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https://github.com/minetest/minetest.git
synced 2024-11-22 15:43:44 +01:00
Fix whitespaces
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c65444c43b
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@ -58,11 +58,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define FXAA_SPAN_MAX 8.0
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#endif
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//optimized version for mobile, where dependent
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//optimized version for mobile, where dependent
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//texture reads can be a bottleneck
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vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,
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vec2 v_rgbNW, vec2 v_rgbNE,
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vec2 v_rgbSW, vec2 v_rgbSE,
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vec2 v_rgbNW, vec2 v_rgbNE,
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vec2 v_rgbSW, vec2 v_rgbSE,
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vec2 v_rgbM) {
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vec4 color;
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vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
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@ -111,6 +111,6 @@ void main(void)
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{
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vec2 uv = varTexCoord.st;
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gl_FragColor = fxaa(rendered, uv, texelSize0,
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gl_FragColor = fxaa(rendered, uv, texelSize0,
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sampleNW, sampleNE, sampleSW, sampleSE, uv);
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}
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@ -12,7 +12,7 @@ varying vec2 sampleSW;
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varying vec2 sampleSE;
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/*
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Based on
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Based on
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https://github.com/mattdesl/glsl-fxaa/
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Portions Copyright (c) 2011 by Armin Ronacher.
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*/
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@ -315,7 +315,7 @@ Call these functions only at load time!
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* `minetest.register_globalstep(function(dtime))`
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* Called every client environment step
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* `dtime` is the time since last execution in seconds.
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* `dtime` is the time since last execution in seconds.
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* `minetest.register_on_mods_loaded(function())`
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* Called just after mods have finished loading.
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* `minetest.register_on_shutdown(function())`
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@ -586,9 +586,9 @@ Call these functions only at load time!
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* `minetest.camera`
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* Reference to the camera object. See [`Camera`](#camera) class reference for methods.
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* `minetest.show_formspec(formname, formspec)` : returns true on success
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* Shows a formspec to the player
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* Shows a formspec to the player
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* `minetest.display_chat_message(message)` returns true on success
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* Shows a chat message to the current player.
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* Shows a chat message to the current player.
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Setting-related
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---------------
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@ -866,9 +866,9 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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-----------------
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### Definitions
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* `minetest.get_node_def(nodename)`
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* Returns [node definition](#node-definition) table of `nodename`
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* Returns [node definition](#node-definition) table of `nodename`
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* `minetest.get_item_def(itemstring)`
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* Returns item definition table of `itemstring`
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* Returns item definition table of `itemstring`
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#### Node Definition
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@ -971,10 +971,10 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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```lua
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{
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address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
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ip = "203.0.113.156", -- The IP address of the server.
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port = 30000, -- The port the client is connected to.
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protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
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address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
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ip = "203.0.113.156", -- The IP address of the server.
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port = 30000, -- The port the client is connected to.
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protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
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}
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```
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@ -3658,7 +3658,7 @@ Player Inventory lists
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* `hand`: list containing an override for the empty hand
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* Is not created automatically, use `InvRef:set_size`
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* Is only used to enhance the empty hand's tool capabilities
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Custom lists can be added and deleted with `InvRef:set_size(name, size)` like
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any other inventory.
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@ -3854,8 +3854,8 @@ vectors are written like this: `(x, y, z)`:
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* Returns a vector where the function `func` has been applied to each
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component.
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* `vector.combine(v, w, func)`:
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* Returns a vector where the function `func` has combined both components of `v` and `w`
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for each component
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* Returns a vector where the function `func` has combined both components of `v` and `w`
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for each component
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* `vector.equals(v1, v2)`:
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* Returns a boolean, `true` if the vectors are identical.
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* `vector.sort(v1, v2)`:
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@ -3873,10 +3873,10 @@ vectors are written like this: `(x, y, z)`:
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by a `vector.*` function.
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* Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
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* `vector.in_area(pos, min, max)`:
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* Returns a boolean value indicating if `pos` is inside area formed by `min` and `max`.
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* `min` and `max` are inclusive.
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* If `min` is bigger than `max` on some axis, function always returns false.
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* You can use `vector.sort` if you have two vectors and don't know which are the minimum and the maximum.
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* Returns a boolean value indicating if `pos` is inside area formed by `min` and `max`.
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* `min` and `max` are inclusive.
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* If `min` is bigger than `max` on some axis, function always returns false.
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* You can use `vector.sort` if you have two vectors and don't know which are the minimum and the maximum.
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For the following functions `x` can be either a vector or a number:
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@ -5076,12 +5076,12 @@ Callbacks:
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used for updating the entity state.
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* `on_deactivate(self, removal)`
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* Called when the object is about to get removed or unloaded.
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* `removal`: boolean indicating whether the object is about to get removed.
