void SetWindowTitle(const String& windowTitle);
-    /// %Set screen mode. Return true if successful.
+    /// Set screen mode. Return true if successful.
     bool SetMode(int width, int height, bool fullscreen, bool vsync, bool tripleBuffer, int multiSample);
     bool SetMode(int width, int height, bool fullscreen, bool vsync, bool tripleBuffer, int multiSample);
-    /// %Set screen resolution only. Return true if successful.
+    /// Set screen resolution only. Return true if successful.
     bool SetMode(int width, int height);
     bool SetMode(int width, int height);
     /// Toggle between full screen and windowed mode. Return true if successful.
     /// Toggle between full screen and windowed mode. Return true if successful.
     bool ToggleFullscreen();
     bool ToggleFullscreen();
@@ -105,31 +105,31 @@ public:
     void Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount);
     void Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount);
     /// Draw indexed, instanced geometry. An instancing vertex buffer must be set.
     /// Draw indexed, instanced geometry. An instancing vertex buffer must be set.
     void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount, unsigned instanceCount);
     void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount, unsigned instanceCount);
-    /// %Set vertex buffer.
+    /// Set vertex buffer.
     void SetVertexBuffer(VertexBuffer* buffer);
     void SetVertexBuffer(VertexBuffer* buffer);
-    /// %Set multiple vertex buffers.
+    /// Set multiple vertex buffers.
     bool SetVertexBuffers(const Vector<VertexBuffer*>& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
     bool SetVertexBuffers(const Vector<VertexBuffer*>& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
-    /// %Set multiple vertex buffers.
+    /// Set multiple vertex buffers.
     bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
     bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
-    /// %Set index buffer.
+    /// Set index buffer.
     void SetIndexBuffer(IndexBuffer* buffer);
     void SetIndexBuffer(IndexBuffer* buffer);
-    /// %Set shaders.
+    /// Set shaders.
     void SetShaders(ShaderVariation* vs, ShaderVariation* ps);
     void SetShaders(ShaderVariation* vs, ShaderVariation* ps);
-    /// %Set shader float constants.
+    /// Set shader float constants.
     void SetShaderParameter(StringHash param, const float* data, unsigned count);
     void SetShaderParameter(StringHash param, const float* data, unsigned count);
-    /// %Set shader float constant.
+    /// Set shader float constant.
     void SetShaderParameter(StringHash param, float value);
     void SetShaderParameter(StringHash param, float value);
-    /// %Set shader color constant.
+    /// Set shader color constant.
     void SetShaderParameter(StringHash param, const Color& color);
     void SetShaderParameter(StringHash param, const Color& color);
-    /// %Set shader 3x3 matrix constant.
+    /// Set shader 3x3 matrix constant.
     void SetShaderParameter(StringHash param, const Matrix3& matrix);
     void SetShaderParameter(StringHash param, const Matrix3& matrix);
-    /// %Set shader 3D vector constant.
+    /// Set shader 3D vector constant.
     void SetShaderParameter(StringHash param, const Vector3& vector);
     void SetShaderParameter(StringHash param, const Vector3& vector);
-    /// %Set shader 4x4 matrix constant.
+    /// Set shader 4x4 matrix constant.
     void SetShaderParameter(StringHash param, const Matrix4& matrix);
     void SetShaderParameter(StringHash param, const Matrix4& matrix);
-    /// %Set shader 4D vector constant.
+    /// Set shader 4D vector constant.
     void SetShaderParameter(StringHash param, const Vector4& vector);
     void SetShaderParameter(StringHash param, const Vector4& vector);
-    /// %Set shader 3x4 matrix constant.
+    /// Set shader 3x4 matrix constant.
     void SetShaderParameter(StringHash param, const Matrix3x4& matrix);
     void SetShaderParameter(StringHash param, const Matrix3x4& matrix);
     /// Register a shader parameter globally. Called by Shader.
     /// Register a shader parameter globally. Called by Shader.
     void RegisterShaderParameter(StringHash param, const ShaderParameter& definition);
     void RegisterShaderParameter(StringHash param, const ShaderParameter& definition);
@@ -145,11 +145,11 @@ public:
     void ClearParameterSources();
     void ClearParameterSources();
     /// Clear remembered transform shader parameter sources.
     /// Clear remembered transform shader parameter sources.
     void ClearTransformSources();
     void ClearTransformSources();
-    /// %Set texture.
+    /// Set texture.
     void SetTexture(unsigned index, Texture* texture);
     void SetTexture(unsigned index, Texture* texture);
-    /// %Set default texture filtering mode.
+    /// Set default texture filtering mode.
     void SetDefaultTextureFilterMode(TextureFilterMode mode);
     void SetDefaultTextureFilterMode(TextureFilterMode mode);
-    /// %Set texture anisotropy.
+    /// Set texture anisotropy.
     void SetTextureAnisotropy(unsigned level);
     void SetTextureAnisotropy(unsigned level);
     /// Reset all rendertargets, depth-stencil surface and viewport.
     /// Reset all rendertargets, depth-stencil surface and viewport.
     void ResetRenderTargets();
     void ResetRenderTargets();
@@ -157,41 +157,41 @@ public:
     void ResetRenderTarget(unsigned index);
     void ResetRenderTarget(unsigned index);
     /// Reset depth-stencil surface.
     /// Reset depth-stencil surface.
     void ResetDepthStencil();
     void ResetDepthStencil();
-    /// %Set rendertarget.
+    /// Set rendertarget.
     void SetRenderTarget(unsigned index, RenderSurface* renderTarget);
     void SetRenderTarget(unsigned index, RenderSurface* renderTarget);
-    /// %Set rendertarget.
+    /// Set rendertarget.
     void SetRenderTarget(unsigned index, Texture2D* texture);
     void SetRenderTarget(unsigned index, Texture2D* texture);
-    /// %Set depth-stencil surface.
+    /// Set depth-stencil surface.
     void SetDepthStencil(RenderSurface* depthStencil);
     void SetDepthStencil(RenderSurface* depthStencil);
-    /// %Set depth-stencil surface.
+    /// Set depth-stencil surface.
     void SetDepthStencil(Texture2D* texture);
     void SetDepthStencil(Texture2D* texture);
-    /// %Set view texture (deferred rendering final output rendertarget) to prevent it from being sampled.
+    /// Set view texture (deferred rendering final output rendertarget) to prevent it from being sampled.
     void SetViewTexture(Texture* texture);
     void SetViewTexture(Texture* texture);
-    /// %Set viewport.
+    /// Set viewport.
     void SetViewport(const IntRect& rect);
     void SetViewport(const IntRect& rect);
-    /// %Set blending mode.
+    /// Set blending mode.
     void SetBlendMode(BlendMode mode);
     void SetBlendMode(BlendMode mode);
-    /// %Set color write on/off.
+    /// Set color write on/off.
     void SetColorWrite(bool enable);
     void SetColorWrite(bool enable);
-    /// %Set hardware culling mode.
+    /// Set hardware culling mode.
     void SetCullMode(CullMode mode);
     void SetCullMode(CullMode mode);
-    /// %Set depth bias.
+    /// Set depth bias.
     void SetDepthBias(float constantBias, float slopeScaledBias);
     void SetDepthBias(float constantBias, float slopeScaledBias);
-    /// %Set depth compare.
+    /// Set depth compare.
     void SetDepthTest(CompareMode mode);
     void SetDepthTest(CompareMode mode);
-    /// %Set depth write on/off.
+    /// Set depth write on/off.
     void SetDepthWrite(bool enable);
     void SetDepthWrite(bool enable);
-    /// %Set scissor test.
+    /// Set scissor test.
     void SetScissorTest(bool enable, const Rect& rect = Rect::FULL, bool borderInclusive = true);
     void SetScissorTest(bool enable, const Rect& rect = Rect::FULL, bool borderInclusive = true);
-    /// %Set scissor test.
+    /// Set scissor test.
     void SetScissorTest(bool enable, const IntRect& rect);
     void SetScissorTest(bool enable, const IntRect& rect);
-    /// %Set stencil test.
+    /// Set stencil test.
     void SetStencilTest(bool enable, CompareMode mode = CMP_ALWAYS, StencilOp pass = OP_KEEP, StencilOp fail = OP_KEEP, StencilOp zFail = OP_KEEP, unsigned stencilRef = 0, unsigned compareMask = M_MAX_UNSIGNED, unsigned writeMask = M_MAX_UNSIGNED);
     void SetStencilTest(bool enable, CompareMode mode = CMP_ALWAYS, StencilOp pass = OP_KEEP, StencilOp fail = OP_KEEP, StencilOp zFail = OP_KEEP, unsigned stencilRef = 0, unsigned compareMask = M_MAX_UNSIGNED, unsigned writeMask = M_MAX_UNSIGNED);
-    /// %Set vertex buffer stream frequency.
+    /// Set vertex buffer stream frequency.
     void SetStreamFrequency(unsigned index, unsigned frequency);
     void SetStreamFrequency(unsigned index, unsigned frequency);
     /// Reset stream frequencies.
     /// Reset stream frequencies.
     void ResetStreamFrequencies();
     void ResetStreamFrequencies();
-    /// %Set force Shader Model 2 flag. Only effective before setting the initial screen mode.
+    /// Set force Shader Model 2 flag. Only effective before setting the initial screen mode.
     void SetForceSM2(bool enable);
     void SetForceSM2(bool enable);
     
     
     /// Return whether rendering initialized.
     /// Return whether rendering initialized.

+ 3 - 3
Engine/Graphics/Direct3D9/D3D9IndexBuffer.h

@@ -48,11 +48,11 @@ public:
     
     
     /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist.
     /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist.
     void SetShadowed(bool enable);
     void SetShadowed(bool enable);
-    /// %Set size and vertex elements and dynamic mode. Previous data will be lost.
+    /// Set size and vertex elements and dynamic mode. Previous data will be lost.
     bool SetSize(unsigned indexCount, bool largeIndices, bool dynamic = false);
     bool SetSize(unsigned indexCount, bool largeIndices, bool dynamic = false);
-    /// %Set all data in the buffer.
+    /// Set all data in the buffer.
     bool SetData(const void* data);
     bool SetData(const void* data);
-    /// %Set a data range in the buffer. Optionally discard data outside the range.
+    /// Set a data range in the buffer. Optionally discard data outside the range.
     bool SetDataRange(const void* data, unsigned start, unsigned count, bool discard = false);
     bool SetDataRange(const void* data, unsigned start, unsigned count, bool discard = false);
     /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range.
     /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range.
     void* Lock(unsigned start, unsigned count, bool discard = false);
     void* Lock(unsigned start, unsigned count, bool discard = false);

+ 3 - 3
Engine/Graphics/Direct3D9/D3D9RenderSurface.h

@@ -40,11 +40,11 @@ public:
     /// Destruct.
     /// Destruct.
     ~RenderSurface();
     ~RenderSurface();
     
     
-    /// %Set viewport for auxiliary view rendering.
+    /// Set viewport for auxiliary view rendering.
     void SetViewport(Viewport* viewport);
     void SetViewport(Viewport* viewport);
-    /// %Set linked color rendertarget.
+    /// Set linked color rendertarget.
     void SetLinkedRenderTarget(RenderSurface* renderTarget);
     void SetLinkedRenderTarget(RenderSurface* renderTarget);
-    /// %Set linked depth-stencil surface.
+    /// Set linked depth-stencil surface.
     void SetLinkedDepthStencil(RenderSurface* depthStencil);
     void SetLinkedDepthStencil(RenderSurface* depthStencil);
     /// Release surface.
     /// Release surface.
     void Release();
     void Release();

+ 2 - 2
Engine/Graphics/Direct3D9/D3D9ShaderVariation.h

@@ -72,9 +72,9 @@ public:
     /// Release shader.
     /// Release shader.
     virtual void Release();
     virtual void Release();
     
     
-    /// %Set name.
+    /// Set name.
     void SetName(const String& name);
     void SetName(const String& name);
-    /// %Set bytecode.
+    /// Set bytecode.
     void SetByteCode(const SharedArrayPtr<unsigned char>& byteCode);
     void SetByteCode(const SharedArrayPtr<unsigned char>& byteCode);
     /// Add a parameter.
     /// Add a parameter.
     void AddParameter(StringHash param, const ShaderParameter& definition);
     void AddParameter(StringHash param, const ShaderParameter& definition);

+ 5 - 5
Engine/Graphics/Direct3D9/D3D9Texture.h

@@ -43,15 +43,15 @@ public:
     /// Destruct.
     /// Destruct.
     virtual ~Texture();
     virtual ~Texture();
     
     
-    /// %Set number of requested mip levels. Needs to be called before setting size.
+    /// Set number of requested mip levels. Needs to be called before setting size.
     void SetNumLevels(unsigned levels);
     void SetNumLevels(unsigned levels);
-    /// %Set filtering mode.
+    /// Set filtering mode.
     void SetFilterMode(TextureFilterMode filter);
     void SetFilterMode(TextureFilterMode filter);
-    /// %Set addressing mode by texture coordinate.
+    /// Set addressing mode by texture coordinate.
     void SetAddressMode(TextureCoordinate coord, TextureAddressMode address);
     void SetAddressMode(TextureCoordinate coord, TextureAddressMode address);
-    /// %Set border color for border addressing mode.
+    /// Set border color for border addressing mode.
     void SetBorderColor(const Color& color);
     void SetBorderColor(const Color& color);
-    /// %Set backup texture to use when rendering to this texture.
+    /// Set backup texture to use when rendering to this texture.
     void SetBackupTexture(Texture* texture);
     void SetBackupTexture(Texture* texture);
     
     
     /// Return texture format.
     /// Return texture format.

+ 2 - 2
Engine/Graphics/Direct3D9/D3D9Texture2D.h

@@ -51,9 +51,9 @@ public:
     /// Release texture.
     /// Release texture.
     virtual void Release();
     virtual void Release();
     
     
-    /// %Set size, format and usage. Zero size will follow application window size. Return true if successful.
+    /// Set size, format and usage. Zero size will follow application window size. Return true if successful.
     bool SetSize(int width, int height, unsigned format, TextureUsage usage = TEXTURE_STATIC);
     bool SetSize(int width, int height, unsigned format, TextureUsage usage = TEXTURE_STATIC);
-    /// %Set data either partially or fully on a mip level. Return true if successful.
+    /// Set data either partially or fully on a mip level. Return true if successful.
     bool SetData(unsigned level, int x, int y, int width, int height, const void* data);
     bool SetData(unsigned level, int x, int y, int width, int height, const void* data);
     /// Load from an image. Return true if successful.
     /// Load from an image. Return true if successful.
     bool Load(SharedPtr<Image> image, bool useAlpha = false);
     bool Load(SharedPtr<Image> image, bool useAlpha = false);

+ 2 - 2
Engine/Graphics/Direct3D9/D3D9TextureCube.h

@@ -52,9 +52,9 @@ public:
     /// Release texture.
     /// Release texture.
     virtual void Release();
     virtual void Release();
     
     
-    /// %Set size, format and usage. Return true if successful.
+    /// Set size, format and usage. Return true if successful.
     bool SetSize(int size, unsigned format, TextureUsage usage = TEXTURE_STATIC);
     bool SetSize(int size, unsigned format, TextureUsage usage = TEXTURE_STATIC);
-    /// %Set data either partially or fully on a face's mip level. Return true if successful.
+    /// Set data either partially or fully on a face's mip level. Return true if successful.
     bool SetData(CubeMapFace face, unsigned level, int x, int y, int width, int height, const void* data);
     bool SetData(CubeMapFace face, unsigned level, int x, int y, int width, int height, const void* data);
     /// Load one face from a stream. Return true if successful.
     /// Load one face from a stream. Return true if successful.
     bool Load(CubeMapFace face, Deserializer& source);
     bool Load(CubeMapFace face, Deserializer& source);

+ 3 - 3
Engine/Graphics/Direct3D9/D3D9VertexBuffer.h

@@ -47,11 +47,11 @@ public:
     
     
     /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist.
     /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist.
     void SetShadowed(bool enable);
     void SetShadowed(bool enable);
-    /// %Set size and vertex elements and dynamic mode. Previous data will be lost.
+    /// Set size and vertex elements and dynamic mode. Previous data will be lost.
     bool SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic = false);
     bool SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic = false);
-    /// %Set all data in the buffer.
+    /// Set all data in the buffer.
     bool SetData(const void* data);
     bool SetData(const void* data);
-    /// %Set a data range in the buffer. Optionally discard data outside the range.
+    /// Set a data range in the buffer. Optionally discard data outside the range.
     bool SetDataRange(const void* data, unsigned start, unsigned count, bool discard = false);
     bool SetDataRange(const void* data, unsigned start, unsigned count, bool discard = false);
     /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range.
     /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range.
     void* Lock(unsigned start, unsigned count, bool discard = false);
     void* Lock(unsigned start, unsigned count, bool discard = false);

+ 16 - 16
Engine/Graphics/Drawable.h

@@ -132,29 +132,29 @@ public:
     /// Visualize the component as debug geometry.
     /// Visualize the component as debug geometry.
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     
     
-    /// %Set draw distance.
+    /// Set draw distance.
     void SetDrawDistance(float distance);
     void SetDrawDistance(float distance);
-    /// %Set shadow draw distance.
+    /// Set shadow draw distance.
     void SetShadowDistance(float distance);
     void SetShadowDistance(float distance);
-    /// %Set LOD bias.
+    /// Set LOD bias.
     void SetLodBias(float bias);
     void SetLodBias(float bias);
-    /// %Set view mask. Is and'ed with camera's view mask to see if the object should be rendered.
+    /// Set view mask. Is and'ed with camera's view mask to see if the object should be rendered.
     void SetViewMask(unsigned mask);
     void SetViewMask(unsigned mask);
-    /// %Set light mask. Is and'ed with light's and zone's light mask to see if the object should be lit.
+    /// Set light mask. Is and'ed with light's and zone's light mask to see if the object should be lit.
     void SetLightMask(unsigned mask);
     void SetLightMask(unsigned mask);
-    /// %Set shadow mask. Is and'ed with light's light mask and zone's shadow mask to see if the object should be rendered to a shadow map.
+    /// Set shadow mask. Is and'ed with light's light mask and zone's shadow mask to see if the object should be rendered to a shadow map.
     void SetShadowMask(unsigned mask);
     void SetShadowMask(unsigned mask);
-    /// %Set zone mask. Is and'ed with zone's zone mask to see if the object should belong to the zone.
+    /// Set zone mask. Is and'ed with zone's zone mask to see if the object should belong to the zone.
     void SetZoneMask(unsigned mask);
     void SetZoneMask(unsigned mask);
-    /// %Set maximum number of per-pixel lights. Default 0 is unlimited.
+    /// Set maximum number of per-pixel lights. Default 0 is unlimited.
     void SetMaxLights(unsigned num);
     void SetMaxLights(unsigned num);
-    /// %Set visible flag.
+    /// Set visible flag.
     void SetVisible(bool enable);
     void SetVisible(bool enable);
-    /// %Set shadowcaster flag.
+    /// Set shadowcaster flag.
     void SetCastShadows(bool enable);
     void SetCastShadows(bool enable);
-    /// %Set occlusion flag.
+    /// Set occlusion flag.
     void SetOccluder(bool enable);
     void SetOccluder(bool enable);
-    /// %Set occludee flag.
+    /// Set occludee flag.
     void SetOccludee(bool enable);
     void SetOccludee(bool enable);
     /// Mark for update before octree reinsertion.
     /// Mark for update before octree reinsertion.
     void MarkForUpdate();
     void MarkForUpdate();
@@ -190,11 +190,11 @@ public:
     /// Return draw call source data.
     /// Return draw call source data.
     const Vector<SourceBatch>& GetBatches() const { return batches_; }
     const Vector<SourceBatch>& GetBatches() const { return batches_; }
     
