The old LineFeed constant caused problems with Qt. Using \n directly is
easier and I don't think there's a reason left to use \r\n anyways.
We've always converted the files in the repository. Nowadays, even
notepad.exe works with unix file endings.
The C++ standard doesn't require us to stuff multiple statements
onto the same line, so we should avoid this for readability reasons.
This is especially true if one of the statements is controlled and
others aren't.
This does not change behavior at all, as nil-objects were later ignored in the check. Now the check is not even executed.
This does make it more likely that refactoring will keep the ignoring behaviour in place, though.
Loosely related to PR #61 - has nothing to do with the solution, though.
Objects will be incinerated by incendiary material (which before was only possible by using ContactIncinerate).
local MaterialIncinerate = true; - object will burn in lava not from other burning objects.
A follow-up on a previous PR GH-41. The discussion in the forum can be
viewed at http://forum.openclonk.org/topic_show.pl?pid=33086.
Run clang-tidy (without auto, pass-by-value and using checks) to fix the
header files not modified in the previous PR.
Summary of the changes:
- C++11 member initialization.
- nullptr instead of 0 for pointers.
- override for functions declared virtual in base class.
- default trivial special member functions
Consolidate the include statements scattered across the code in accordance
with the comment in C4Include.h. The advantages are listed in the same
comment.
Furthermore, it follows llvm-include-order which is the logical
extrapolation of the project's style guideline wherever possible
(C4Include.h being the most-frequent exception).
The optimizer is going to remove dead code anyway, and has the
additional advantage of doing syntax checking, so the code won't
silently break when someone changes something.
Instead of "Compiler" and "Decompiler", which make me look up what's
even going on each time I see them, use the standard terms "serializer"
and "deserializer".
Uniform variables are read from the "Uniforms" proplist set on Scenario
or on individual objects. Proplist keys are uniform names. Values can
either be an int or an array of one to four ints in C4Script. In GLSL,
the uniforms then need a matching type (int/ivec2/ivec3/ivec4). There is
no error reporting; uniforms are only set if both name and type match.
The implementation walks the "Uniforms" proplists on each Draw call. We
may need to cache the uniform maps if this turns out to be too slow.