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Calling `object:remove()` on an active object will call this with `removal=true`.
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The mapblock the entity resides in being unloaded will call this with `removal=false`.
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* Note that this won't be called if the object hasn't been activated in the first place.
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In particular, `minetest.clear_objects({mode = "full"})` won't call this,
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whereas `minetest.clear_objects({mode = "quick"})` might call this.
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* `removal`: boolean indicating whether the object is about to get removed.
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Calling `object:remove()` on an active object will call this with `removal=true`.
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The mapblock the entity resides in being unloaded will call this with `removal=false`.
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* Note that this won't be called if the object hasn't been activated in the first place.
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In particular, `minetest.clear_objects({mode = "full"})` won't call this,
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whereas `minetest.clear_objects({mode = "quick"})` might call this.
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* `on_step(self, dtime, moveresult)`
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* Called on every server tick, after movement and collision processing.
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* `dtime`: elapsed time since last call
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@ -5723,7 +5723,7 @@ Call these functions only at load time!
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* `minetest.register_globalstep(function(dtime))`
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* Called every server step, usually interval of 0.1s.
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* `dtime` is the time since last execution in seconds.
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* `dtime` is the time since last execution in seconds.
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* `minetest.register_on_mods_loaded(function())`
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* Called after mods have finished loading and before the media is cached or the
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aliases handled.
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@ -6151,7 +6151,7 @@ Environment access
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* **Warning**: The same warning as for `minetest.get_objects_inside_radius` applies.
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Use `minetest.objects_in_area` instead to iterate only valid objects.
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* `minetest.objects_in_area(min_pos, max_pos)`
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* returns an iterator of valid objects
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* returns an iterator of valid objects
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* `minetest.set_timeofday(val)`: set time of day
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* `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
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* `minetest.get_timeofday()`: get time of day
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@ -7961,13 +7961,13 @@ child will follow movement and rotation of that bone.
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object.
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* `set_detach()`: Detaches object. No-op if object was not attached.
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* `set_bone_position([bone, position, rotation])`
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* Shorthand for `set_bone_override(bone, {position = position, rotation = rotation:apply(math.rad)})` using absolute values.
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* **Note:** Rotation is in degrees, not radians.
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* **Deprecated:** Use `set_bone_override` instead.
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* Shorthand for `set_bone_override(bone, {position = position, rotation = rotation:apply(math.rad)})` using absolute values.
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* **Note:** Rotation is in degrees, not radians.
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* **Deprecated:** Use `set_bone_override` instead.
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* `get_bone_position(bone)`: returns the previously set position and rotation of the bone
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* Shorthand for `get_bone_override(bone).position.vec, get_bone_override(bone).rotation.vec:apply(math.deg)`.
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* **Note:** Returned rotation is in degrees, not radians.
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* **Deprecated:** Use `get_bone_override` instead.
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* Shorthand for `get_bone_override(bone).position.vec, get_bone_override(bone).rotation.vec:apply(math.deg)`.
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* **Note:** Returned rotation is in degrees, not radians.
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* **Deprecated:** Use `get_bone_override` instead.
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* `set_bone_override(bone, override)`
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* `bone`: string
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* `override`: `{ position = property, rotation = property, scale = property }` or `nil`
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@ -7984,7 +7984,7 @@ child will follow movement and rotation of that bone.
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* Compatibility note: Clients prior to 5.9.0 only support absolute position and rotation.
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All values are treated as absolute and are set immediately (no interpolation).
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* `get_bone_override(bone)`: returns `override` in the above format
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* **Note:** Unlike `get_bone_position`, the returned rotation is in radians, not degrees.
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* **Note:** Unlike `get_bone_position`, the returned rotation is in radians, not degrees.
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* `get_bone_overrides()`: returns all bone overrides as table `{[bonename] = override, ...}`
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* `set_properties(object property table)`
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* `get_properties()`: returns a table of all object properties
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@ -8081,8 +8081,8 @@ child will follow movement and rotation of that bone.
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* Fifth column: subject viewed from above
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* Sixth column: subject viewed from below
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* `get_luaentity()`:
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* Returns the object's associated luaentity table, if there is one
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* Otherwise returns `nil` (e.g. for players)
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* Returns the object's associated luaentity table, if there is one
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* Otherwise returns `nil` (e.g. for players)
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* `get_entity_name()`:
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* **Deprecated**: Will be removed in a future version,
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use `:get_luaentity().name` instead.
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@ -394,7 +394,7 @@ Timestamp and node ID mappings were introduced in map format version 29.
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* `u8` `name_id_mapping_version`
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* Should be zero for map format version 29.