     
-    /// %Set new zone.
+    /// Set new zone.
     void SetZone(Zone* zone, bool temporary = false);
     void SetZone(Zone* zone, bool temporary = false);
-    /// %Set sorting value.
+    /// Set sorting value.
     void SetSortValue(float value);
     void SetSortValue(float value);
-    /// %Set view-space depth bounds.
+    /// Set view-space depth bounds.
     void SetMinMaxZ(float minZ, float maxZ);
     void SetMinMaxZ(float minZ, float maxZ);
     /// Mark in view (either the main camera, or a shadow camera view) this frame.
     /// Mark in view (either the main camera, or a shadow camera view) this frame.
     void MarkInView(const FrameInfo& frame, bool mainView = true);
     void MarkInView(const FrameInfo& frame, bool mainView = true);
@@ -208,7 +208,7 @@ public:
     void LimitLights();
     void LimitLights();
     /// Sort and limit per-vertex lights to maximum allowed.
     /// Sort and limit per-vertex lights to maximum allowed.
     void LimitVertexLights();
     void LimitVertexLights();
-    /// %Set base pass flag for a batch.
+    /// Set base pass flag for a batch.
     void SetBasePass(unsigned batchIndex) { basePassFlags_ |= (1 << batchIndex); }
     void SetBasePass(unsigned batchIndex) { basePassFlags_ |= (1 << batchIndex); }
     /// Return octree octant.
     /// Return octree octant.
     Octant* GetOctant() const { return octant_; }
     Octant* GetOctant() const { return octant_; }

+ 6 - 6
Engine/Graphics/Geometry.h

@@ -43,17 +43,17 @@ public:
     /// Destruct.
     /// Destruct.
     virtual ~Geometry();
     virtual ~Geometry();
     
     
-    /// %Set number of vertex buffer.
+    /// Set number of vertex buffer.
     bool SetNumVertexBuffers(unsigned num);
     bool SetNumVertexBuffers(unsigned num);
-    /// %Set a vertex buffer by index.
+    /// Set a vertex buffer by index.
     bool SetVertexBuffer(unsigned index, VertexBuffer* buffer, unsigned elementMask = MASK_DEFAULT);
     bool SetVertexBuffer(unsigned index, VertexBuffer* buffer, unsigned elementMask = MASK_DEFAULT);
-    /// %Set the index buffer.
+    /// Set the index buffer.
     void SetIndexBuffer(IndexBuffer* buffer);
     void SetIndexBuffer(IndexBuffer* buffer);
-    /// %Set the draw range.
+    /// Set the draw range.
     bool SetDrawRange(PrimitiveType type, unsigned indexStart, unsigned indexCount, bool getUsedVertexRange = true);
     bool SetDrawRange(PrimitiveType type, unsigned indexStart, unsigned indexCount, bool getUsedVertexRange = true);
-    /// %Set the draw range.
+    /// Set the draw range.
     bool SetDrawRange(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned vertexStart, unsigned vertexCount);
     bool SetDrawRange(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned vertexStart, unsigned vertexCount);
-    /// %Set the LOD distance.
+    /// Set the LOD distance.
     void SetLodDistance(float distance);
     void SetLodDistance(float distance);
     /// Override raw vertex data to be returned for CPU-side operations.
     /// Override raw vertex data to be returned for CPU-side operations.
     void SetRawVertexData(SharedArrayPtr<unsigned char> data, unsigned vertexSize, unsigned elementMask);
     void SetRawVertexData(SharedArrayPtr<unsigned char> data, unsigned vertexSize, unsigned elementMask);

+ 22 - 22
Engine/Graphics/Light.h

@@ -168,39 +168,39 @@ public:
     /// Visualize the component as debug geometry.
     /// Visualize the component as debug geometry.
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     
     
-    /// %Set light type.
+    /// Set light type.
     void SetLightType(LightType type);
     void SetLightType(LightType type);
-    /// %Set vertex lighting mode.
+    /// Set vertex lighting mode.
     void SetPerVertex(bool enable);
     void SetPerVertex(bool enable);
-    /// %Set color.
+    /// Set color.
     void SetColor(const Color& color);
     void SetColor(const Color& color);
-    /// %Set specular intensity.
+    /// Set specular intensity.
     void SetSpecularIntensity(float intensity);
     void SetSpecularIntensity(float intensity);
-    /// %Set range.
+    /// Set range.
     void SetRange(float range);
     void SetRange(float range);
-    /// %Set spotlight field of view.
+    /// Set spotlight field of view.
     void SetFov(float fov);
     void SetFov(float fov);
-    /// %Set spotlight aspect ratio.
+    /// Set spotlight aspect ratio.
     void SetAspectRatio(float aspectRatio);
     void SetAspectRatio(float aspectRatio);
-    /// %Set fade out start distance.
+    /// Set fade out start distance.
     void SetFadeDistance(float distance);
     void SetFadeDistance(float distance);
-    /// %Set shadow fade out start distance. Only has effect if shadow distance is also non-zero.
+    /// Set shadow fade out start distance. Only has effect if shadow distance is also non-zero.
     void SetShadowFadeDistance(float distance);
     void SetShadowFadeDistance(float distance);
-    /// %Set shadow depth bias parameters.
+    /// Set shadow depth bias parameters.
     void SetShadowBias(const BiasParameters& parameters);
     void SetShadowBias(const BiasParameters& parameters);
-    /// %Set directional light cascaded shadow parameters.
+    /// Set directional light cascaded shadow parameters.
     void SetShadowCascade(const CascadeParameters& parameters);
     void SetShadowCascade(const CascadeParameters& parameters);
-    /// %Set shadow map focusing parameters.
+    /// Set shadow map focusing parameters.
     void SetShadowFocus(const FocusParameters& parameters);
     void SetShadowFocus(const FocusParameters& parameters);
-    /// %Set shadow intensity between 0.0 - 1.0. 0.0 (the default) gives fully dark shadows.
+    /// Set shadow intensity between 0.0 - 1.0. 0.0 (the default) gives fully dark shadows.
     void SetShadowIntensity(float intensity);
     void SetShadowIntensity(float intensity);
-    /// %Set shadow resolution between 0.25 - 1.0. Determines the shadow map to use.
+    /// Set shadow resolution between 0.25 - 1.0. Determines the shadow map to use.
     void SetShadowResolution(float resolution);
     void SetShadowResolution(float resolution);
-    /// %Set shadow camera near/far clip distance ratio.
+    /// Set shadow camera near/far clip distance ratio.
     void SetShadowNearFarRatio(float nearFarRatio);
     void SetShadowNearFarRatio(float nearFarRatio);
-    /// %Set range attenuation texture.
+    /// Set range attenuation texture.
     void SetRampTexture(Texture* texture);
     void SetRampTexture(Texture* texture);
-    /// %Set spotlight attenuation texture.
+    /// Set spotlight attenuation texture.
     void SetShapeTexture(Texture* texture);
     void SetShapeTexture(Texture* texture);
     
     
     /// Return light type.
     /// Return light type.
@@ -240,11 +240,11 @@ public:
     /// Return spotlight frustum.
     /// Return spotlight frustum.
     Frustum GetFrustum() const;
     Frustum GetFrustum() const;
     
     
-    /// %Set sort value based on intensity and view distance.
+    /// Set sort value based on intensity and view distance.
     void SetIntensitySortValue(float distance);
     void SetIntensitySortValue(float distance);
-    /// %Set sort value based on overall intensity over a bounding box.
+    /// Set sort value based on overall intensity over a bounding box.
     void SetIntensitySortValue(const BoundingBox& box);
     void SetIntensitySortValue(const BoundingBox& box);
-    /// %Set light queue used for this light. Called by View.
+    /// Set light queue used for this light. Called by View.
     void SetLightQueue(LightBatchQueue* queue);
     void SetLightQueue(LightBatchQueue* queue);
     /// Return directional light quad transform for either near or far split.
     /// Return directional light quad transform for either near or far split.
     Matrix3x4 GetDirLightTransform(Camera* camera, bool getNearQuad = false);
     Matrix3x4 GetDirLightTransform(Camera* camera, bool getNearQuad = false);
@@ -253,9 +253,9 @@ public:
     /// Return light queue. Called by View.
     /// Return light queue. Called by View.
     LightBatchQueue* GetLightQueue() const { return lightQueue_; }
     LightBatchQueue* GetLightQueue() const { return lightQueue_; }
     
     
-    /// %Set ramp texture attribute.
+    /// Set ramp texture attribute.
     void SetRampTextureAttr(ResourceRef value);
     void SetRampTextureAttr(ResourceRef value);
-    /// %Set shape texture attribute.
+    /// Set shape texture attribute.
     void SetShapeTextureAttr(ResourceRef value);
     void SetShapeTextureAttr(ResourceRef value);
     /// Return ramp texture attribute.
     /// Return ramp texture attribute.
     ResourceRef GetRampTextureAttr() const;
     ResourceRef GetRampTextureAttr() const;

+ 9 - 9
Engine/Graphics/Material.h

@@ -79,23 +79,23 @@ public:
     /// Save resource. Return true if successful.
     /// Save resource. Return true if successful.
     virtual bool Save(Serializer& dest);
     virtual bool Save(Serializer& dest);
     
     
-    /// %Set number of techniques.
+    /// Set number of techniques.
     void SetNumTechniques(unsigned num);
     void SetNumTechniques(unsigned num);
-    /// %Set technique.
+    /// Set technique.
     void SetTechnique(unsigned index, Technique* tech, unsigned qualityLevel = 0, float lodDistance = 0.0f);
     void SetTechnique(unsigned index, Technique* tech, unsigned qualityLevel = 0, float lodDistance = 0.0f);
-    /// %Set shader parameter.
+    /// Set shader parameter.
     void SetShaderParameter(const String& name, const Vector4& value);
     void SetShaderParameter(const String& name, const Vector4& value);
-    /// %Set texture.
+    /// Set texture.
     void SetTexture(TextureUnit unit, Texture* texture);
     void SetTexture(TextureUnit unit, Texture* texture);
-    /// %Set texture coordinate transform.
+    /// Set texture coordinate transform.
     void SetUVTransform(const Vector2& offset, float rotation, const Vector2& repeat);
     void SetUVTransform(const Vector2& offset, float rotation, const Vector2& repeat);
-    /// %Set texture coordinate transform.
+    /// Set texture coordinate transform.
     void SetUVTransform(const Vector2& offset, float rotation, float repeat);
     void SetUVTransform(const Vector2& offset, float rotation, float repeat);
-    /// %Set culling mode.
+    /// Set culling mode.
     void SetCullMode(CullMode mode);
     void SetCullMode(CullMode mode);
-    /// %Set culling mode for shadows.
+    /// Set culling mode for shadows.
     void SetShadowCullMode(CullMode mode);
     void SetShadowCullMode(CullMode mode);
-    /// %Set depth bias.
+    /// Set depth bias.
     void SetDepthBias(const BiasParameters& parameters);
     void SetDepthBias(const BiasParameters& parameters);
     /// Remove shader parameter.
     /// Remove shader parameter.
     void RemoveShaderParameter(const String& name);
     void RemoveShaderParameter(const String& name);

+ 10 - 10
Engine/Graphics/Model.h

@@ -76,25 +76,25 @@ public:
     /// Save resource. Return true if successful.
     /// Save resource. Return true if successful.
     virtual bool Save(Serializer& dest);
     virtual bool Save(Serializer& dest);
     
     
-    /// %Set local-space bounding box.
+    /// Set local-space bounding box.
     void SetBoundingBox(const BoundingBox& box);
     void SetBoundingBox(const BoundingBox& box);
-    /// %Set vertex buffers.
+    /// Set vertex buffers.
     bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>& morphRangeStarts, const PODVector<unsigned>& morphRangeCounts);
     bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>& morphRangeStarts, const PODVector<unsigned>& morphRangeCounts);
-    /// %Set index buffers.
+    /// Set index buffers.
     bool SetIndexBuffers(const Vector<SharedPtr<IndexBuffer> >& buffers);
     bool SetIndexBuffers(const Vector<SharedPtr<IndexBuffer> >& buffers);
-    /// %Set number of geometries.
+    /// Set number of geometries.
     void SetNumGeometries(unsigned num);
     void SetNumGeometries(unsigned num);
-    /// %Set number of LOD levels in a geometry.
+    /// Set number of LOD levels in a geometry.
     bool SetNumGeometryLodLevels(unsigned index, unsigned num);
     bool SetNumGeometryLodLevels(unsigned index, unsigned num);
-    /// %Set geometry.
+    /// Set geometry.
     bool SetGeometry(unsigned index, unsigned lodLevel, Geometry* geometry);
     bool SetGeometry(unsigned index, unsigned lodLevel, Geometry* geometry);
-    /// %Set geometry center.
+    /// Set geometry center.
     bool SetGeometryCenter(unsigned index, const Vector3& center);
     bool SetGeometryCenter(unsigned index, const Vector3& center);
-    /// %Set skeleton.
+    /// Set skeleton.
     void SetSkeleton(const Skeleton& skeleton);
     void SetSkeleton(const Skeleton& skeleton);
-    /// %Set bone mappings when model has more bones than the skinning shader can handle.
+    /// Set bone mappings when model has more bones than the skinning shader can handle.
     void SetGeometryBoneMappings(const Vector<PODVector<unsigned> >& mappings);
     void SetGeometryBoneMappings(const Vector<PODVector<unsigned> >& mappings);
-    /// %Set vertex morphs.
+    /// Set vertex morphs.
     void SetMorphs(const Vector<ModelMorph>& morphs);
     void SetMorphs(const Vector<ModelMorph>& morphs);
     
     
     /// Return bounding box.
     /// Return bounding box.

+ 4 - 4
Engine/Graphics/OcclusionBuffer.h

@@ -64,13 +64,13 @@ public:
     /// Destruct.
     /// Destruct.
     virtual ~OcclusionBuffer();
     virtual ~OcclusionBuffer();
     
     
-    /// %Set occlusion buffer size.
+    /// Set occlusion buffer size.
     bool SetSize(int width, int height);
     bool SetSize(int width, int height);
-    /// %Set camera view to render from.
+    /// Set camera view to render from.
     void SetView(Camera* camera);
     void SetView(Camera* camera);
-    /// %Set maximum triangles to render.
+    /// Set maximum triangles to render.
     void SetMaxTriangles(unsigned triangles);
     void SetMaxTriangles(unsigned triangles);
-    /// %Set culling mode.
+    /// Set culling mode.
     void SetCullMode(CullMode mode);
     void SetCullMode(CullMode mode);
     /// Reset number of triangles.
     /// Reset number of triangles.
     void Reset();
     void Reset();

+ 37 - 37
Engine/Graphics/OpenGL/OGLGraphics.h

@@ -82,13 +82,13 @@ public:
     /// Destruct. Release the OpenGL context and close the window.
     /// Destruct. Release the OpenGL context and close the window.
     virtual ~Graphics();
     virtual ~Graphics();
     
     
-    /// %Set external window handle. Only effective before setting the initial screen mode. On Windows it is necessary to set up OpenGL pixel format manually for the window.
+    /// Set external window handle. Only effective before setting the initial screen mode. On Windows it is necessary to set up OpenGL pixel format manually for the window.
     void SetExternalWindow(void* window);
     void SetExternalWindow(void* window);
-    /// %Set window title.
+    /// Set window title.
     void SetWindowTitle(const String& windowTitle);
     void SetWindowTitle(const String& windowTitle);
-    /// %Set screen mode. Return true if successful.
+    /// Set screen mode. Return true if successful.
     bool SetMode(int width, int height, bool fullscreen, bool vsync, bool tripleBuffer, int multiSample);
     bool SetMode(int width, int height, bool fullscreen, bool vsync, bool tripleBuffer, int multiSample);
-    /// %Set screen resolution only. Return true if successful.
+    /// Set screen resolution only. Return true if successful.
     bool SetMode(int width, int height);
     bool SetMode(int width, int height);
     /// Toggle between full screen and windowed mode.
     /// Toggle between full screen and windowed mode.
     bool ToggleFullscreen();
     bool ToggleFullscreen();
@@ -110,31 +110,31 @@ public:
     void Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount);
     void Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount);
     /// Draw indexed, instanced geometry. No-op on OpenGL.
     /// Draw indexed, instanced geometry. No-op on OpenGL.
     void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount, unsigned instanceCount);
     void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount, unsigned instanceCount);
-    /// %Set vertex buffer.
+    /// Set vertex buffer.
     void SetVertexBuffer(VertexBuffer* buffer);
     void SetVertexBuffer(VertexBuffer* buffer);
-    /// %Set multiple vertex buffers.
+    /// Set multiple vertex buffers.
     bool SetVertexBuffers(const Vector<VertexBuffer*>& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
     bool SetVertexBuffers(const Vector<VertexBuffer*>& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
-    /// %Set multiple vertex buffers.
+    /// Set multiple vertex buffers.
     bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
     bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
-    /// %Set index buffer.
+    /// Set index buffer.
     void SetIndexBuffer(IndexBuffer* buffer);
     void SetIndexBuffer(IndexBuffer* buffer);
-    /// %Set shaders.
+    /// Set shaders.
     void SetShaders(ShaderVariation* vs, ShaderVariation* ps);
     void SetShaders(ShaderVariation* vs, ShaderVariation* ps);
-    /// %Set shader float constants.
+    /// Set shader float constants.
     void SetShaderParameter(StringHash param, const float* data, unsigned count);
     void SetShaderParameter(StringHash param, const float* data, unsigned count);
-    /// %Set shader float constant.
+    /// Set shader float constant.
     void SetShaderParameter(StringHash param, float value);
     void SetShaderParameter(StringHash param, float value);
-    /// %Set shader color constant.
+    /// Set shader color constant.
     void SetShaderParameter(StringHash param, const Color& color);
     void SetShaderParameter(StringHash param, const Color& color);
-    /// %Set shader 3x3 matrix constant.
+    /// Set shader 3x3 matrix constant.
     void SetShaderParameter(StringHash param, const Matrix3& matrix);
     void SetShaderParameter(StringHash param, const Matrix3& matrix);
-    /// %Set shader 3D vector constant.
+    /// Set shader 3D vector constant.
     void SetShaderParameter(StringHash param, const Vector3& vector);
     void SetShaderParameter(StringHash param, const Vector3& vector);
-    /// %Set shader 4x4 matrix constant.
+    /// Set shader 4x4 matrix constant.
     void SetShaderParameter(StringHash param, const Matrix4& matrix);
     void SetShaderParameter(StringHash param, const Matrix4& matrix);
-    /// %Set shader 4D vector constant.
+    /// Set shader 4D vector constant.
     void SetShaderParameter(StringHash param, const Vector4& vector);
     void SetShaderParameter(StringHash param, const Vector4& vector);
-    /// %Set shader 4x3 matrix constant.
+    /// Set shader 4x3 matrix constant.
     void SetShaderParameter(StringHash param, const Matrix3x4& matrix);
     void SetShaderParameter(StringHash param, const Matrix3x4& matrix);
     /// Check whether a shader parameter group needs update. Does not actually check whether parameters exist in the shaders.
     /// Check whether a shader parameter group needs update. Does not actually check whether parameters exist in the shaders.
     bool NeedParameterUpdate(ShaderParameterGroup group, const void* source);
     bool NeedParameterUpdate(ShaderParameterGroup group, const void* source);
@@ -150,13 +150,13 @@ public:
     void ClearTransformSources();
     void ClearTransformSources();
     /// Clean up unused shader programs.
     /// Clean up unused shader programs.
     void CleanupShaderPrograms();
     void CleanupShaderPrograms();
-    /// %Set texture.
+    /// Set texture.
     void SetTexture(unsigned index, Texture* texture);
     void SetTexture(unsigned index, Texture* texture);
     /// Bind texture unit 0 for update. Called by Texture.
     /// Bind texture unit 0 for update. Called by Texture.
     void SetTextureForUpdate(Texture* texture);
     void SetTextureForUpdate(Texture* texture);
-    /// %Set default texture filtering mode.
+    /// Set default texture filtering mode.
     void SetDefaultTextureFilterMode(TextureFilterMode mode);
     void SetDefaultTextureFilterMode(TextureFilterMode mode);
-    /// %Set texture anisotropy.
+    /// Set texture anisotropy.
     void SetTextureAnisotropy(unsigned level);
     void SetTextureAnisotropy(unsigned level);
     /// Dirty texture parameters of all textures (when global settings change.)
     /// Dirty texture parameters of all textures (when global settings change.)
     void SetTextureParametersDirty();
     void SetTextureParametersDirty();
@@ -166,41 +166,41 @@ public:
     void ResetRenderTarget(unsigned index);
     void ResetRenderTarget(unsigned index);
     /// Reset depth-stencil surface.
     /// Reset depth-stencil surface.
     void ResetDepthStencil();
     void ResetDepthStencil();
-    /// %Set rendertarget.
+    /// Set rendertarget.
     void SetRenderTarget(unsigned index, RenderSurface* renderTarget);
     void SetRenderTarget(unsigned index, RenderSurface* renderTarget);
-    /// %Set rendertarget.
+    /// Set rendertarget.
     void SetRenderTarget(unsigned index, Texture2D* texture);
     void SetRenderTarget(unsigned index, Texture2D* texture);
-    /// %Set depth-stencil surface.
+    /// Set depth-stencil surface.
     void SetDepthStencil(RenderSurface* depthStencil);
     void SetDepthStencil(RenderSurface* depthStencil);
-    /// %Set depth-stencil surface.
+    /// Set depth-stencil surface.
     void SetDepthStencil(Texture2D* texture);
     void SetDepthStencil(Texture2D* texture);
-    /// %Set view texture (deferred rendering final output rendertarget) to prevent it from being sampled.
+    /// Set view texture (deferred rendering final output rendertarget) to prevent it from being sampled.
     void SetViewTexture(Texture* texture);
     void SetViewTexture(Texture* texture);
-    /// %Set viewport.
+    /// Set viewport.
     void SetViewport(const IntRect& rect);
     void SetViewport(const IntRect& rect);
-    /// %Set blending mode.
+    /// Set blending mode.
     void SetBlendMode(BlendMode mode);
     void SetBlendMode(BlendMode mode);
-    /// %Set color write on/off.
+    /// Set color write on/off.
     void SetColorWrite(bool enable);
     void SetColorWrite(bool enable);
-    /// %Set hardware culling mode.
+    /// Set hardware culling mode.
     void SetCullMode(CullMode mode);
     void SetCullMode(CullMode mode);
-    /// %Set depth bias.
+    /// Set depth bias.
     void SetDepthBias(float constantBias, float slopeScaledBias);
     void SetDepthBias(float constantBias, float slopeScaledBias);
-    /// %Set depth compare.
+    /// Set depth compare.
     void SetDepthTest(CompareMode mode);
     void SetDepthTest(CompareMode mode);
-    /// %Set depth write on/off.
+    /// Set depth write on/off.
     void SetDepthWrite(bool enable);
     void SetDepthWrite(bool enable);
-    /// %Set scissor test.
+    /// Set scissor test.
     void SetScissorTest(bool enable, const Rect& rect = Rect::FULL, bool borderInclusive = true);
     void SetScissorTest(bool enable, const Rect& rect = Rect::FULL, bool borderInclusive = true);
-    /// %Set scissor test.
+    /// Set scissor test.
     void SetScissorTest(bool enable, const IntRect& rect);
     void SetScissorTest(bool enable, const IntRect& rect);
-    /// %Set stencil test.
+    /// Set stencil test.
     void SetStencilTest(bool enable, CompareMode mode = CMP_ALWAYS, StencilOp pass = OP_KEEP, StencilOp fail = OP_KEEP, StencilOp zFail = OP_KEEP, unsigned stencilRef = 0, unsigned compareMask = M_MAX_UNSIGNED, unsigned writeMask = M_MAX_UNSIGNED);
     void SetStencilTest(bool enable, CompareMode mode = CMP_ALWAYS, StencilOp pass = OP_KEEP, StencilOp fail = OP_KEEP, StencilOp zFail = OP_KEEP, unsigned stencilRef = 0, unsigned compareMask = M_MAX_UNSIGNED, unsigned writeMask = M_MAX_UNSIGNED);
-    /// %Set vertex buffer stream frequency. No-op on OpenGL.
+    /// Set vertex buffer stream frequency. No-op on OpenGL.
     void SetStreamFrequency(unsigned index, unsigned frequency);
     void SetStreamFrequency(unsigned index, unsigned frequency);
     /// Reset stream frequencies. No-op on OpenGL.
     /// Reset stream frequencies. No-op on OpenGL.
     void ResetStreamFrequencies();
     void ResetStreamFrequencies();
-    /// %Set force Shader Model 2 flag. No-op on OpenGL.
+    /// Set force Shader Model 2 flag. No-op on OpenGL.
     void SetForceSM2(bool enable);
     void SetForceSM2(bool enable);
 
 
     /// Return whether rendering initialized.
     /// Return whether rendering initialized.

+ 3 - 3
Engine/Graphics/OpenGL/OGLIndexBuffer.h

@@ -48,11 +48,11 @@ public:
     
     
     /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist.
     /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist.
     void SetShadowed(bool enable);
     void SetShadowed(bool enable);
-    /// %Set buffer size and dynamic mode. Previous data will be lost.
+    /// Set buffer size and dynamic mode. Previous data will be lost.
     bool SetSize(unsigned indexCount, bool largeIndices, bool dynamic = false);
     bool SetSize(unsigned indexCount, bool largeIndices, bool dynamic = false);
-    /// %Set all data in the buffer.
+    /// Set all data in the buffer.
     bool SetData(const void* data);
     bool SetData(const void* data);
-    /// %Set a data range in the buffer. Optionally discard data outside the range.
+    /// Set a data range in the buffer. Optionally discard data outside the range.
     bool SetDataRange(const void* data, unsigned start, unsigned count, bool discard = false);
     bool SetDataRange(const void* data, unsigned start, unsigned count, bool discard = false);
     /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range.
     /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range.
     void* Lock(unsigned start, unsigned count, bool discard = false);
     void* Lock(unsigned start, unsigned count, bool discard = false);

+ 3 - 3
Engine/Graphics/OpenGL/OGLRenderSurface.h

@@ -42,11 +42,11 @@ public:
     /// Destruct.
     /// Destruct.
     ~RenderSurface();
     ~RenderSurface();
     
     
-    /// %Set viewport for auxiliary view rendering.
+    /// Set viewport for auxiliary view rendering.
     void SetViewport(Viewport* viewport);
     void SetViewport(Viewport* viewport);
-    /// %Set linked color rendertarget.
+    /// Set linked color rendertarget.
     void SetLinkedRenderTarget(RenderSurface* renderTarget);
     void SetLinkedRenderTarget(RenderSurface* renderTarget);
-    /// %Set linked depth-stencil surface.
+    /// Set linked depth-stencil surface.
     void SetLinkedDepthStencil(RenderSurface* depthStencil);
     void SetLinkedDepthStencil(RenderSurface* depthStencil);
     /// Create a renderbuffer. Return true if successful.
     /// Create a renderbuffer. Return true if successful.
     bool CreateRenderBuffer(unsigned width, unsigned height, unsigned format);
     bool CreateRenderBuffer(unsigned width, unsigned height, unsigned format);

+ 3 - 3
Engine/Graphics/OpenGL/OGLVertexBuffer.h

@@ -47,11 +47,11 @@ public:
     
     
     /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist.
     /// Enable shadowing in CPU memory. Shadowing is forced on if the graphics subsystem does not exist.
     void SetShadowed(bool enable);
     void SetShadowed(bool enable);
-    /// %Set size and vertex elements and dynamic mode. Previous data will be lost.
+    /// Set size and vertex elements and dynamic mode. Previous data will be lost.
     bool SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic = false);
     bool SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic = false);
-    /// %Set all data in the buffer.
+    /// Set all data in the buffer.
     bool SetData(const void* data);
     bool SetData(const void* data);
-    /// %Set a data range in the buffer. Optionally discard data outside the range.
+    /// Set a data range in the buffer. Optionally discard data outside the range.
     bool SetDataRange(const void* data, unsigned start, unsigned count, bool discard = false);
     bool SetDataRange(const void* data, unsigned start, unsigned count, bool discard = false);
     /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range.
     /// Lock the buffer for write-only editing. Return data pointer if successful. Optionally discard data outside the range.
     void* Lock(unsigned start, unsigned count, bool discard = false);
     void* Lock(unsigned start, unsigned count, bool discard = false);

+ 6 - 6
Engine/Graphics/ParticleEmitter.h

@@ -85,7 +85,7 @@ public:
     
     
     /// Load emitter parameters from an XML file. Return true if successful.
     /// Load emitter parameters from an XML file. Return true if successful.
     bool LoadParameters(XMLFile* file);
     bool LoadParameters(XMLFile* file);
-    /// %Set emitter active/inactive state and optionally reset active/inactive timer.
+    /// Set emitter active/inactive state and optionally reset active/inactive timer.
     void SetActive(bool enable, bool resetPeriod = false);
     void SetActive(bool enable, bool resetPeriod = false);
     
     
     /// Return parameter XML file.
     /// Return parameter XML file.
@@ -95,9 +95,9 @@ public:
     /// Return whether emitter is active.
     /// Return whether emitter is active.
     bool IsActive() const { return active_; }
     bool IsActive() const { return active_; }
     
     
-    /// %Set parameter source attribute.
+    /// Set parameter source attribute.
     void SetParameterSourceAttr(ResourceRef value);
     void SetParameterSourceAttr(ResourceRef value);
-    /// %Set particles attribute.
+    /// Set particles attribute.
     void SetParticlesAttr(VariantVector value);
     void SetParticlesAttr(VariantVector value);
     /// Return parameter source attribute.
     /// Return parameter source attribute.
     ResourceRef GetParameterSourceAttr() const;
     ResourceRef GetParameterSourceAttr() const;
@@ -108,11 +108,11 @@ protected:
     /// Handle node being assigned.
     /// Handle node being assigned.
     virtual void OnNodeSet(Node* node);
     virtual void OnNodeSet(Node* node);
     
     
-    /// %Set number of particles.
+    /// Set number of particles.
     void SetNumParticles(int num);
     void SetNumParticles(int num);
-    /// %Set color of particles.
+    /// Set color of particles.
     void SetParticleColor(const Color& color);
     void SetParticleColor(const Color& color);
-    /// %Set color fade of particles.
+    /// Set color fade of particles.
     void SetParticleColors(const Vector<ColorFade>& colors);
     void SetParticleColors(const Vector<ColorFade>& colors);
     /// Create a new particle. Return true if there was room.
     /// Create a new particle. Return true if there was room.
     bool EmitNewParticle();
     bool EmitNewParticle();

+ 8 - 8
Engine/Graphics/PostProcess.h

@@ -38,17 +38,17 @@ public:
     /// Destruct.
     /// Destruct.
     ~PostProcessPass();
     ~PostProcessPass();
     
     
-    /// %Set vertex shader name.
+    /// Set vertex shader name.
     void SetVertexShader(const String& name);
     void SetVertexShader(const String& name);
-    /// %Set pixel shader name.
+    /// Set pixel shader name.
     void SetPixelShader(const String& name);
     void SetPixelShader(const String& name);
-    /// %Set texture name. This can be a named rendertarget, or a texture resource name.
+    /// Set texture name. This can be a named rendertarget, or a texture resource name.
     void SetTexture(TextureUnit unit, const String& name);
     void SetTexture(TextureUnit unit, const String& name);
-    /// %Set shader parameter.
+    /// Set shader parameter.
     void SetShaderParameter(const String& name, const Vector4& value);
     void SetShaderParameter(const String& name, const Vector4& value);
     /// Remove shader parameter.
     /// Remove shader parameter.
     void RemoveShaderParameter(const String& name);
     void RemoveShaderParameter(const String& name);
-    /// %Set output rendertarget name.
+    /// Set output rendertarget name.
     void SetOutput(const String& name);
     void SetOutput(const String& name);
     /// Clone the post-process pass.
     /// Clone the post-process pass.
     SharedPtr<PostProcessPass> Clone();
     SharedPtr<PostProcessPass> Clone();
@@ -109,17 +109,17 @@ public:
     
     
     /// Load parameters from an XML file. Return true if successful.
     /// Load parameters from an XML file. Return true if successful.
     bool LoadParameters(XMLFile* file);
     bool LoadParameters(XMLFile* file);
-    /// %Set number of passes.
+    /// Set number of passes.
     void SetNumPasses(unsigned passes);
     void SetNumPasses(unsigned passes);
     /// Create a rendertarget. Width and height are either absolute pixels or viewport size divisors. Return true if successful.
     /// Create a rendertarget. Width and height are either absolute pixels or viewport size divisors. Return true if successful.
     bool CreateRenderTarget(const String& name, unsigned width, unsigned height, unsigned format, bool sizeDivisor, bool filtered);
     bool CreateRenderTarget(const String& name, unsigned width, unsigned height, unsigned format, bool sizeDivisor, bool filtered);
     /// Remove a rendertarget.
     /// Remove a rendertarget.
     void RemoveRenderTarget(const String& name);
     void RemoveRenderTarget(const String& name);
-    /// %Set global shader parameter.
+    /// Set global shader parameter.
     void SetShaderParameter(const String& name, const Vector4& value);
     void SetShaderParameter(const String& name, const Vector4& value);
     /// Remove global shader parameter.
     /// Remove global shader parameter.
     void RemoveShaderParameter(const String& name);
     void RemoveShaderParameter(const String& name);
-    /// %Set active flag.
+    /// Set active flag.
     void SetActive(bool active);
     void SetActive(bool active);
     /// Clone the post-process.
     /// Clone the post-process.
     SharedPtr<PostProcess> Clone();
     SharedPtr<PostProcess> Clone();

+ 21 - 21
Engine/Graphics/Renderer.h

@@ -162,45 +162,45 @@ public:
     /// Destruct.
     /// Destruct.
     virtual ~Renderer();
     virtual ~Renderer();
     
     
-    /// %Set number of viewports to render.
+    /// Set number of viewports to render.
     void SetNumViewports(unsigned num);
     void SetNumViewports(unsigned num);
-    /// %Set a viewport. Return true if successful.
+    /// Set a viewport. Return true if successful.
     bool SetViewport(unsigned index, Viewport* viewport);
     bool SetViewport(unsigned index, Viewport* viewport);
-    /// %Set rendering mode (forward / light pre-pass / deferred.)
+    /// Set rendering mode (forward / light pre-pass / deferred.)
     void SetRenderMode(RenderMode mode);
     void SetRenderMode(RenderMode mode);
-    /// %Set specular lighting on/off.
+    /// Set specular lighting on/off.
     void SetSpecularLighting(bool enable);
     void SetSpecularLighting(bool enable);
-    /// %Set texture anisotropy.
+    /// Set texture anisotropy.
     void SetTextureAnisotropy(int level);
     void SetTextureAnisotropy(int level);
-    /// %Set texture filtering.
+    /// Set texture filtering.
     void SetTextureFilterMode(TextureFilterMode mode);
     void SetTextureFilterMode(TextureFilterMode mode);
-    /// %Set texture quality level.
+    /// Set texture quality level.
     void SetTextureQuality(int quality);
     void SetTextureQuality(int quality);
-    /// %Set material quality level.
+    /// Set material quality level.
     void SetMaterialQuality(int quality);
     void SetMaterialQuality(int quality);
-    /// %Set shadows on/off.
+    /// Set shadows on/off.
     void SetDrawShadows(bool enable);
     void SetDrawShadows(bool enable);
-    /// %Set shadow map resolution.
+    /// Set shadow map resolution.
     void SetShadowMapSize(int size);
     void SetShadowMapSize(int size);
-    /// %Set shadow quality (amount of samples and bit depth.)
+    /// Set shadow quality (amount of samples and bit depth.)
     void SetShadowQuality(int quality);
     void SetShadowQuality(int quality);
-    /// %Set reuse of shadow maps. Default is true. If disabled, also transparent geometry can be shadowed.
+    /// Set reuse of shadow maps. Default is true. If disabled, also transparent geometry can be shadowed.
     void SetReuseShadowMaps(bool enable);
     void SetReuseShadowMaps(bool enable);
-    /// %Set maximum number of shadow maps created for one resolution. Only has effect if reuse of shadow maps is disabled.
+    /// Set maximum number of shadow maps created for one resolution. Only has effect if reuse of shadow maps is disabled.
     void SetMaxShadowMaps(int shadowMaps);
     void SetMaxShadowMaps(int shadowMaps);
-    /// %Set maximum number of directional light shadow map cascades. Affects the size of directional light shadow maps.
+    /// Set maximum number of directional light shadow map cascades. Affects the size of directional light shadow maps.
     void SetMaxShadowCascades(int cascades);
     void SetMaxShadowCascades(int cascades);
-    /// %Set dynamic instancing on/off.
+    /// Set dynamic instancing on/off.
     void SetDynamicInstancing(bool enable);
     void SetDynamicInstancing(bool enable);
-    /// %Set maximum number of triangles per object for instancing.
+    /// Set maximum number of triangles per object for instancing.
     void SetMaxInstanceTriangles(int triangles);
     void SetMaxInstanceTriangles(int triangles);
-    /// %Set maximum number of sorted instances per batch group. If exceeded, instances are rendered unsorted.
+    /// Set maximum number of sorted instances per batch group. If exceeded, instances are rendered unsorted.
     void SetMaxSortedInstances(int instances);
     void SetMaxSortedInstances(int instances);
-    /// %Set maximum number of occluder trianges.
+    /// Set maximum number of occluder trianges.
     void SetMaxOccluderTriangles(int triangles);
     void SetMaxOccluderTriangles(int triangles);
-    /// %Set occluder buffer width.
+    /// Set occluder buffer width.
     void SetOcclusionBufferSize(int size);
     void SetOcclusionBufferSize(int size);
-    /// %Set required screen size (1.0 = full screen) for occluders.
+    /// Set required screen size (1.0 = full screen) for occluders.
     void SetOccluderSizeThreshold(float screenSize);
     void SetOccluderSizeThreshold(float screenSize);
     /// Force reload of shaders.
     /// Force reload of shaders.
     void ReloadShaders();
     void ReloadShaders();
@@ -312,7 +312,7 @@ public:
     void SetBatchShaders(Batch& batch, Technique* tech, bool allowShadows = true);
     void SetBatchShaders(Batch& batch, Technique* tech, bool allowShadows = true);
     /// Choose shaders for a light volume batch.
     /// Choose shaders for a light volume batch.
     void SetLightVolumeBatchShaders(Batch& batch);
     void SetLightVolumeBatchShaders(Batch& batch);
-    /// %Set cull mode while taking possible projection flipping into account.
+    /// Set cull mode while taking possible projection flipping into account.
     void SetCullMode(CullMode mode, Camera* camera);
     void SetCullMode(CullMode mode, Camera* camera);
     /// Ensure sufficient size of the instancing vertex buffer. Return true if successful.
     /// Ensure sufficient size of the instancing vertex buffer. Return true if successful.
     bool ResizeInstancingBuffer(unsigned numInstances);
     bool ResizeInstancingBuffer(unsigned numInstances);

+ 8 - 8
Engine/Graphics/StaticModel.h

@@ -60,13 +60,13 @@ public:
     /// Draw to occlusion buffer. Return true if did not run out of triangles.
     /// Draw to occlusion buffer. Return true if did not run out of triangles.
     virtual bool DrawOcclusion(OcclusionBuffer* buffer);
     virtual bool DrawOcclusion(OcclusionBuffer* buffer);
     
     
-    /// %Set model.
+    /// Set model.
     void SetModel(Model* model);
     void SetModel(Model* model);
-    /// %Set material on all geometries.
+    /// Set material on all geometries.
     void SetMaterial(Material* material);
     void SetMaterial(Material* material);
-    /// %Set material on one geometry. Return true if successful.
+    /// Set material on one geometry. Return true if successful.
     bool SetMaterial(unsigned index, Material* material);
     bool SetMaterial(unsigned index, Material* material);
-    /// %Set occlusion LOD level. By default (M_MAX_UNSIGNED) same as visible.
+    /// Set occlusion LOD level. By default (M_MAX_UNSIGNED) same as visible.
     void SetOcclusionLodLevel(unsigned level);
     void SetOcclusionLodLevel(unsigned level);
     
     
     /// Return model.
     /// Return model.
@@ -80,9 +80,9 @@ public:
     /// Return occlusion LOD level.
     /// Return occlusion LOD level.
     unsigned GetOcclusionLodLevel() const { return occlusionLodLevel_; }
     unsigned GetOcclusionLodLevel() const { return occlusionLodLevel_; }
     
     
-    /// %Set model attribute.
+    /// Set model attribute.
     void SetModelAttr(ResourceRef value);
     void SetModelAttr(ResourceRef value);
-    /// %Set materials attribute.
+    /// Set materials attribute.
     void SetMaterialsAttr(const ResourceRefList& value);
     void SetMaterialsAttr(const ResourceRefList& value);
     /// Return model attribute.
     /// Return model attribute.
     ResourceRef GetModelAttr() const;
     ResourceRef GetModelAttr() const;
@@ -92,9 +92,9 @@ public:
 protected:
 protected:
     /// Recalculate the world-space bounding box.
     /// Recalculate the world-space bounding box.
     virtual void OnWorldBoundingBoxUpdate();
     virtual void OnWorldBoundingBoxUpdate();
-    /// %Set local-space bounding box.
+    /// Set local-space bounding box.
     void SetBoundingBox(const BoundingBox& box);
     void SetBoundingBox(const BoundingBox& box);
-    /// %Set number of geometries.
+    /// Set number of geometries.
     void SetNumGeometries(unsigned num);
     void SetNumGeometries(unsigned num);
     /// Reset LOD levels.
     /// Reset LOD levels.
     void ResetLodLevels();
     void ResetLodLevels();

+ 7 - 7
Engine/Graphics/Technique.h

@@ -37,17 +37,17 @@ public:
     /// Destruct.
     /// Destruct.
     ~Pass();
     ~Pass();
     
     
-    /// %Set blend mode.
+    /// Set blend mode.
     void SetBlendMode(BlendMode mode);
     void SetBlendMode(BlendMode mode);
-    /// %Set depth compare mode.
+    /// Set depth compare mode.
     void SetDepthTestMode(CompareMode mode);
     void SetDepthTestMode(CompareMode mode);
-    /// %Set depth write on/off.
+    /// Set depth write on/off.
     void SetDepthWrite(bool enable);
     void SetDepthWrite(bool enable);
-    /// %Set alpha masking hint. Completely opaque draw calls will be performed before alpha masked.
+    /// Set alpha masking hint. Completely opaque draw calls will be performed before alpha masked.
     void SetAlphaMask(bool enable);
     void SetAlphaMask(bool enable);
-    /// %Set vertex shader name.
+    /// Set vertex shader name.
     void SetVertexShader(const String& name);
     void SetVertexShader(const String& name);
-    /// %Set pixel shader name.
+    /// Set pixel shader name.
     void SetPixelShader(const String& name);
     void SetPixelShader(const String& name);
     /// Reset shader pointers.
     /// Reset shader pointers.
     void ReleaseShaders();
     void ReleaseShaders();
@@ -110,7 +110,7 @@ public:
     /// Load resource. Return true if successful.
     /// Load resource. Return true if successful.
     virtual bool Load(Deserializer& source);
     virtual bool Load(Deserializer& source);
     
     
-    /// %Set whether requires %Shader %Model 3.
+    /// Set whether requires %Shader %Model 3.
     void SetIsSM3(bool enable);
     void SetIsSM3(bool enable);
     /// Create a new pass.
     /// Create a new pass.
     Pass* CreatePass(PassType pass);
     Pass* CreatePass(PassType pass);

+ 19 - 19
Engine/Graphics/Terrain.h

@@ -48,37 +48,37 @@ public:
     /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
     /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
     virtual void ApplyAttributes();
     virtual void ApplyAttributes();
     
     
-    /// %Set patch quads per side. Must be a power of two.
+    /// Set patch quads per side. Must be a power of two.
     void SetPatchSize(int size);
     void SetPatchSize(int size);
-    /// %Set vertex (XZ) and height (Y) spacing.
+    /// Set vertex (XZ) and height (Y) spacing.
     void SetSpacing(const Vector3& spacing);
     void SetSpacing(const Vector3& spacing);
-    /// %Set heightmap image. Dimensions should be a power of two + 1. Uses 8-bit grayscale, or optionally red as MSB and green as LSB for 16-bit accuracy. Return true if successful.
+    /// Set heightmap image. Dimensions should be a power of two + 1. Uses 8-bit grayscale, or optionally red as MSB and green as LSB for 16-bit accuracy. Return true if successful.
     bool SetHeightMap(Image* image);
     bool SetHeightMap(Image* image);
-    /// %Set material.
+    /// Set material.
     void SetMaterial(Material* material);
     void SetMaterial(Material* material);
-    /// %Set draw distance for patches.
+    /// Set draw distance for patches.
     void SetDrawDistance(float distance);
     void SetDrawDistance(float distance);
-    /// %Set shadow draw distance for patches.
+    /// Set shadow draw distance for patches.
     void SetShadowDistance(float distance);
     void SetShadowDistance(float distance);
-    /// %Set LOD bias for patches. Affects which terrain LOD to display.
+    /// Set LOD bias for patches. Affects which terrain LOD to display.
     void SetLodBias(float bias);
     void SetLodBias(float bias);
-    /// %Set view mask for patches. Is and'ed with camera's view mask to see if the object should be rendered.
+    /// Set view mask for patches. Is and'ed with camera's view mask to see if the object should be rendered.
     void SetViewMask(unsigned mask);
     void SetViewMask(unsigned mask);
-    /// %Set light mask for patches. Is and'ed with light's and zone's light mask to see if the object should be lit.
+    /// Set light mask for patches. Is and'ed with light's and zone's light mask to see if the object should be lit.
     void SetLightMask(unsigned mask);
     void SetLightMask(unsigned mask);
-    /// %Set shadow mask for patches. Is and'ed with light's light mask and zone's shadow mask to see if the object should be rendered to a shadow map.
+    /// Set shadow mask for patches. Is and'ed with light's light mask and zone's shadow mask to see if the object should be rendered to a shadow map.
     void SetShadowMask(unsigned mask);
     void SetShadowMask(unsigned mask);
-    /// %Set zone mask for patches. Is and'ed with zone's zone mask to see if the object should belong to the zone.
+    /// Set zone mask for patches. Is and'ed with zone's zone mask to see if the object should belong to the zone.
     void SetZoneMask(unsigned mask);
     void SetZoneMask(unsigned mask);
-    /// %Set maximum number of per-pixel lights for patches. Default 0 is unlimited.
+    /// Set maximum number of per-pixel lights for patches. Default 0 is unlimited.
     void SetMaxLights(unsigned num);
     void SetMaxLights(unsigned num);
-    /// %Set visible flag for patches.
+    /// Set visible flag for patches.
     void SetVisible(bool enable);
     void SetVisible(bool enable);
-    /// %Set shadowcaster flag for patches.
+    /// Set shadowcaster flag for patches.
     void SetCastShadows(bool enable);
     void SetCastShadows(bool enable);
-    /// %Set occlusion flag for patches. Occlusion uses the coarsest LOD and may potentially be too aggressive, so use with caution.
+    /// Set occlusion flag for patches. Occlusion uses the coarsest LOD and may potentially be too aggressive, so use with caution.
     void SetOccluder(bool enable);
     void SetOccluder(bool enable);
-    /// %Set occludee flag for patches.
+    /// Set occludee flag for patches.
     void SetOccludee(bool enable);
     void SetOccludee(bool enable);
     
     
     /// Return patch quads per side.
     /// Return patch quads per side.
@@ -132,11 +132,11 @@ public:
     void CreatePatchGeometry(TerrainPatch* patch);
     void CreatePatchGeometry(TerrainPatch* patch);
     /// Update patch based on LOD and neighbor LOD.
     /// Update patch based on LOD and neighbor LOD.
     void UpdatePatchLod(TerrainPatch* patch);
     void UpdatePatchLod(TerrainPatch* patch);
-    /// %Set heightmap attribute.
+    /// Set heightmap attribute.
     void SetHeightMapAttr(ResourceRef value);
     void SetHeightMapAttr(ResourceRef value);
-    /// %Set material attribute.
+    /// Set material attribute.
     void SetMaterialAttr(ResourceRef value);
     void SetMaterialAttr(ResourceRef value);
-    /// %Set patch size attribute.
+    /// Set patch size attribute.
     void SetPatchSizeAttr(int value);
     void SetPatchSizeAttr(int value);
     /// Return heightmap attribute.
     /// Return heightmap attribute.
     ResourceRef GetHeightMapAttr() const;
     ResourceRef GetHeightMapAttr() const;

+ 6 - 6
Engine/Graphics/TerrainPatch.h

@@ -57,17 +57,17 @@ public:
     /// Draw to occlusion buffer. Return true if did not run out of triangles.
     /// Draw to occlusion buffer. Return true if did not run out of triangles.
     virtual bool DrawOcclusion(OcclusionBuffer* buffer);
     virtual bool DrawOcclusion(OcclusionBuffer* buffer);
     
     
-    /// %Set owner terrain.
+    /// Set owner terrain.
     void SetOwner(Terrain* terrain);
     void SetOwner(Terrain* terrain);
-    /// %Set neighbor patches.
+    /// Set neighbor patches.
     void SetNeighbors(TerrainPatch* north, TerrainPatch* south, TerrainPatch* west, TerrainPatch* east);
     void SetNeighbors(TerrainPatch* north, TerrainPatch* south, TerrainPatch* west, TerrainPatch* east);
-    /// %Set material.
+    /// Set material.
     void SetMaterial(Material* material);
     void SetMaterial(Material* material);
-    /// %Set local-space bounding box.
+    /// Set local-space bounding box.
     void SetBoundingBox(const BoundingBox& box);
     void SetBoundingBox(const BoundingBox& box);
-    /// %Set patch coordinates.
+    /// Set patch coordinates.
     void SetCoordinates(const IntVector2& coordinates);
     void SetCoordinates(const IntVector2& coordinates);
-    /// %Set vertical offset for occlusion geometry. Should be negative.
+    /// Set vertical offset for occlusion geometry. Should be negative.
     void SetOcclusionOffset(float offset);
     void SetOcclusionOffset(float offset);
     /// Reset to LOD level 0.
     /// Reset to LOD level 0.
     void ResetLod();
     void ResetLod();

+ 3 - 3
Engine/Graphics/View.h

@@ -130,9 +130,9 @@ private:
     void ProcessLight(LightQueryResult& query, unsigned threadIndex);
     void ProcessLight(LightQueryResult& query, unsigned threadIndex);
     /// Process shadow casters' visibilities and build their combined view- or projection-space bounding box.
     /// Process shadow casters' visibilities and build their combined view- or projection-space bounding box.
     void ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex);
     void ProcessShadowCasters(LightQueryResult& query, const PODVector<Drawable*>& drawables, unsigned splitIndex);
-    /// %Set up initial shadow camera view(s).
+    /// Set up initial shadow camera view(s).
     void SetupShadowCameras(LightQueryResult& query);
     void SetupShadowCameras(LightQueryResult& query);
-    /// %Set up a directional light shadow camera
+    /// Set up a directional light shadow camera
     void SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit);
     void SetupDirLightShadowCamera(Camera* shadowCamera, Light* light, float nearSplit, float farSplit);
     /// Finalize shadow camera view after shadow casters and the shadow map are known.
     /// Finalize shadow camera view after shadow casters and the shadow map are known.
     void FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport, const BoundingBox& shadowCasterBox);
     void FinalizeShadowCamera(Camera* shadowCamera, Light* light, const IntRect& shadowViewport, const BoundingBox& shadowCasterBox);
@@ -168,7 +168,7 @@ private:
     void AddBatchToQueue(BatchQueue& queue, Batch& batch, Technique* tech, bool allowInstancing = true, bool allowShadows = true);
     void AddBatchToQueue(BatchQueue& queue, Batch& batch, Technique* tech, bool allowInstancing = true, bool allowShadows = true);
     /// Prepare instancing buffer by filling it with all instance transforms.
     /// Prepare instancing buffer by filling it with all instance transforms.
     void PrepareInstancingBuffer();
     void PrepareInstancingBuffer();
-    /// %Set up a light volume rendering batch.
+    /// Set up a light volume rendering batch.
     void SetupLightVolumeBatch(Batch& batch);
     void SetupLightVolumeBatch(Batch& batch);
     /// Draw a full screen quad (either near or far.) Shaders must have been set beforehand.
     /// Draw a full screen quad (either near or far.) Shaders must have been set beforehand.
     void DrawFullscreenQuad(Camera* camera, bool nearQuad);
     void DrawFullscreenQuad(Camera* camera, bool nearQuad);

+ 3 - 3
Engine/Graphics/Viewport.h

@@ -47,11 +47,11 @@ public:
     /// Destruct.
     /// Destruct.
     ~Viewport();
     ~Viewport();
     
     
-    /// %Set scene.
+    /// Set scene.
     void SetScene(Scene* scene);
     void SetScene(Scene* scene);
-    /// %Set camera.
+    /// Set camera.
     void SetCamera(Camera* camera);
     void SetCamera(Camera* camera);
-    /// %Set rectangle.
+    /// Set rectangle.
     void SetRect(const IntRect& rect);
     void SetRect(const IntRect& rect);
     /// Add a post-processing effect at the end of the chain.
     /// Add a post-processing effect at the end of the chain.
     void AddPostProcess(PostProcess* effect);
     void AddPostProcess(PostProcess* effect);

+ 8 - 8
Engine/Graphics/Zone.h

@@ -44,21 +44,21 @@ public:
     /// Visualize the component as debug geometry.
     /// Visualize the component as debug geometry.
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     
     
-    /// %Set local-space bounding box. Will be used as an oriented bounding box to test whether objects or the camera are inside.
+    /// Set local-space bounding box. Will be used as an oriented bounding box to test whether objects or the camera are inside.
     void SetBoundingBox(const BoundingBox& box);
     void SetBoundingBox(const BoundingBox& box);
-    /// %Set ambient color
+    /// Set ambient color
     void SetAmbientColor(const Color& color);
     void SetAmbientColor(const Color& color);
-    /// %Set fog color.
+    /// Set fog color.
     void SetFogColor(const Color& color);
     void SetFogColor(const Color& color);
-    /// %Set fog start distance.
+    /// Set fog start distance.
     void SetFogStart(float start);
     void SetFogStart(float start);
-    /// %Set fog end distance.
+    /// Set fog end distance.
     void SetFogEnd(float end);
     void SetFogEnd(float end);
-    /// %Set zone priority. If an object or camera is inside several zones, the one with highest priority is used.
+    /// Set zone priority. If an object or camera is inside several zones, the one with highest priority is used.
     void SetPriority(int priority);
     void SetPriority(int priority);
-    /// %Set override mode. If camera is inside an override zone, it will also be used for all drawables.
+    /// Set override mode. If camera is inside an override zone, it will also be used for all drawables.
     void SetOverride(bool enable);
     void SetOverride(bool enable);
-    /// %Set ambient gradient mode. In gradient mode ambient color is interpolated from neighbor zones.
+    /// Set ambient gradient mode. In gradient mode ambient color is interpolated from neighbor zones.
     void SetAmbientGradient(bool enable);
     void SetAmbientGradient(bool enable);
     
     
     /// Return bounding box.
     /// Return bounding box.

+ 1 - 1
Engine/IO/Deserializer.h

@@ -40,7 +40,7 @@ public:
     
     
     /// Read bytes from the stream. Return number of bytes actually read.
     /// Read bytes from the stream. Return number of bytes actually read.
     virtual unsigned Read(void* dest, unsigned size) = 0;
     virtual unsigned Read(void* dest, unsigned size) = 0;
-    /// %Set position from the beginning of the stream.
+    /// Set position from the beginning of the stream.
     virtual unsigned Seek(unsigned position) = 0;
     virtual unsigned Seek(unsigned position) = 0;
     /// Return name of the stream.
     /// Return name of the stream.
     virtual const String& GetName() const;
     virtual const String& GetName() const;

+ 1 - 1
Engine/IO/File.h

@@ -60,7 +60,7 @@ public:
     
     
     /// Read bytes from the file. Return number of bytes actually read.
     /// Read bytes from the file. Return number of bytes actually read.
     virtual unsigned Read(void* dest, unsigned size);
     virtual unsigned Read(void* dest, unsigned size);
-    /// %Set position from the beginning of the file.
+    /// Set position from the beginning of the file.
     virtual unsigned Seek(unsigned position);
     virtual unsigned Seek(unsigned position);
     /// Write bytes to the file. Return number of bytes actually written.
     /// Write bytes to the file. Return number of bytes actually written.
     virtual unsigned Write(const void* data, unsigned size);
     virtual unsigned Write(const void* data, unsigned size);

+ 1 - 1
Engine/IO/FileSystem.h

@@ -44,7 +44,7 @@ public:
     /// Destruct.
     /// Destruct.
     ~FileSystem();
     ~FileSystem();
     
     
-    /// %Set the current working directory.
+    /// Set the current working directory.
     bool SetCurrentDir(const String& pathName);
     bool SetCurrentDir(const String& pathName);
     /// Create a directory.
     /// Create a directory.
     bool CreateDir(const String& pathName);
     bool CreateDir(const String& pathName);

+ 1 - 1
Engine/IO/Log.h

@@ -55,7 +55,7 @@ public:
     void Write(int level, const String& message);
     void Write(int level, const String& message);
     /// Write raw output to the log.
     /// Write raw output to the log.
     void WriteRaw(const String& message);
     void WriteRaw(const String& message);
-    /// %Set logging level.
+    /// Set logging level.
     void SetLevel(int level);
     void SetLevel(int level);
     
     
     /// Return logging level.
     /// Return logging level.

+ 1 - 1
Engine/IO/MemoryBuffer.h

@@ -41,7 +41,7 @@ public:
     
     
     /// Read bytes from the memory area. Return number of bytes actually read.
     /// Read bytes from the memory area. Return number of bytes actually read.
     virtual unsigned Read(void* dest, unsigned size);
     virtual unsigned Read(void* dest, unsigned size);
-    /// %Set position from the beginning of the memory area.
+    /// Set position from the beginning of the memory area.
     virtual unsigned Seek(unsigned position);
     virtual unsigned Seek(unsigned position);
     /// Write bytes to the memory area.
     /// Write bytes to the memory area.
     virtual unsigned Write(const void* data, unsigned size);
     virtual unsigned Write(const void* data, unsigned size);

+ 5 - 5
Engine/IO/VectorBuffer.h

@@ -41,20 +41,20 @@ public:
     
     
     /// Read bytes from the buffer. Return number of bytes actually read.
     /// Read bytes from the buffer. Return number of bytes actually read.
     virtual unsigned Read(void* dest, unsigned size);
     virtual unsigned Read(void* dest, unsigned size);
-    /// %Set position from the beginning of the buffer.
+    /// Set position from the beginning of the buffer.
     virtual unsigned Seek(unsigned position);
     virtual unsigned Seek(unsigned position);
     /// Write bytes to the buffer. Return number of bytes actually written.
     /// Write bytes to the buffer. Return number of bytes actually written.
     virtual unsigned Write(const void* data, unsigned size);
     virtual unsigned Write(const void* data, unsigned size);
     
     
-    /// %Set data from another buffer.
+    /// Set data from another buffer.
     void SetData(const PODVector<unsigned char>& data);
     void SetData(const PODVector<unsigned char>& data);
-    /// %Set data from a memory area.
+    /// Set data from a memory area.
     void SetData(const void* data, unsigned size);
     void SetData(const void* data, unsigned size);
-    /// %Set data from a stream.
+    /// Set data from a stream.
     void SetData(Deserializer& source, unsigned size);
     void SetData(Deserializer& source, unsigned size);
     /// Reset to zero size.
     /// Reset to zero size.
     void Clear();
     void Clear();
-    /// %Set size.
+    /// Set size.
     void Resize(unsigned size);
     void Resize(unsigned size);
     
     
     /// Return data.
     /// Return data.

+ 2 - 2
Engine/Input/Input.h

@@ -123,9 +123,9 @@ public:
     
     
     /// Poll for window messages. Called by HandleBeginFrame().
     /// Poll for window messages. Called by HandleBeginFrame().
     void Update();
     void Update();
-    /// %Set whether ALT-ENTER fullscreen toggle is enabled.
+    /// Set whether ALT-ENTER fullscreen toggle is enabled.
     void SetToggleFullscreen(bool enable);
     void SetToggleFullscreen(bool enable);
-    /// %Set whether the operating system mouse cursor is visible. When not visible (default), is kept centered to prevent leaving the window.
+    /// Set whether the operating system mouse cursor is visible. When not visible (default), is kept centered to prevent leaving the window.
     void SetMouseVisible(bool enable);
     void SetMouseVisible(bool enable);
     /// Open a joystick. Return true if successful.
     /// Open a joystick. Return true if successful.
     bool OpenJoystick(unsigned index);
     bool OpenJoystick(unsigned index);

+ 2 - 2
Engine/Math/Matrix3.h

@@ -167,7 +167,7 @@ public:
         );
         );
     }
     }
     
     
-    /// %Set scaling elements.
+    /// Set scaling elements.
     void SetScale(const Vector3& scale)
     void SetScale(const Vector3& scale)
     {
     {
         m00_ = scale.x_;
         m00_ = scale.x_;
@@ -175,7 +175,7 @@ public:
         m22_ = scale.z_;
         m22_ = scale.z_;
     }
     }
     
     
-    /// %Set uniform scaling elements.
+    /// Set uniform scaling elements.
     void SetScale(float scale)
     void SetScale(float scale)
     {
     {
         m00_ = scale;
         m00_ = scale;

+ 4 - 4
Engine/Math/Matrix3x4.h

@@ -264,7 +264,7 @@ public:
         );
         );
     }
     }
     
     
-    /// %Set translation elements.
+    /// Set translation elements.
     void SetTranslation(const Vector3& translation)
     void SetTranslation(const Vector3& translation)
     {
     {
         m03_ = translation.x_;
         m03_ = translation.x_;
@@ -272,7 +272,7 @@ public:
         m23_ = translation.z_;
         m23_ = translation.z_;
     }
     }
     
     
-    /// %Set rotation elements from a 3x3 matrix.
+    /// Set rotation elements from a 3x3 matrix.
     void SetRotation(const Matrix3& rotation)
     void SetRotation(const Matrix3& rotation)
     {
     {
         m00_ = rotation.m00_;
         m00_ = rotation.m00_;
@@ -286,7 +286,7 @@ public:
         m22_ = rotation.m22_;
         m22_ = rotation.m22_;
     }
     }
     
     
-    /// %Set scaling elements.
+    /// Set scaling elements.
     void SetScale(const Vector3& scale)
     void SetScale(const Vector3& scale)
     {
     {
         m00_ = scale.x_;
         m00_ = scale.x_;
@@ -294,7 +294,7 @@ public:
         m22_ = scale.z_;
         m22_ = scale.z_;
     }
     }
     
     
-    /// %Set uniform scaling elements.
+    /// Set uniform scaling elements.
     void SetScale(float scale)
     void SetScale(float scale)
     {
     {
         m00_ = scale;
         m00_ = scale;

+ 2 - 2
Engine/Math/Matrix4.h

@@ -281,7 +281,7 @@ public:
         );
         );
     }
     }
     
     
-    /// %Set translation elements.
+    /// Set translation elements.
     void SetTranslation(const Vector3& translation)
     void SetTranslation(const Vector3& translation)
     {
     {
         m03_ = translation.x_;
         m03_ = translation.x_;
@@ -289,7 +289,7 @@ public:
         m23_ = translation.z_;
         m23_ = translation.z_;
     }
     }
     
     
-    /// %Set rotation elements from a 3x3 matrix.
+    /// Set rotation elements from a 3x3 matrix.
     void SetRotation(const Matrix3& rotation)
     void SetRotation(const Matrix3& rotation)
     {
     {
         m00_ = rotation.m00_;
         m00_ = rotation.m00_;

+ 2 - 2
Engine/Math/Polyhedron.h

@@ -101,9 +101,9 @@ public:
     Vector<PODVector<Vector3> > faces_;
     Vector<PODVector<Vector3> > faces_;
     
     
 private:
 private:
-    /// %Set a triangle face by index.
+    /// Set a triangle face by index.
     void SetFace(unsigned index, const Vector3& v0, const Vector3& v1, const Vector3& v2);
     void SetFace(unsigned index, const Vector3& v0, const Vector3& v1, const Vector3& v2);
-    /// %Set a quadrilateral face by index.
+    /// Set a quadrilateral face by index.
     void SetFace(unsigned index, const Vector3& v0, const Vector3& v1, const Vector3& v2, const Vector3& v3);
     void SetFace(unsigned index, const Vector3& v0, const Vector3& v1, const Vector3& v2, const Vector3& v3);
     /// Internal vector for clipped vertices.
     /// Internal vector for clipped vertices.
     PODVector<Vector3> clippedVertices_;
     PODVector<Vector3> clippedVertices_;

+ 1 - 1
Engine/Math/Random.h

@@ -23,7 +23,7 @@
 
 
 #pragma once
 #pragma once
 
 
-/// %Set the random seed. The default seed is 1.
+/// Set the random seed. The default seed is 1.
 void SetRandomSeed(unsigned seed);
 void SetRandomSeed(unsigned seed);
 /// Return the current random seed.
 /// Return the current random seed.
 unsigned GetRandomSeed();
 unsigned GetRandomSeed();

+ 4 - 4
Engine/Network/Connection.h

@@ -113,13 +113,13 @@ public:
     void SetScene(Scene* newScene);
     void SetScene(Scene* newScene);
     /// Assign identity. Called by Network.
     /// Assign identity. Called by Network.
     void SetIdentity(const VariantMap& identity);
     void SetIdentity(const VariantMap& identity);
-    /// %Set new controls.
+    /// Set new controls.
     void SetControls(const Controls& newControls);
     void SetControls(const Controls& newControls);
-    /// %Set the observer position for interest management.
+    /// Set the observer position for interest management.
     void SetPosition(const Vector3& position);
     void SetPosition(const Vector3& position);
-    /// %Set the connection pending status. Called by Network.
+    /// Set the connection pending status. Called by Network.
     void SetConnectPending(bool connectPending);
     void SetConnectPending(bool connectPending);
-    /// %Set whether to log data in/out statistics.
+    /// Set whether to log data in/out statistics.
     void SetLogStatistics(bool enable);
     void SetLogStatistics(bool enable);
     /// Disconnect. If wait time is non-zero, will block while waiting for disconnect to finish.
     /// Disconnect. If wait time is non-zero, will block while waiting for disconnect to finish.
     void Disconnect(int waitMSec = 0);
     void Disconnect(int waitMSec = 0);

+ 1 - 1
Engine/Network/Controls.h

@@ -39,7 +39,7 @@ public:
     /// Reset to initial state.
     /// Reset to initial state.
     void Reset();
     void Reset();
     
     
-    /// %Set or release buttons.
+    /// Set or release buttons.
     void Set(unsigned buttons, bool down = true)
     void Set(unsigned buttons, bool down = true)
     {
     {
         if (down)
         if (down)

+ 2 - 2
Engine/Network/Network.h

@@ -83,7 +83,7 @@ public:
     void BroadcastRemoteEvent(Scene* scene, StringHash eventType, bool inOrder, const VariantMap& eventData = VariantMap());
     void BroadcastRemoteEvent(Scene* scene, StringHash eventType, bool inOrder, const VariantMap& eventData = VariantMap());
     /// Broadcast a remote node event to all client connections in the scene with this node.
     /// Broadcast a remote node event to all client connections in the scene with this node.
     void BroadcastRemoteEvent(Node* receiver, StringHash eventType, bool inOrder, const VariantMap& eventData = VariantMap());
     void BroadcastRemoteEvent(Node* receiver, StringHash eventType, bool inOrder, const VariantMap& eventData = VariantMap());
-    /// %Set network update FPS.
+    /// Set network update FPS.
     void SetUpdateFps(int fps);
     void SetUpdateFps(int fps);
     /// Register a remote event as allowed to be sent and received. If no events are registered, all are allowed.
     /// Register a remote event as allowed to be sent and received. If no events are registered, all are allowed.
     void RegisterRemoteEvent(StringHash eventType);
     void RegisterRemoteEvent(StringHash eventType);
@@ -91,7 +91,7 @@ public:
     void UnregisterRemoteEvent(StringHash eventType);
     void UnregisterRemoteEvent(StringHash eventType);
     /// Unregister all remote events. This results in all being allowed.
     /// Unregister all remote events. This results in all being allowed.
     void UnregisterAllRemoteEvents();
     void UnregisterAllRemoteEvents();
-    /// %Set the package download cache directory.
+    /// Set the package download cache directory.
     void SetPackageCacheDir(const String& path);
     void SetPackageCacheDir(const String& path);
     
     
     /// Return network update FPS.
     /// Return network update FPS.

+ 4 - 4
Engine/Network/NetworkPriority.h

@@ -38,13 +38,13 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set base priority. Default 100 (send updates at full frequency.)
+    /// Set base priority. Default 100 (send updates at full frequency.)
     void SetBasePriority(float priority);
     void SetBasePriority(float priority);
-    /// %Set priority reduction distance factor. Default 0 (no effect.)
+    /// Set priority reduction distance factor. Default 0 (no effect.)
     void SetDistanceFactor(float factor);
     void SetDistanceFactor(float factor);
-    /// %Set minimum priority. Default 0 (no updates when far away enough.)
+    /// Set minimum priority. Default 0 (no updates when far away enough.)
     void SetMinPriority(float priority);
     void SetMinPriority(float priority);
-    /// %Set whether updates to owner should be sent always at full rate. Default true.
+    /// Set whether updates to owner should be sent always at full rate. Default true.
     void SetAlwaysUpdateOwner(bool enable);
     void SetAlwaysUpdateOwner(bool enable);
     
     
     /// Return base priority.
     /// Return base priority.

+ 17 - 17
Engine/Physics/CollisionShape.h

@@ -127,37 +127,37 @@ public:
     /// Visualize the component as debug geometry.
     /// Visualize the component as debug geometry.
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     
     
-    /// %Set as a sphere.
+    /// Set as a sphere.
     void SetSphere(float diameter, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
     void SetSphere(float diameter, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
-    /// %Set as a box.
+    /// Set as a box.
     void SetBox(const Vector3& size, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
     void SetBox(const Vector3& size, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
-    /// %Set as a cylinder.
+    /// Set as a cylinder.
     void SetCylinder(float diameter, float height, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
     void SetCylinder(float diameter, float height, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
-    /// %Set as a capsule.
+    /// Set as a capsule.
     void SetCapsule(float diameter, float height, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
     void SetCapsule(float diameter, float height, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
-   /// %Set as a cone.
+   /// Set as a cone.
     void SetCone(float diameter, float height, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
     void SetCone(float diameter, float height, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
-    /// %Set as a triangle mesh.
+    /// Set as a triangle mesh.
     void SetTriangleMesh(Model* model, unsigned lodLevel, const Vector3& scale = Vector3::ONE, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
     void SetTriangleMesh(Model* model, unsigned lodLevel, const Vector3& scale = Vector3::ONE, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
-    /// %Set as a convex hull.
+    /// Set as a convex hull.
     void SetConvexHull(Model* model, unsigned lodLevel, const Vector3& scale = Vector3::ONE, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
     void SetConvexHull(Model* model, unsigned lodLevel, const Vector3& scale = Vector3::ONE, const Vector3& position = Vector3::ZERO, const Quaternion& rotation = Quaternion::IDENTITY);
-    /// %Set as a terrain. Only works if the same scene node contains a Terrain component.
+    /// Set as a terrain. Only works if the same scene node contains a Terrain component.
     void SetTerrain();
     void SetTerrain();
-    /// %Set shape type.
+    /// Set shape type.
     void SetShapeType(ShapeType type);
     void SetShapeType(ShapeType type);
-    /// %Set shape size.
+    /// Set shape size.
     void SetSize(const Vector3& size);
     void SetSize(const Vector3& size);
-    /// %Set offset position.
+    /// Set offset position.
     void SetPosition(const Vector3& position);
     void SetPosition(const Vector3& position);
-    /// %Set offset rotation.
+    /// Set offset rotation.
     void SetRotation(const Quaternion& rotation);
     void SetRotation(const Quaternion& rotation);
-    /// %Set offset transform.
+    /// Set offset transform.
     void SetTransform(const Vector3& position, const Quaternion& rotation);
     void SetTransform(const Vector3& position, const Quaternion& rotation);
-    /// %Set collision margin.
+    /// Set collision margin.
     void SetMargin(float margin);
     void SetMargin(float margin);
-    /// %Set triangle mesh / convex hull model.
+    /// Set triangle mesh / convex hull model.
     void SetModel(Model* model);
     void SetModel(Model* model);
-    /// %Set model LOD level.
+    /// Set model LOD level.
     void SetLodLevel(unsigned lodLevel);
     void SetLodLevel(unsigned lodLevel);
     
     
     /// Return Bullet collision shape.
     /// Return Bullet collision shape.
@@ -181,7 +181,7 @@ public:
     
     
     /// Update the new collision shape to the RigidBody, and tell it to update its mass.
     /// Update the new collision shape to the RigidBody, and tell it to update its mass.
     void NotifyRigidBody();
     void NotifyRigidBody();
-    /// %Set model attribute.
+    /// Set model attribute.
     void SetModelAttr(ResourceRef value);
     void SetModelAttr(ResourceRef value);
     /// Return model attribute.
     /// Return model attribute.
     ResourceRef GetModelAttr() const;
     ResourceRef GetModelAttr() const;

+ 12 - 12
Engine/Physics/Constraint.h

@@ -63,29 +63,29 @@ public:
     /// Visualize the component as debug geometry.
     /// Visualize the component as debug geometry.
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     
     
-    /// %Set constraint type and recreate the constraint.
+    /// Set constraint type and recreate the constraint.
     void SetConstraintType(ConstraintType type);
     void SetConstraintType(ConstraintType type);
-    /// %Set other body to connect to. Set to null to connect to the static world.
+    /// Set other body to connect to. Set to null to connect to the static world.
     void SetOtherBody(RigidBody* body);
     void SetOtherBody(RigidBody* body);
-    /// %Set constraint position relative to own body.
+    /// Set constraint position relative to own body.
     void SetPosition(const Vector3& position);
     void SetPosition(const Vector3& position);
-    /// %Set constraint rotation relative to own body.
+    /// Set constraint rotation relative to own body.
     void SetRotation(const Quaternion& rotation);
     void SetRotation(const Quaternion& rotation);
-    /// %Set constraint rotation relative to own body by specifying the axis.
+    /// Set constraint rotation relative to own body by specifying the axis.
     void SetAxis(const Vector3& axis);
     void SetAxis(const Vector3& axis);
-    /// %Set constraint position relative to the other body. If connected to the static world, is a world-space position.
+    /// Set constraint position relative to the other body. If connected to the static world, is a world-space position.
     void SetOtherPosition(const Vector3& position);
     void SetOtherPosition(const Vector3& position);
-    /// %Set constraint rotation relative to the other body. If connected to the static world, is a world-space rotation.
+    /// Set constraint rotation relative to the other body. If connected to the static world, is a world-space rotation.
     void SetOtherRotation(const Quaternion& rotation);
     void SetOtherRotation(const Quaternion& rotation);
-    /// %Set constraint rotation relative to the other body by specifying the axis.
+    /// Set constraint rotation relative to the other body by specifying the axis.
     void SetOtherAxis(const Vector3& axis);
     void SetOtherAxis(const Vector3& axis);
-    /// %Set constraint world-space position. Resets both own and other body relative position, ie. zeroes the constraint error.
+    /// Set constraint world-space position. Resets both own and other body relative position, ie. zeroes the constraint error.
     void SetWorldPosition(const Vector3& position);
     void SetWorldPosition(const Vector3& position);
-    /// %Set high limit. Interpretation is constraint type specific.
+    /// Set high limit. Interpretation is constraint type specific.
     void SetHighLimit(const Vector2& limit);
     void SetHighLimit(const Vector2& limit);
-    /// %Set low limit. Interpretation is constraint type specific.
+    /// Set low limit. Interpretation is constraint type specific.
     void SetLowLimit(const Vector2& limit);
     void SetLowLimit(const Vector2& limit);
-    /// %Set whether to disable collisions between connected bodies.
+    /// Set whether to disable collisions between connected bodies.
     void SetDisableCollision(bool disable);
     void SetDisableCollision(bool disable);
     
     
     /// Return physics world.
     /// Return physics world.

+ 7 - 7
Engine/Physics/PhysicsWorld.h

@@ -107,7 +107,7 @@ public:
     virtual void drawContactPoint(const btVector3& PointOnB, const btVector3& normalOnB, btScalar distance, int lifeTime, const btVector3& color) {}
     virtual void drawContactPoint(const btVector3& PointOnB, const btVector3& normalOnB, btScalar distance, int lifeTime, const btVector3& color) {}
     /// Draw physics debug 3D text. Not implemented.
     /// Draw physics debug 3D text. Not implemented.
     virtual void draw3dText(const btVector3& location,const char* textString) {}
     virtual void draw3dText(const btVector3& location,const char* textString) {}
-    /// %Set debug draw flags.
+    /// Set debug draw flags.
     virtual void setDebugMode(int debugMode) { debugMode_ = debugMode; }
     virtual void setDebugMode(int debugMode) { debugMode_ = debugMode; }
     /// Return debug draw flags.
     /// Return debug draw flags.
     virtual int getDebugMode() const { return debugMode_; }
     virtual int getDebugMode() const { return debugMode_; }
@@ -118,13 +118,13 @@ public:
     void Update(float timeStep);
     void Update(float timeStep);
     /// Refresh collisions only without updating dynamics.
     /// Refresh collisions only without updating dynamics.
     void UpdateCollisions();
     void UpdateCollisions();
-    /// %Set simulation steps per second.
+    /// Set simulation steps per second.
     void SetFps(int fps);
     void SetFps(int fps);
-    /// %Set gravity.
+    /// Set gravity.
     void SetGravity(Vector3 gravity);
     void SetGravity(Vector3 gravity);
-    /// %Set whether to interpolate between simulation steps.
+    /// Set whether to interpolate between simulation steps.
     void SetInterpolation(bool enable);
     void SetInterpolation(bool enable);
-    /// %Set maximum angular velocity for network replication.
+    /// Set maximum angular velocity for network replication.
     void SetMaxNetworkAngularVelocity(float velocity);
     void SetMaxNetworkAngularVelocity(float velocity);
     /// Perform a physics world raycast and return all hits.
     /// Perform a physics world raycast and return all hits.
     void Raycast(PODVector<PhysicsRaycastResult>& result, const Ray& ray, float maxDistance, unsigned collisionMask = M_MAX_UNSIGNED);
     void Raycast(PODVector<PhysicsRaycastResult>& result, const Ray& ray, float maxDistance, unsigned collisionMask = M_MAX_UNSIGNED);
@@ -161,9 +161,9 @@ public:
     void AddDelayedWorldTransform(const DelayedWorldTransform& transform);
     void AddDelayedWorldTransform(const DelayedWorldTransform& transform);
     /// Add debug geometry to the debug renderer.
     /// Add debug geometry to the debug renderer.
     void DrawDebugGeometry(bool depthTest);
     void DrawDebugGeometry(bool depthTest);
-    /// %Set debug renderer to use. Called both by PhysicsWorld itself and physics components.
+    /// Set debug renderer to use. Called both by PhysicsWorld itself and physics components.
     void SetDebugRenderer(DebugRenderer* debug);
     void SetDebugRenderer(DebugRenderer* debug);
-    /// %Set debug geometry depth test mode. Called both by PhysicsWorld itself and physics components.
+    /// Set debug geometry depth test mode. Called both by PhysicsWorld itself and physics components.
     void SetDebugDepthTest(bool enable);
     void SetDebugDepthTest(bool enable);
     
     
     /// Return the Bullet physics world.
     /// Return the Bullet physics world.

+ 24 - 24
Engine/Physics/RigidBody.h

@@ -67,51 +67,51 @@ public:
     /// Visualize the component as debug geometry.
     /// Visualize the component as debug geometry.
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
     
     
-    /// %Set mass. Zero mass makes the body static.
+    /// Set mass. Zero mass makes the body static.
     void SetMass(float mass);
     void SetMass(float mass);
-    /// %Set rigid body world-space position.
+    /// Set rigid body world-space position.
     void SetPosition(Vector3 position);
     void SetPosition(Vector3 position);
-    /// %Set rigid body world-space rotation.
+    /// Set rigid body world-space rotation.
     void SetRotation(Quaternion rotation);
     void SetRotation(Quaternion rotation);
-    /// %Set rigid body world-space position and rotation.
+    /// Set rigid body world-space position and rotation.
     void SetTransform(const Vector3& position, const Quaternion& rotation);
     void SetTransform(const Vector3& position, const Quaternion& rotation);
-    /// %Set linear velocity.
+    /// Set linear velocity.
     void SetLinearVelocity(Vector3 velocity);
     void SetLinearVelocity(Vector3 velocity);
-    /// %Set linear degrees of freedom.
+    /// Set linear degrees of freedom.
     void SetLinearFactor(Vector3 factor);
     void SetLinearFactor(Vector3 factor);
-    /// %Set linear velocity deactivation threshold.
+    /// Set linear velocity deactivation threshold.
     void SetLinearRestThreshold(float threshold);
     void SetLinearRestThreshold(float threshold);
-    /// %Set linear velocity damping factor.
+    /// Set linear velocity damping factor.
     void SetLinearDamping(float damping);
     void SetLinearDamping(float damping);
-    /// %Set angular velocity.
+    /// Set angular velocity.
     void SetAngularVelocity(Vector3 angularVelocity);
     void SetAngularVelocity(Vector3 angularVelocity);
-    /// %Set angular degrees of freedom.
+    /// Set angular degrees of freedom.
     void SetAngularFactor(Vector3 factor);
     void SetAngularFactor(Vector3 factor);
-    /// %Set angular velocity deactivation threshold.
+    /// Set angular velocity deactivation threshold.
     void SetAngularRestThreshold(float threshold);
     void SetAngularRestThreshold(float threshold);
-    /// %Set angular velocity damping factor.
+    /// Set angular velocity damping factor.
     void SetAngularDamping(float factor);
     void SetAngularDamping(float factor);
-    /// %Set friction coefficient.
+    /// Set friction coefficient.
     void SetFriction(float friction);
     void SetFriction(float friction);
-    /// %Set restitution coefficient.
+    /// Set restitution coefficient.
     void SetRestitution(float restitution);
     void SetRestitution(float restitution);
-    /// %Set continuous collision detection swept sphere radius.
+    /// Set continuous collision detection swept sphere radius.
     void SetCcdRadius(float radius);
     void SetCcdRadius(float radius);
-    /// %Set continuous collision detection motion-per-simulation-step threshold. 0 disables, which is the default.
+    /// Set continuous collision detection motion-per-simulation-step threshold. 0 disables, which is the default.
     void SetCcdMotionThreshold(float threshold);
     void SetCcdMotionThreshold(float threshold);
-    /// %Set whether gravity is applied to rigid body.
+    /// Set whether gravity is applied to rigid body.
     void SetUseGravity(bool enable);
     void SetUseGravity(bool enable);
-    /// %Set rigid body kinematic mode. In kinematic mode forces are not applied to the rigid body.
+    /// Set rigid body kinematic mode. In kinematic mode forces are not applied to the rigid body.
     void SetKinematic(bool enable);
     void SetKinematic(bool enable);
-    /// %Set rigid body phantom mode. In phantom mode collisions are reported but do not apply forces.
+    /// Set rigid body phantom mode. In phantom mode collisions are reported but do not apply forces.
     void SetPhantom(bool enable);
     void SetPhantom(bool enable);
-    /// %Set collision layer.
+    /// Set collision layer.
     void SetCollisionLayer(unsigned layer);
     void SetCollisionLayer(unsigned layer);
-    /// %Set collision mask.
+    /// Set collision mask.
     void SetCollisionMask(unsigned mask);
     void SetCollisionMask(unsigned mask);
-    /// %Set collision group and mask.
+    /// Set collision group and mask.
     void SetCollisionLayerAndMask(unsigned layer, unsigned mask);
     void SetCollisionLayerAndMask(unsigned layer, unsigned mask);
-    /// %Set collision event signaling mode. Default is to signal when active.
+    /// Set collision event signaling mode. Default is to signal when active.
     void SetCollisionEventMode(CollisionEventMode mode);
     void SetCollisionEventMode(CollisionEventMode mode);
     /// Apply force to center of mass.
     /// Apply force to center of mass.
     void ApplyForce(const Vector3& force);
     void ApplyForce(const Vector3& force);
@@ -189,7 +189,7 @@ public:
     void ApplyWorldTransform(const Vector3& newWorldPosition, const Quaternion& newWorldRotation);
     void ApplyWorldTransform(const Vector3& newWorldPosition, const Quaternion& newWorldRotation);
     /// Update mass and inertia of rigid body.
     /// Update mass and inertia of rigid body.
     void UpdateMass();
     void UpdateMass();
-    /// %Set network angular velocity attribute.
+    /// Set network angular velocity attribute.
     void SetNetAngularVelocityAttr(const PODVector<unsigned char>& value);
     void SetNetAngularVelocityAttr(const PODVector<unsigned char>& value);
     /// Return network angular velocity attribute.
     /// Return network angular velocity attribute.
     const PODVector<unsigned char>& GetNetAngularVelocityAttr() const;
     const PODVector<unsigned char>& GetNetAngularVelocityAttr() const;

+ 2 - 2
Engine/Resource/Image.h

@@ -92,9 +92,9 @@ public:
     /// Load resource. Return true if successful.
     /// Load resource. Return true if successful.
     virtual bool Load(Deserializer& source);
     virtual bool Load(Deserializer& source);
     
     
-    /// %Set size and number of color components.
+    /// Set size and number of color components.
     void SetSize(int width, int height, unsigned components);
     void SetSize(int width, int height, unsigned components);
-    /// %Set data.
+    /// Set data.
     void SetData(const unsigned char* pixelData);
     void SetData(const unsigned char* pixelData);
     /// Save in BMP format. Return true if successful.
     /// Save in BMP format. Return true if successful.
     bool SaveBMP(const String& fileName);
     bool SaveBMP(const String& fileName);

+ 2 - 2
Engine/Resource/Resource.h

@@ -43,9 +43,9 @@ public:
     /// Save resource. Return true if successful.
     /// Save resource. Return true if successful.
     virtual bool Save(Serializer& dest);
     virtual bool Save(Serializer& dest);
     
     
-    /// %Set name.
+    /// Set name.
     void SetName(const String& name);
     void SetName(const String& name);
-    /// %Set memory use in bytes, possibly approximate.
+    /// Set memory use in bytes, possibly approximate.
     void SetMemoryUse(unsigned size);
     void SetMemoryUse(unsigned size);
     /// Reset last used timer.
     /// Reset last used timer.
     void ResetUseTimer();
     void ResetUseTimer();

+ 1 - 1
Engine/Resource/ResourceCache.h

@@ -82,7 +82,7 @@ public:
     void ReleaseAllResources(bool force = false);
     void ReleaseAllResources(bool force = false);
     /// Reload a resource. Return false and release it if fails.
     /// Reload a resource. Return false and release it if fails.
     bool ReloadResource(Resource* resource);
     bool ReloadResource(Resource* resource);
-    /// %Set memory budget for a specific resource type, default 0 is unlimited.
+    /// Set memory budget for a specific resource type, default 0 is unlimited.
     void SetMemoryBudget(ShortStringHash type, unsigned budget);
     void SetMemoryBudget(ShortStringHash type, unsigned budget);
     /// Enable or disable automatic reloading of resources as files are modified.
     /// Enable or disable automatic reloading of resources as files are modified.
     void SetAutoReloadResources(bool enable);
     void SetAutoReloadResources(bool enable);

+ 23 - 23
Engine/Resource/XMLElement.h

@@ -62,51 +62,51 @@ public:
     bool RemoveChildren(const String& name = String());
     bool RemoveChildren(const String& name = String());
     /// Remove child elements of certain name, or all child elements if name is empty. Return true if successful.
     /// Remove child elements of certain name, or all child elements if name is empty. Return true if successful.
     bool RemoveChildren(const char* name);
     bool RemoveChildren(const char* name);
-    /// %Set an attribute.
+    /// Set an attribute.
     bool SetAttribute(const String& name, const String& value);
     bool SetAttribute(const String& name, const String& value);
-    /// %Set an attribute.
+    /// Set an attribute.
     bool SetAttribute(const char* name, const char* value);
     bool SetAttribute(const char* name, const char* value);
-    /// %Set a bool attribute.
+    /// Set a bool attribute.
     bool SetBool(const String& name, bool value);
     bool SetBool(const String& name, bool value);
-    /// %Set a BoundingBox attribute.
+    /// Set a BoundingBox attribute.
     bool SetBoundingBox(const BoundingBox& value);
     bool SetBoundingBox(const BoundingBox& value);
-    /// %Set a buffer attribute.
+    /// Set a buffer attribute.
     bool SetBuffer(const String& name, const void* data, unsigned size);
     bool SetBuffer(const String& name, const void* data, unsigned size);
-    /// %Set a buffer attribute.
+    /// Set a buffer attribute.
     bool SetBuffer(const String& name, const PODVector<unsigned char>& value);
     bool SetBuffer(const String& name, const PODVector<unsigned char>& value);
-    /// %Set a color attribute.
+    /// Set a color attribute.
     bool SetColor(const String& name, const Color& value);
     bool SetColor(const String& name, const Color& value);
-    /// %Set a float attribute.
+    /// Set a float attribute.
     bool SetFloat(const String& name, float value);
     bool SetFloat(const String& name, float value);
-    /// %Set an integer attribute.
+    /// Set an integer attribute.
     bool SetInt(const String& name, int value);
     bool SetInt(const String& name, int value);
-    /// %Set an IntRect attribute.
+    /// Set an IntRect attribute.
     bool SetIntRect(const String& name, const IntRect& value);
     bool SetIntRect(const String& name, const IntRect& value);
-    /// %Set an IntVector2 attribute.
+    /// Set an IntVector2 attribute.
     bool SetIntVector2(const String& name, const IntVector2& value);
     bool SetIntVector2(const String& name, const IntVector2& value);
-    /// %Set a Rect attribute.
+    /// Set a Rect attribute.
     bool SetRect(const String& name, const Rect& value);
     bool SetRect(const String& name, const Rect& value);
-    /// %Set a quaternion attribute.
+    /// Set a quaternion attribute.
     bool SetQuaternion(const String& name, const Quaternion& value);
     bool SetQuaternion(const String& name, const Quaternion& value);
-    /// %Set a string attribute.
+    /// Set a string attribute.
     bool SetString(const String& name, const String& value);
     bool SetString(const String& name, const String& value);
-    /// %Set a variant attribute.
+    /// Set a variant attribute.
     bool SetVariant(const Variant& value);
     bool SetVariant(const Variant& value);
-    /// %Set a variant attribute excluding the type.
+    /// Set a variant attribute excluding the type.
     bool SetVariantValue(const Variant& value);
     bool SetVariantValue(const Variant& value);
-    /// %Set a resource reference attribute.
+    /// Set a resource reference attribute.
     bool SetResourceRef(const ResourceRef& value);
     bool SetResourceRef(const ResourceRef& value);
-    /// %Set a resource referene list attribute.
+    /// Set a resource referene list attribute.
     bool SetResourceRefList(const ResourceRefList& value);
     bool SetResourceRefList(const ResourceRefList& value);
-    /// %Set a variant vector attribute. Creates child elements as necessary.
+    /// Set a variant vector attribute. Creates child elements as necessary.
     bool SetVariantVector(const VariantVector& value);
     bool SetVariantVector(const VariantVector& value);
-    /// %Set a variant map attribute. Creates child elements as necessary.
+    /// Set a variant map attribute. Creates child elements as necessary.
     bool SetVariantMap(const VariantMap& value);
     bool SetVariantMap(const VariantMap& value);
-    /// %Set a Vector2 attribute.
+    /// Set a Vector2 attribute.
     bool SetVector2(const String& name, const Vector2& value);
     bool SetVector2(const String& name, const Vector2& value);
-    /// %Set a Vector3 attribute.
+    /// Set a Vector3 attribute.
     bool SetVector3(const String& name, const Vector3& value);
     bool SetVector3(const String& name, const Vector3& value);
-    /// %Set a Vector4 attribute.
+    /// Set a Vector4 attribute.
     bool SetVector4(const String& name, const Vector4& value);
     bool SetVector4(const String& name, const Vector4& value);
     
     
     /// Return whether does not refer to an element.
     /// Return whether does not refer to an element.

+ 2 - 2
Engine/Scene/Component.h

@@ -89,9 +89,9 @@ protected:
     virtual void OnNodeSet(Node* node) {};
     virtual void OnNodeSet(Node* node) {};
     /// Handle scene node transform dirtied.
     /// Handle scene node transform dirtied.
     virtual void OnMarkedDirty(Node* node) {};
     virtual void OnMarkedDirty(Node* node) {};
-    /// %Set ID. Called by Scene.
+    /// Set ID. Called by Scene.
     void SetID(unsigned id);
     void SetID(unsigned id);
-    /// %Set scene node. Called by Node when creating the component.
+    /// Set scene node. Called by Node when creating the component.
     void SetNode(Node* node);
     void SetNode(Node* node);
     
     
     /// Scene node.
     /// Scene node.

+ 25 - 25
Engine/Scene/Node.h

@@ -75,39 +75,39 @@ public:
     
     
     /// Save to an XML file. Return true if successful.
     /// Save to an XML file. Return true if successful.
     bool SaveXML(Serializer& dest);
     bool SaveXML(Serializer& dest);
-    /// %Set name.
+    /// Set name.
     void SetName(const String& name);
     void SetName(const String& name);
-    /// %Set position relative to parent node.
+    /// Set position relative to parent node.
     void SetPosition(const Vector3& position);
     void SetPosition(const Vector3& position);
-    /// %Set rotation relative to parent node.
+    /// Set rotation relative to parent node.
     void SetRotation(const Quaternion& rotation);
     void SetRotation(const Quaternion& rotation);
-    /// %Set direction relative to parent node. Positive Z equals identity.
+    /// Set direction relative to parent node. Positive Z equals identity.
     void SetDirection(const Vector3& direction);
     void SetDirection(const Vector3& direction);
-    /// %Set uniform scale relative to parent node.
+    /// Set uniform scale relative to parent node.
     void SetScale(float scale);
     void SetScale(float scale);
-    /// %Set scale relative to parent node.
+    /// Set scale relative to parent node.
     void SetScale(const Vector3& scale);
     void SetScale(const Vector3& scale);
-    /// %Set transform relative to parent node.
+    /// Set transform relative to parent node.
     void SetTransform(const Vector3& position, const Quaternion& rotation);
     void SetTransform(const Vector3& position, const Quaternion& rotation);
-    /// %Set transform relative to parent node.
+    /// Set transform relative to parent node.
     void SetTransform(const Vector3& position, const Quaternion& rotation, float scale);
     void SetTransform(const Vector3& position, const Quaternion& rotation, float scale);
-    /// %Set transform relative to parent node.
+    /// Set transform relative to parent node.
     void SetTransform(const Vector3& position, const Quaternion& rotation, const Vector3& scale);
     void SetTransform(const Vector3& position, const Quaternion& rotation, const Vector3& scale);
-    /// %Set position relative to world space.
+    /// Set position relative to world space.
     void SetWorldPosition(const Vector3& position);
     void SetWorldPosition(const Vector3& position);
-    /// %Set rotation relative to world space.
+    /// Set rotation relative to world space.
     void SetWorldRotation(const Quaternion& rotation);
     void SetWorldRotation(const Quaternion& rotation);
-    /// %Set direction relative to world space.
+    /// Set direction relative to world space.
     void SetWorldDirection(const Vector3& direction);
     void SetWorldDirection(const Vector3& direction);
-    /// %Set uniform scale relative to world space.
+    /// Set uniform scale relative to world space.
     void SetWorldScale(float scale);
     void SetWorldScale(float scale);
-    /// %Set scale relative to world space.
+    /// Set scale relative to world space.
     void SetWorldScale(const Vector3& scale);
     void SetWorldScale(const Vector3& scale);
-    /// %Set transform relative to world space.
+    /// Set transform relative to world space.
     void SetWorldTransform(const Vector3& position, const Quaternion& rotation);
     void SetWorldTransform(const Vector3& position, const Quaternion& rotation);
-    /// %Set transform relative to world space.
+    /// Set transform relative to world space.
     void SetWorldTransform(const Vector3& position, const Quaternion& rotation, float scale);
     void SetWorldTransform(const Vector3& position, const Quaternion& rotation, float scale);
-    /// %Set transform relative to world space.
+    /// Set transform relative to world space.
     void SetWorldTransform(const Vector3& position, const Quaternion& rotation, const Vector3& scale);
     void SetWorldTransform(const Vector3& position, const Quaternion& rotation, const Vector3& scale);
     /// Move the scene node.
     /// Move the scene node.
     void Translate(const Vector3& delta);
     void Translate(const Vector3& delta);
@@ -127,7 +127,7 @@ public:
     void Scale(float scale);
     void Scale(float scale);
     /// Modify scale.
     /// Modify scale.
     void Scale(const Vector3& scale);
     void Scale(const Vector3& scale);
-    /// %Set owner connection for networking.
+    /// Set owner connection for networking.
     void SetOwner(Connection* owner);
     void SetOwner(Connection* owner);
     /// Mark node and child nodes to need world transform recalculation. Notify listener components.
     /// Mark node and child nodes to need world transform recalculation. Notify listener components.
     void MarkDirty();
     void MarkDirty();
@@ -153,9 +153,9 @@ public:
     Node* Clone(CreateMode mode = REPLICATED);
     Node* Clone(CreateMode mode = REPLICATED);
     /// Remove from the parent node. If no other shared pointer references exist, causes immediate deletion.
     /// Remove from the parent node. If no other shared pointer references exist, causes immediate deletion.
     void Remove();
     void Remove();
-    /// %Set parent scene node. Retains the world transform.
+    /// Set parent scene node. Retains the world transform.
     void SetParent(Node* parent);
     void SetParent(Node* parent);
-    /// %Set a user variable.
+    /// Set a user variable.
     void SetVar(ShortStringHash key, const Variant& value);
     void SetVar(ShortStringHash key, const Variant& value);
     /// Add listener component that is notified of node being dirtied. Can either be in the same node or another.
     /// Add listener component that is notified of node being dirtied. Can either be in the same node or another.
     void AddListener(Component* component);
     void AddListener(Component* component);
@@ -289,15 +289,15 @@ public:
     /// Template version of checking whether has a specific component.
     /// Template version of checking whether has a specific component.
     template <class T> bool HasComponent() const;
     template <class T> bool HasComponent() const;
     
     
-    /// %Set ID. Called by Scene.
+    /// Set ID. Called by Scene.
     void SetID(unsigned id);
     void SetID(unsigned id);
-    /// %Set scene. Called by Scene.
+    /// Set scene. Called by Scene.
     void SetScene(Scene* scene);
     void SetScene(Scene* scene);
-    /// %Set network position attribute.
+    /// Set network position attribute.
     void SetNetPositionAttr(const Vector3& value);
     void SetNetPositionAttr(const Vector3& value);
-    /// %Set network rotation attribute.
+    /// Set network rotation attribute.
     void SetNetRotationAttr(const PODVector<unsigned char>& value);
     void SetNetRotationAttr(const PODVector<unsigned char>& value);
-    /// %Set network parent attribute.
+    /// Set network parent attribute.
     void SetNetParentAttr(const PODVector<unsigned char>& value);
     void SetNetParentAttr(const PODVector<unsigned char>& value);
     /// Return network position attribute.
     /// Return network position attribute.
     const Vector3& GetNetPositionAttr() const;
     const Vector3& GetNetPositionAttr() const;

+ 4 - 4
Engine/Scene/Scene.h

@@ -95,11 +95,11 @@ public:
     Node* InstantiateXML(Deserializer& source, const Vector3& position, const Quaternion& rotation, CreateMode mode = REPLICATED);
     Node* InstantiateXML(Deserializer& source, const Vector3& position, const Quaternion& rotation, CreateMode mode = REPLICATED);
     /// Clear scene completely of nodes and components.
     /// Clear scene completely of nodes and components.
     void Clear();
     void Clear();
-    /// %Set active flag. Only active scenes will be updated automatically.
+    /// Set active flag. Only active scenes will be updated automatically.
     void SetActive(bool enable);
     void SetActive(bool enable);
-    /// %Set network client motion smoothing constant.
+    /// Set network client motion smoothing constant.
     void SetSmoothingConstant(float constant);
     void SetSmoothingConstant(float constant);
-    /// %Set network client motion smoothing snap threshold.
+    /// Set network client motion smoothing snap threshold.
     void SetSnapThreshold(float threshold);
     void SetSnapThreshold(float threshold);
     /// Add a required package file for networking. To be called on the server.
     /// Add a required package file for networking. To be called on the server.
     void AddRequiredPackageFile(PackageFile* package);
     void AddRequiredPackageFile(PackageFile* package);
@@ -157,7 +157,7 @@ public:
     void ComponentAdded(Component* component);
     void ComponentAdded(Component* component);
     /// Component removed. Remove from ID map.
     /// Component removed. Remove from ID map.
     void ComponentRemoved(Component* component);
     void ComponentRemoved(Component* component);
-    /// %Set node user variable reverse mappings.
+    /// Set node user variable reverse mappings.
     void SetVarNamesAttr(String value);
     void SetVarNamesAttr(String value);
     /// Return node user variable reverse mappings.
     /// Return node user variable reverse mappings.
     String GetVarNamesAttr() const;
     String GetVarNamesAttr() const;

+ 2 - 2
Engine/Scene/Serializable.h

@@ -63,9 +63,9 @@ public:
     /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
     /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
     virtual void ApplyAttributes() {}
     virtual void ApplyAttributes() {}
     
     
-    /// %Set attribute by index. Return true if successfully set.
+    /// Set attribute by index. Return true if successfully set.
     bool SetAttribute(unsigned index, const Variant& value);
     bool SetAttribute(unsigned index, const Variant& value);
-    /// %Set attribute by name. Return true if successfully set.
+    /// Set attribute by name. Return true if successfully set.
     bool SetAttribute(const String& name, const Variant& value);
     bool SetAttribute(const String& name, const Variant& value);
     /// Allocate network attribute state.
     /// Allocate network attribute state.
     void AllocateNetworkState();
     void AllocateNetworkState();

+ 4 - 4
Engine/Scene/SmoothedTransform.h

@@ -47,13 +47,13 @@ public:
     
     
     /// Update smoothing.
     /// Update smoothing.
     void Update(float constant, float squaredSnapThreshold);
     void Update(float constant, float squaredSnapThreshold);
-    /// %Set target position relative to parent node.
+    /// Set target position relative to parent node.
     void SetTargetPosition(const Vector3& position);
     void SetTargetPosition(const Vector3& position);
-    /// %Set target rotation relative to parent node.
+    /// Set target rotation relative to parent node.
     void SetTargetRotation(const Quaternion& rotation);
     void SetTargetRotation(const Quaternion& rotation);
-    /// %Set target position in world space.
+    /// Set target position in world space.
     void SetTargetWorldPosition(const Vector3& position);
     void SetTargetWorldPosition(const Vector3& position);
-    /// %Set target rotation in world space.
+    /// Set target rotation in world space.
     void SetTargetWorldRotation(const Quaternion& rotation);
     void SetTargetWorldRotation(const Quaternion& rotation);
     
     
     /// Return target position relative to parent node.
     /// Return target position relative to parent node.

+ 3 - 3
Engine/Script/Script.h

@@ -57,11 +57,11 @@ public:
     
     
     /// Compile and execute a line of script in immediate mode.
     /// Compile and execute a line of script in immediate mode.
     bool Execute(const String& line);
     bool Execute(const String& line);
-    /// %Set immediate mode script file.
+    /// Set immediate mode script file.
     void SetDefaultScriptFile(ScriptFile* file);
     void SetDefaultScriptFile(ScriptFile* file);
-    /// %Set immediate mode scene.
+    /// Set immediate mode scene.
     void SetDefaultScene(Scene* scene);
     void SetDefaultScene(Scene* scene);
-    /// %Set script engine logging mode, immediate is default.
+    /// Set script engine logging mode, immediate is default.
     void SetLogMode(ScriptLogMode mode);
     void SetLogMode(ScriptLogMode mode);
     /// Clear retained mode log messages.
     /// Clear retained mode log messages.
     void ClearLogMessages();
     void ClearLogMessages();

+ 1 - 1
Engine/Script/ScriptFile.h

@@ -82,7 +82,7 @@ public:
 private:
 private:
     /// Add a script section, checking for includes recursively. Return true if successful.
     /// Add a script section, checking for includes recursively. Return true if successful.
     bool AddScriptSection(asIScriptEngine* engine, Deserializer& source);
     bool AddScriptSection(asIScriptEngine* engine, Deserializer& source);
-    /// %Set parameters for a function or method.
+    /// Set parameters for a function or method.
     void SetParameters(asIScriptContext* context, asIScriptFunction* function, const VariantVector& parameters);
     void SetParameters(asIScriptContext* context, asIScriptFunction* function, const VariantVector& parameters);
     /// Release the script module.
     /// Release the script module.
     void ReleaseModule();
     void ReleaseModule();

+ 7 - 7
Engine/Script/ScriptInstance.h

@@ -79,13 +79,13 @@ public:
     
     
     /// Create object of certain class from the script file. Return true if successful.
     /// Create object of certain class from the script file. Return true if successful.
     bool CreateObject(ScriptFile* scriptFile, const String& className);
     bool CreateObject(ScriptFile* scriptFile, const String& className);
-    /// %Set script file only. Recreate object if necessary.
+    /// Set script file only. Recreate object if necessary.
     void SetScriptFile(ScriptFile* scriptFile);
     void SetScriptFile(ScriptFile* scriptFile);
-    /// %Set class name only. Recreate object if necessary.
+    /// Set class name only. Recreate object if necessary.
     void SetClassName(const String& className);
     void SetClassName(const String& className);
     /// Enable or disable scripted updates and event handlers.
     /// Enable or disable scripted updates and event handlers.
     void SetActive(bool active);
     void SetActive(bool active);
-    /// %Set fixed updates per second. 0 (default) uses the physics frame rate.
+    /// Set fixed updates per second. 0 (default) uses the physics frame rate.
     void SetFixedUpdateFps(int fps);
     void SetFixedUpdateFps(int fps);
     /// Query for a method by declaration and execute if found.
     /// Query for a method by declaration and execute if found.
     bool Execute(const String& declaration, const VariantVector& parameters = VariantVector());
     bool Execute(const String& declaration, const VariantVector& parameters = VariantVector());
@@ -107,13 +107,13 @@ public:
     /// Return fixed updates per second.
     /// Return fixed updates per second.
     int GetFixedUpdateFps() const { return fixedUpdateFps_; }
     int GetFixedUpdateFps() const { return fixedUpdateFps_; }
     
     
-    /// %Set script file attribute.
+    /// Set script file attribute.
     void SetScriptFileAttr(ResourceRef value);
     void SetScriptFileAttr(ResourceRef value);
-    /// %Set delayed method calls attribute.
+    /// Set delayed method calls attribute.
     void SetDelayedMethodCallsAttr(PODVector<unsigned char> value);
     void SetDelayedMethodCallsAttr(PODVector<unsigned char> value);
-    /// %Set fixed update time accumulator attribute.
+    /// Set fixed update time accumulator attribute.
     void SetFixedUpdateAccAttr(float value);
     void SetFixedUpdateAccAttr(float value);
-    /// %Set script data attribute by calling a script function.
+    /// Set script data attribute by calling a script function.
     void SetScriptDataAttr(PODVector<unsigned char> data);
     void SetScriptDataAttr(PODVector<unsigned char> data);
     /// Return script file attribute.
     /// Return script file attribute.
     ResourceRef GetScriptFileAttr() const;
     ResourceRef GetScriptFileAttr() const;

+ 6 - 6
Engine/UI/BorderImage.h

@@ -43,22 +43,22 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// Return UI rendering batches.
     /// Return UI rendering batches.
     virtual void GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor);
     virtual void GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor);
     
     
-    /// %Set textures.
+    /// Set textures.
     void SetTexture(Texture* texture);
     void SetTexture(Texture* texture);
-    /// %Set part of texture to use as the image.
+    /// Set part of texture to use as the image.
     void SetImageRect(const IntRect& rect);
     void SetImageRect(const IntRect& rect);
     /// Use whole texture as the image.
     /// Use whole texture as the image.
     void SetFullImageRect();
     void SetFullImageRect();
-    /// %Set image border dimensions.
+    /// Set image border dimensions.
     void SetBorder(const IntRect& rect);
     void SetBorder(const IntRect& rect);
-    /// %Set offset to image rectangle used on hover.
+    /// Set offset to image rectangle used on hover.
     void SetHoverOffset(const IntVector2& offset);
     void SetHoverOffset(const IntVector2& offset);
-    /// %Set offset to image rectangle used on hover.
+    /// Set offset to image rectangle used on hover.
     void SetHoverOffset(int x, int y);
     void SetHoverOffset(int x, int y);
     
     
     /// Return texture.
     /// Return texture.

+ 9 - 9
Engine/UI/Button.h

@@ -40,7 +40,7 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// Perform UI element update.
     /// Perform UI element update.
     virtual void Update(float timeStep);
     virtual void Update(float timeStep);
@@ -51,19 +51,19 @@ public:
     /// React to mouse click.
     /// React to mouse click.
     virtual void OnClick(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
     virtual void OnClick(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
     
     
-    /// %Set pressed image offset.
+    /// Set pressed image offset.
     void SetPressedOffset(const IntVector2& offset);
     void SetPressedOffset(const IntVector2& offset);
-    /// %Set pressed image offset.
+    /// Set pressed image offset.
     void SetPressedOffset(int x, int y);
     void SetPressedOffset(int x, int y);
-    /// %Set pressed label offset.
+    /// Set pressed label offset.
     void SetLabelOffset(const IntVector2& offset);
     void SetLabelOffset(const IntVector2& offset);
-    /// %Set pressed label offset.
+    /// Set pressed label offset.
     void SetLabelOffset(int x, int y);
     void SetLabelOffset(int x, int y);
-    /// %Set repeat properties. Rate 0 (default) disables repeat.
+    /// Set repeat properties. Rate 0 (default) disables repeat.
     void SetRepeat(float delay, float rate);
     void SetRepeat(float delay, float rate);
-    /// %Set repeat delay.
+    /// Set repeat delay.
     void SetRepeatDelay(float delay);
     void SetRepeatDelay(float delay);
-    /// %Set repeat rate.
+    /// Set repeat rate.
     void SetRepeatRate(float rate);
     void SetRepeatRate(float rate);
     
     
     /// Return pressed image offset.
     /// Return pressed image offset.
@@ -76,7 +76,7 @@ public:
     float GetRepeatRate() const { return repeatRate_; }
     float GetRepeatRate() const { return repeatRate_; }
     
     
 protected:
 protected:
-    /// %Set new pressed state.
+    /// Set new pressed state.
     void SetPressed(bool enable);
     void SetPressed(bool enable);
     
     
     /// Pressed image offset.
     /// Pressed image offset.

+ 4 - 4
Engine/UI/CheckBox.h

@@ -40,18 +40,18 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// Return UI rendering batches.
     /// Return UI rendering batches.
     virtual void GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor);
     virtual void GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor);
     /// React to mouse click.
     /// React to mouse click.
     virtual void OnClick(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
     virtual void OnClick(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
     
     
-    /// %Set checked state.
+    /// Set checked state.
     void SetChecked(bool enable);
     void SetChecked(bool enable);
-    /// %Set checked image offset.
+    /// Set checked image offset.
     void SetCheckedOffset(const IntVector2& rect);
     void SetCheckedOffset(const IntVector2& rect);
-    /// %Set checked image offset.
+    /// Set checked image offset.
     void SetCheckedOffset(int x, int y);
     void SetCheckedOffset(int x, int y);
     
     
     /// Return whether is checked.
     /// Return whether is checked.

+ 2 - 2
Engine/UI/Cursor.h

@@ -64,14 +64,14 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// Return UI rendering batches.
     /// Return UI rendering batches.
     virtual void GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor);
     virtual void GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor);
     
     
     /// Define a shape.
     /// Define a shape.
     void DefineShape(CursorShape shape, Texture* texture, const IntRect& imageRect, const IntVector2& hotSpot);
     void DefineShape(CursorShape shape, Texture* texture, const IntRect& imageRect, const IntVector2& hotSpot);
-    /// %Set current shape.
+    /// Set current shape.
     void SetShape(CursorShape shape);
     void SetShape(CursorShape shape);
     
     
     /// Get current shape.
     /// Get current shape.

+ 3 - 3
Engine/UI/DropDownList.h

@@ -42,7 +42,7 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// Return UI rendering batches.
     /// Return UI rendering batches.
     virtual void GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor);
     virtual void GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor);
@@ -59,9 +59,9 @@ public:
     void RemoveItem(unsigned index);
     void RemoveItem(unsigned index);
     /// Remove all items.
     /// Remove all items.
     void RemoveAllItems();
     void RemoveAllItems();
-    /// %Set selection.
+    /// Set selection.
     void SetSelection(unsigned index);
     void SetSelection(unsigned index);
-    /// %Set whether popup should be automatically resized to match the dropdown button width.
+    /// Set whether popup should be automatically resized to match the dropdown button width.
     void SetResizePopup(bool enable);
     void SetResizePopup(bool enable);
     
     
     /// Return number of items.
     /// Return number of items.

+ 8 - 8
Engine/UI/FileSelector.h

@@ -59,19 +59,19 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set fileselector UI style.
+    /// Set fileselector UI style.
     void SetStyle(XMLFile* style);
     void SetStyle(XMLFile* style);
-    /// %Set title text.
+    /// Set title text.
     void SetTitle(const String& text);
     void SetTitle(const String& text);
-    /// %Set button texts.
+    /// Set button texts.
     void SetButtonTexts(const String& okText, const String& cancelText);
     void SetButtonTexts(const String& okText, const String& cancelText);
-    /// %Set current path.
+    /// Set current path.
     void SetPath(const String& path);
     void SetPath(const String& path);
-    /// %Set current filename.
+    /// Set current filename.
     void SetFileName(const String& fileName);
     void SetFileName(const String& fileName);
-    /// %Set filters.
+    /// Set filters.
     void SetFilters(const Vector<String>& filters, unsigned defaultIndex);
     void SetFilters(const Vector<String>& filters, unsigned defaultIndex);
-    /// %Set directory selection mode. Default false.
+    /// Set directory selection mode. Default false.
     void SetDirectoryMode(bool enable);
     void SetDirectoryMode(bool enable);
     /// Update elements to layout properly. Call this after manually adjusting the sub-elements.
     /// Update elements to layout properly. Call this after manually adjusting the sub-elements.
     void UpdateElements();
     void UpdateElements();
@@ -110,7 +110,7 @@ public:
     bool GetDirectoryMode() const { return directoryMode_; }
     bool GetDirectoryMode() const { return directoryMode_; }
     
     
 private:
 private:
-    /// %Set the text of an edit field and ignore the resulting event.
+    /// Set the text of an edit field and ignore the resulting event.
     void SetLineEditText(LineEdit* edit, const String& text);
     void SetLineEditText(LineEdit* edit, const String& text);
     /// Refresh the directory listing.
     /// Refresh the directory listing.
     void RefreshFiles();
     void RefreshFiles();

+ 9 - 9
Engine/UI/LineEdit.h

@@ -43,7 +43,7 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// Perform UI element update.
     /// Perform UI element update.
     virtual void Update(float timeStep);
     virtual void Update(float timeStep);
@@ -63,21 +63,21 @@ public:
     /// React to a key press translated to a character.
     /// React to a key press translated to a character.
     virtual void OnChar(unsigned c, int buttons, int qualifiers);
     virtual void OnChar(unsigned c, int buttons, int qualifiers);
     
     
-    /// %Set text.
+    /// Set text.
     void SetText(const String& text);
     void SetText(const String& text);
-    /// %Set cursor position.
+    /// Set cursor position.
     void SetCursorPosition(unsigned position);
     void SetCursorPosition(unsigned position);
-    /// %Set cursor blink rate. 0 disables blinking.
+    /// Set cursor blink rate. 0 disables blinking.
     void SetCursorBlinkRate(float rate);
     void SetCursorBlinkRate(float rate);
-    /// %Set maximum text length. 0 for unlimited.
+    /// Set maximum text length. 0 for unlimited.
     void SetMaxLength(unsigned length);
     void SetMaxLength(unsigned length);
-    /// %Set echo character for password entry and such. 0 (default) shows the actual text.
+    /// Set echo character for password entry and such. 0 (default) shows the actual text.
     void SetEchoCharacter(char c);
     void SetEchoCharacter(char c);
-    /// %Set whether can move cursor with arrows or mouse, default true.
+    /// Set whether can move cursor with arrows or mouse, default true.
     void SetCursorMovable(bool enable);
     void SetCursorMovable(bool enable);
-    /// %Set whether selections are allowed, default true.
+    /// Set whether selections are allowed, default true.
     void SetTextSelectable(bool enable);
     void SetTextSelectable(bool enable);
-    /// %Set whether copy-paste operations are allowed, default true.
+    /// Set whether copy-paste operations are allowed, default true.
     void SetTextCopyable(bool enable);
     void SetTextCopyable(bool enable);
     
     
     /// Return text.
     /// Return text.

+ 5 - 5
Engine/UI/ListView.h

@@ -52,7 +52,7 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// Perform UI element update.
     /// Perform UI element update.
     virtual void Update(float timeStep);
     virtual void Update(float timeStep);
@@ -71,9 +71,9 @@ public:
     void RemoveItem(unsigned index);
     void RemoveItem(unsigned index);
     /// Remove all items.
     /// Remove all items.
     void RemoveAllItems();
     void RemoveAllItems();
-    /// %Set selection.
+    /// Set selection.
     void SetSelection(unsigned index);
     void SetSelection(unsigned index);
-    /// %Set multiple selected items. If multiselect disabled, sets only the first.
+    /// Set multiple selected items. If multiselect disabled, sets only the first.
     void SetSelections(const PODVector<unsigned>& indices);
     void SetSelections(const PODVector<unsigned>& indices);
     /// Add item to the selection, multiselect mode only.
     /// Add item to the selection, multiselect mode only.
     void AddSelection(unsigned index);
     void AddSelection(unsigned index);
@@ -85,7 +85,7 @@ public:
     void ChangeSelection(int delta, bool additive = false);
     void ChangeSelection(int delta, bool additive = false);
     /// Clear selection.
     /// Clear selection.
     void ClearSelection();
     void ClearSelection();
-    /// %Set selected items' highlight mode.
+    /// Set selected items' highlight mode.
     void SetHighlightMode(HighlightMode mode);
     void SetHighlightMode(HighlightMode mode);
     /// Enable multiselect.
     /// Enable multiselect.
     void SetMultiselect(bool enable);
     void SetMultiselect(bool enable);
@@ -93,7 +93,7 @@ public:
     void SetHierarchyMode(bool enable);
     void SetHierarchyMode(bool enable);
     /// Enable clearing of selection on defocus.
     /// Enable clearing of selection on defocus.
     void SetClearSelectionOnDefocus(bool enable);
     void SetClearSelectionOnDefocus(bool enable);
-    /// %Set item doubleclick interval in seconds.
+    /// Set item doubleclick interval in seconds.
     void SetDoubleClickInterval(float interval);
     void SetDoubleClickInterval(float interval);
     /// Show or hide child items starting from index. Only has effect in hierarchy mode.
     /// Show or hide child items starting from index. Only has effect in hierarchy mode.
     void SetChildItemsVisible(unsigned index, bool enable);
     void SetChildItemsVisible(unsigned index, bool enable);

+ 5 - 5
Engine/UI/Menu.h

@@ -40,20 +40,20 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// React to the popup being shown.
     /// React to the popup being shown.
     virtual void OnShowPopup();
     virtual void OnShowPopup();
     
     
-    /// %Set popup element to show on selection.
+    /// Set popup element to show on selection.
     void SetPopup(UIElement* element);
     void SetPopup(UIElement* element);
-    /// %Set popup element offset.
+    /// Set popup element offset.
     void SetPopupOffset(const IntVector2& offset);
     void SetPopupOffset(const IntVector2& offset);
-    /// %Set popup element offset.
+    /// Set popup element offset.
     void SetPopupOffset(int x, int y);
     void SetPopupOffset(int x, int y);
     /// Force the popup to show or hide.
     /// Force the popup to show or hide.
     void ShowPopup(bool enable);
     void ShowPopup(bool enable);
-    /// %Set accelerator key (set zero key code to disable.)
+    /// Set accelerator key (set zero key code to disable.)
     void SetAccelerator(int key, int qualifiers);
     void SetAccelerator(int key, int qualifiers);
     
     
     /// Return popup element.
     /// Return popup element.

+ 6 - 6
Engine/UI/ScrollBar.h

@@ -43,22 +43,22 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// React to resize.
     /// React to resize.
     virtual void OnResize();
     virtual void OnResize();
     
     
-    /// %Set orientation type.
+    /// Set orientation type.
     void SetOrientation(Orientation orientation);
     void SetOrientation(Orientation orientation);
-    /// %Set slider range maximum value (minimum value is always 0.)
+    /// Set slider range maximum value (minimum value is always 0.)
     void SetRange(float range);
     void SetRange(float range);
-    /// %Set slider current value.
+    /// Set slider current value.
     void SetValue(float value);
     void SetValue(float value);
     /// Change slider current value by a delta.
     /// Change slider current value by a delta.
     void ChangeValue(float delta);
     void ChangeValue(float delta);
-    /// %Set button scroll step.
+    /// Set button scroll step.
     void SetScrollStep(float step);
     void SetScrollStep(float step);
-    /// %Set button step factor, can be used to adjust the step for constant pixel size.
+    /// Set button step factor, can be used to adjust the step for constant pixel size.
     void SetStepFactor(float factor);
     void SetStepFactor(float factor);
     /// Scroll back one step.
     /// Scroll back one step.
     void StepBack();
     void StepBack();

+ 7 - 7
Engine/UI/ScrollView.h

@@ -43,7 +43,7 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// React to mouse wheel.
     /// React to mouse wheel.
     virtual void OnWheel(int delta, int buttons, int qualifiers);
     virtual void OnWheel(int delta, int buttons, int qualifiers);
@@ -52,17 +52,17 @@ public:
     /// React to resize.
     /// React to resize.
     virtual void OnResize();
     virtual void OnResize();
     
     
-    /// %Set content element.
+    /// Set content element.
     void SetContentElement(UIElement* element);
     void SetContentElement(UIElement* element);
-    /// %Set view offset from the top-left corner.
+    /// Set view offset from the top-left corner.
     void SetViewPosition(const IntVector2& position);
     void SetViewPosition(const IntVector2& position);
-    /// %Set view offset from the top-left corner.
+    /// Set view offset from the top-left corner.
     void SetViewPosition(int x, int y);
     void SetViewPosition(int x, int y);
-    /// %Set scrollbars' visibility.
+    /// Set scrollbars' visibility.
     void SetScrollBarsVisible(bool horizontal, bool vertical);
     void SetScrollBarsVisible(bool horizontal, bool vertical);
-    /// %Set arrow key scroll step. Also sets it on the scrollbars.
+    /// Set arrow key scroll step. Also sets it on the scrollbars.
     void SetScrollStep(float step);
     void SetScrollStep(float step);
-    /// %Set arrow key page step.
+    /// Set arrow key page step.
     void SetPageStep(float step);
     void SetPageStep(float step);
     
     
     /// Return view offset from the top-left corner.
     /// Return view offset from the top-left corner.

+ 4 - 4
Engine/UI/Slider.h

@@ -40,7 +40,7 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// Perform UI element update.
     /// Perform UI element update.
     virtual void Update(float timeStep);
     virtual void Update(float timeStep);
@@ -55,11 +55,11 @@ public:
     /// React to resize.
     /// React to resize.
     virtual void OnResize();
     virtual void OnResize();
     
     
-    /// %Set orientation type.
+    /// Set orientation type.
     void SetOrientation(Orientation orientation);
     void SetOrientation(Orientation orientation);
-    /// %Set slider range maximum value (minimum value is always 0.)
+    /// Set slider range maximum value (minimum value is always 0.)
     void SetRange(float range);
     void SetRange(float range);
-    /// %Set slider current value.
+    /// Set slider current value.
     void SetValue(float value);
     void SetValue(float value);
     /// Change value by a delta.
     /// Change value by a delta.
     void ChangeValue(float delta);
     void ChangeValue(float delta);

+ 10 - 10
Engine/UI/Text.h

@@ -44,32 +44,32 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// Return UI rendering batches.
     /// Return UI rendering batches.
     virtual void GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor);
     virtual void GetBatches(PODVector<UIBatch>& batches, PODVector<UIQuad>& quads, const IntRect& currentScissor);
     /// React to resize.
     /// React to resize.
     virtual void OnResize();
     virtual void OnResize();
     
     
-    /// %Set font and font size.
+    /// Set font and font size.
     bool SetFont(const String& fontName, int size = DEFAULT_FONT_SIZE);
     bool SetFont(const String& fontName, int size = DEFAULT_FONT_SIZE);
-    /// %Set font and font size.
+    /// Set font and font size.
     bool SetFont(Font* font, int size = DEFAULT_FONT_SIZE);
     bool SetFont(Font* font, int size = DEFAULT_FONT_SIZE);
-    /// %Set text. Text is assumed to be either ASCII or UTF8-encoded.
+    /// Set text. Text is assumed to be either ASCII or UTF8-encoded.
     void SetText(const String& text);
     void SetText(const String& text);
-    /// %Set row alignment.
+    /// Set row alignment.
     void SetTextAlignment(HorizontalAlignment align);
     void SetTextAlignment(HorizontalAlignment align);
-    /// %Set row spacing, 1.0 for original font spacing.
+    /// Set row spacing, 1.0 for original font spacing.
     void SetRowSpacing(float spacing);
     void SetRowSpacing(float spacing);
-    /// %Set wordwrap. In wordwrap mode the text element will respect its current width. Otherwise it resizes itself freely.
+    /// Set wordwrap. In wordwrap mode the text element will respect its current width. Otherwise it resizes itself freely.
     void SetWordwrap(bool enable);
     void SetWordwrap(bool enable);
-    /// %Set selection.
+    /// Set selection.
     void SetSelection(unsigned start, unsigned length);
     void SetSelection(unsigned start, unsigned length);
     /// Clear selection.
     /// Clear selection.
     void ClearSelection();
     void ClearSelection();
-    /// %Set selection background color. Color with 0 alpha (default) disables.
+    /// Set selection background color. Color with 0 alpha (default) disables.
     void SetSelectionColor(const Color& color);
     void SetSelectionColor(const Color& color);
-    /// %Set hover background color. Color with 0 alpha (default) disables.
+    /// Set hover background color. Color with 0 alpha (default) disables.
     void SetHoverColor(const Color& color);
     void SetHoverColor(const Color& color);
     
     
     /// Return font.
     /// Return font.

+ 3 - 3
Engine/UI/UI.h

@@ -46,9 +46,9 @@ public:
     /// Destruct.
     /// Destruct.
     virtual ~UI();
     virtual ~UI();
     
     
-    /// %Set cursor UI element.
+    /// Set cursor UI element.
     void SetCursor(Cursor* cursor);
     void SetCursor(Cursor* cursor);
-    /// %Set focused UI element.
+    /// Set focused UI element.
     void SetFocusElement(UIElement* element);
     void SetFocusElement(UIElement* element);
     /// Clear the UI (excluding the cursor.)
     /// Clear the UI (excluding the cursor.)
     void Clear();
     void Clear();
@@ -60,7 +60,7 @@ public:
     void Render();
     void Render();
     /// Load a UI layout from an XML file. Optionally specify another XML file for element style. Return the root element.
     /// Load a UI layout from an XML file. Optionally specify another XML file for element style. Return the root element.
     SharedPtr<UIElement> LoadLayout(XMLFile* file, XMLFile* styleFile = 0);
     SharedPtr<UIElement> LoadLayout(XMLFile* file, XMLFile* styleFile = 0);
-    /// %Set clipboard text.
+    /// Set clipboard text.
     void SetClipBoardText(const String& text);
     void SetClipBoardText(const String& text);
     
     
     /// Return root UI element.
     /// Return root UI element.

+ 49 - 49
Engine/UI/UIElement.h

@@ -111,7 +111,7 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// Perform UI element update.
     /// Perform UI element update.
     virtual void Update(float timeStep);
     virtual void Update(float timeStep);
@@ -141,91 +141,91 @@ public:
     /// React to resize.
     /// React to resize.
     virtual void OnResize();
     virtual void OnResize();
     
     
-    /// %Set name.
+    /// Set name.
     void SetName(const String& name);
     void SetName(const String& name);
-    /// %Set position.
+    /// Set position.
     void SetPosition(const IntVector2& position);
     void SetPosition(const IntVector2& position);
-    /// %Set position.
+    /// Set position.
     void SetPosition(int x, int y);
     void SetPosition(int x, int y);
-    /// %Set size.
+    /// Set size.
     void SetSize(const IntVector2& size);
     void SetSize(const IntVector2& size);
-    /// %Set size.
+    /// Set size.
     void SetSize(int width, int height);
     void SetSize(int width, int height);
-    /// %Set width only.
+    /// Set width only.
     void SetWidth(int width);
     void SetWidth(int width);
-    /// %Set height only.
+    /// Set height only.
     void SetHeight(int height);
     void SetHeight(int height);
-    /// %Set minimum size.
+    /// Set minimum size.
     void SetMinSize(const IntVector2& minSize);
     void SetMinSize(const IntVector2& minSize);
-    /// %Set minimum size.
+    /// Set minimum size.
     void SetMinSize(int width, int height);
     void SetMinSize(int width, int height);
-    /// %Set minimum width.
+    /// Set minimum width.
     void SetMinWidth(int width);
     void SetMinWidth(int width);
-    /// %Set minimum height.
+    /// Set minimum height.
     void SetMinHeight(int height);
     void SetMinHeight(int height);
-    /// %Set maximum size.
+    /// Set maximum size.
     void SetMaxSize(const IntVector2& maxSize);
     void SetMaxSize(const IntVector2& maxSize);
-    /// %Set maximum size.
+    /// Set maximum size.
     void SetMaxSize(int width, int height);
     void SetMaxSize(int width, int height);
-    /// %Set maximum width.
+    /// Set maximum width.
     void SetMaxWidth(int width);
     void SetMaxWidth(int width);
-    /// %Set maximum height.
+    /// Set maximum height.
     void SetMaxHeight(int height);
     void SetMaxHeight(int height);
-    /// %Set fixed size.
+    /// Set fixed size.
     void SetFixedSize(const IntVector2& size);
     void SetFixedSize(const IntVector2& size);
-    /// %Set fixed size.
+    /// Set fixed size.
     void SetFixedSize(int width, int height);
     void SetFixedSize(int width, int height);
-    /// %Set fixed width.
+    /// Set fixed width.
     void SetFixedWidth(int width);
     void SetFixedWidth(int width);
-    /// %Set fixed height.
+    /// Set fixed height.
     void SetFixedHeight(int height);
     void SetFixedHeight(int height);
-    /// %Set horizontal and vertical alignment.
+    /// Set horizontal and vertical alignment.
     void SetAlignment(HorizontalAlignment hAlign, VerticalAlignment vAlign);
     void SetAlignment(HorizontalAlignment hAlign, VerticalAlignment vAlign);
-    /// %Set horizontal alignment.
+    /// Set horizontal alignment.
     void SetHorizontalAlignment(HorizontalAlignment align);
     void SetHorizontalAlignment(HorizontalAlignment align);
-    /// %Set vertical alignment.
+    /// Set vertical alignment.
     void SetVerticalAlignment(VerticalAlignment align);
     void SetVerticalAlignment(VerticalAlignment align);
-    /// %Set child element clipping border.
+    /// Set child element clipping border.
     void SetClipBorder(const IntRect& rect);
     void SetClipBorder(const IntRect& rect);
-    /// %Set color on all corners.
+    /// Set color on all corners.
     void SetColor(const Color& color);
     void SetColor(const Color& color);
-    /// %Set color on one corner.
+    /// Set color on one corner.
     void SetColor(Corner corner, const Color& color);
     void SetColor(Corner corner, const Color& color);
-    /// %Set priority.
+    /// Set priority.
     void SetPriority(int priority);
     void SetPriority(int priority);
-    /// %Set opacity.
+    /// Set opacity.
     void SetOpacity(float opacity);
     void SetOpacity(float opacity);
-    /// %Set whether should be brought to front when focused.
+    /// Set whether should be brought to front when focused.
     void SetBringToFront(bool enable);
     void SetBringToFront(bool enable);
-    /// %Set whether should be put to background when another element is focused.
+    /// Set whether should be put to background when another element is focused.
     void SetBringToBack(bool enable);
     void SetBringToBack(bool enable);
-    /// %Set whether should clip child elements. Default false.
+    /// Set whether should clip child elements. Default false.
     void SetClipChildren(bool enable);
     void SetClipChildren(bool enable);
-    /// %Set whether should sort child elements according to priority. Default true.
+    /// Set whether should sort child elements according to priority. Default true.
     void SetSortChildren(bool enable);
     void SetSortChildren(bool enable);
-    /// %Set whether reacts to input.
+    /// Set whether reacts to input.
     void SetActive(bool enable);
     void SetActive(bool enable);
-    /// %Set whether is focused. Only one element can be focused at a time.
+    /// Set whether is focused. Only one element can be focused at a time.
     void SetFocus(bool enable);
     void SetFocus(bool enable);
-    /// %Set selected mode. Actual meaning is element dependent, for example constant hover or pressed effect.
+    /// Set selected mode. Actual meaning is element dependent, for example constant hover or pressed effect.
     void SetSelected(bool enable);
     void SetSelected(bool enable);
-    /// %Set whether is visible.
+    /// Set whether is visible.
     void SetVisible(bool enable);
     void SetVisible(bool enable);
-    /// %Set focus mode.
+    /// Set focus mode.
     void SetFocusMode(FocusMode mode);
     void SetFocusMode(FocusMode mode);
-    /// %Set drag and drop flags.
+    /// Set drag and drop flags.
     void SetDragDropMode(unsigned mode);
     void SetDragDropMode(unsigned mode);
-    /// %Set style from an XML file. Find the style element by name.
+    /// Set style from an XML file. Find the style element by name.
     void SetStyle(XMLFile* file, const String& typeName);
     void SetStyle(XMLFile* file, const String& typeName);
-    /// %Set style from an XML file. Find the style element automatically.
+    /// Set style from an XML file. Find the style element automatically.
     void SetStyleAuto(XMLFile* file);
     void SetStyleAuto(XMLFile* file);
-    /// %Set layout.
+    /// Set layout.
     void SetLayout(LayoutMode mode, int spacing = 0, const IntRect& border = IntRect::ZERO);
     void SetLayout(LayoutMode mode, int spacing = 0, const IntRect& border = IntRect::ZERO);
-    /// %Set layout mode only.
+    /// Set layout mode only.
     void SetLayoutMode(LayoutMode mode);
     void SetLayoutMode(LayoutMode mode);
-    /// %Set layout spacing.
+    /// Set layout spacing.
     void SetLayoutSpacing(int spacing);
     void SetLayoutSpacing(int spacing);
-    /// %Set layout border.
+    /// Set layout border.
     void SetLayoutBorder(const IntRect& border);
     void SetLayoutBorder(const IntRect& border);
     /// Manually update layout. Should not be necessary in most cases, but is provided for completeness.
     /// Manually update layout. Should not be necessary in most cases, but is provided for completeness.
     void UpdateLayout();
     void UpdateLayout();
@@ -245,9 +245,9 @@ public:
     void RemoveAllChildren();
     void RemoveAllChildren();
     /// Remove from the parent element. If no other shared pointer references exist, causes immediate deletion.
     /// Remove from the parent element. If no other shared pointer references exist, causes immediate deletion.
     void Remove();
     void Remove();
-    /// %Set parent element. Same as parent->AddChild(this).
+    /// Set parent element. Same as parent->AddChild(this).
     void SetParent(UIElement* parent);
     void SetParent(UIElement* parent);
-    /// %Set a user variable.
+    /// Set a user variable.
     void SetVar(ShortStringHash key, const Variant& value);
     void SetVar(ShortStringHash key, const Variant& value);
     
     
     /// Return name.
     /// Return name.
@@ -356,11 +356,11 @@ public:
     /// Return minimum layout element size in the layout direction. Only valid after layout has been calculated.
     /// Return minimum layout element size in the layout direction. Only valid after layout has been calculated.
     int GetLayoutMinSize() const { return layoutMinSize_; }
     int GetLayoutMinSize() const { return layoutMinSize_; }
     
     
-    /// %Set child offset.
+    /// Set child offset.
     void SetChildOffset(const IntVector2& offset);
     void SetChildOffset(const IntVector2& offset);
-    /// %Set hovering state.
+    /// Set hovering state.
     void SetHovering(bool enable);
     void SetHovering(bool enable);
-    /// %Set temporary visibility status without updating layout or sending events. Used internally.
+    /// Set temporary visibility status without updating layout or sending events. Used internally.
     void SetTempVisible(bool enable);
     void SetTempVisible(bool enable);
     /// Adjust scissor for rendering.
     /// Adjust scissor for rendering.
     void AdjustScissor(IntRect& currentScissor);
     void AdjustScissor(IntRect& currentScissor);

+ 5 - 5
Engine/UI/Window.h

@@ -55,7 +55,7 @@ public:
     /// Register object factory.
     /// Register object factory.
     static void RegisterObject(Context* context);
     static void RegisterObject(Context* context);
     
     
-    /// %Set UI element style from XML data.
+    /// Set UI element style from XML data.
     virtual void SetStyle(const XMLElement& element);
     virtual void SetStyle(const XMLElement& element);
     /// React to mouse hover.
     /// React to mouse hover.
     virtual void OnHover(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
     virtual void OnHover(const IntVector2& position, const IntVector2& screenPosition, int buttons, int qualifiers, Cursor* cursor);
@@ -66,11 +66,11 @@ public:
     /// React to mouse drag end.
     /// React to mouse drag end.
     virtual void OnDragEnd(const IntVector2& position, const IntVector2& screenPosition, Cursor* cursor);
     virtual void OnDragEnd(const IntVector2& position, const IntVector2& screenPosition, Cursor* cursor);
     
     
-    /// %Set whether can be moved.
+    /// Set whether can be moved.
     void SetMovable(bool enable);
     void SetMovable(bool enable);
-    /// %Set whether can be resized.
+    /// Set whether can be resized.
     void SetResizable(bool enable);
     void SetResizable(bool enable);
-    /// %Set resize area width at edges.
+    /// Set resize area width at edges.
     void SetResizeBorder(const IntRect& rect);
     void SetResizeBorder(const IntRect& rect);
     
     
     /// Return whether is movable.
     /// Return whether is movable.
@@ -83,7 +83,7 @@ public:
 protected:
 protected:
     /// Identify drag mode (move/resize.)
     /// Identify drag mode (move/resize.)
     WindowDragMode GetDragMode(const IntVector2& position) const;
     WindowDragMode GetDragMode(const IntVector2& position) const;
-    /// %Set cursor shape based on drag mode.
+    /// Set cursor shape based on drag mode.
     void SetCursorShape(WindowDragMode mode, Cursor* cursor) const;
     void SetCursorShape(WindowDragMode mode, Cursor* cursor) const;
     /// Validate window position.
     /// Validate window position.
     void ValidatePosition();
     void ValidatePosition();