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* `u16` `num_name_id_mappings`
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* foreach `num_name_id_mappings`:
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* `u16` `id`
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@ -25,7 +25,7 @@ Aside from standard search options (`ZLIB_INCLUDE_DIR`, `ZLIB_LIBRARY`, ...) the
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* `USE_SDL2` (default: platform-dependent, usually `ON`) - Use SDL2 instead of older native device code
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However, IrrlichtMt cannot be built or installed separately.
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Platforms
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---------
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@ -55,7 +55,7 @@ see https://www.gnu.org/licenses/. */
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#include <float.h>
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#endif
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/* Macros */
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#define GMP_LIMB_BITS (sizeof(mp_limb_t) * CHAR_BIT)
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@ -283,7 +283,7 @@ see https://www.gnu.org/licenses/. */
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const int mp_bits_per_limb = GMP_LIMB_BITS;
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/* Memory allocation and other helper functions. */
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static void
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gmp_die (const char *msg)
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@ -384,7 +384,7 @@ gmp_free_limbs (mp_ptr old, mp_size_t size)
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gmp_free (old, size * sizeof (mp_limb_t));
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}
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/* MPN interface */
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void
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@ -777,7 +777,7 @@ mpn_neg (mp_ptr rp, mp_srcptr up, mp_size_t n)
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return 1;
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}
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/* MPN division interface. */
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/* The 3/2 inverse is defined as
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@ -1169,7 +1169,7 @@ mpn_div_qr (mp_ptr qp, mp_ptr np, mp_size_t nn, mp_srcptr dp, mp_size_t dn)
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gmp_free_limbs (tp, dn);
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}
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/* MPN base conversion. */
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static unsigned
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mpn_base_power_of_two_p (unsigned b)
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@ -1425,7 +1425,7 @@ mpn_set_str (mp_ptr rp, const unsigned char *sp, size_t sn, int base)
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}
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}
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/* MPZ interface */
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void
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mpz_init (mpz_t r)
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@ -1480,7 +1480,7 @@ mpz_realloc (mpz_t r, mp_size_t size)
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#define MPZ_REALLOC(z,n) ((n) > (z)->_mp_alloc \
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? mpz_realloc(z,n) \
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: (z)->_mp_d)
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/* MPZ assignment and basic conversions. */
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void
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mpz_set_si (mpz_t r, signed long int x)
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@ -1704,7 +1704,7 @@ mpz_roinit_n (mpz_t x, mp_srcptr xp, mp_size_t xs)
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return x;
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}
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/* Conversions and comparison to double. */
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void
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mpz_set_d (mpz_t r, double x)
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@ -1862,7 +1862,7 @@ mpz_cmp_d (const mpz_t x, double d)
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}
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}
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/* MPZ comparisons and the like. */
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int
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mpz_sgn (const mpz_t u)
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@ -1950,7 +1950,7 @@ mpz_swap (mpz_t u, mpz_t v)
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MPN_PTR_SWAP (u->_mp_d, u->_mp_size, v->_mp_d, v->_mp_size);
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}
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/* MPZ addition and subtraction */
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@ -2050,7 +2050,7 @@ mpz_sub (mpz_t r, const mpz_t a, const mpz_t b)
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r->_mp_size = a->_mp_size >= 0 ? rn : - rn;
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}
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/* MPZ multiplication */
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void
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mpz_mul_si (mpz_t r, const mpz_t u, long int v)
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@ -2186,7 +2186,7 @@ mpz_submul (mpz_t r, const mpz_t u, const mpz_t v)
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mpz_clear (t);
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}
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/* MPZ division */
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enum mpz_div_round_mode { GMP_DIV_FLOOR, GMP_DIV_CEIL, GMP_DIV_TRUNC };
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@ -2661,7 +2661,7 @@ mpz_divisible_ui_p (const mpz_t n, unsigned long d)
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return mpz_div_qr_ui (NULL, NULL, n, d, GMP_DIV_TRUNC) == 0;
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}
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/* GCD */
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static mp_limb_t
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mpn_gcd_11 (mp_limb_t u, mp_limb_t v)
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@ -3054,7 +3054,7 @@ mpz_invert (mpz_t r, const mpz_t u, const mpz_t m)
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return invertible;
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}
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/* Higher level operations (sqrt, pow and root) */
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void
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@ -3334,7 +3334,7 @@ mpn_sqrtrem (mp_ptr sp, mp_ptr rp, mp_srcptr p, mp_size_t n)
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mpz_clear (r);
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return res;
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}
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/* Combinatorics */
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void
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@ -3378,7 +3378,7 @@ mpz_bin_uiui (mpz_t r, unsigned long n, unsigned long k)
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mpz_clear (t);
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}
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/* Primality testing */
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/* Computes Kronecker (a/b) with odd b, a!=0 and GCD(a,b) = 1 */
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@ -3646,7 +3646,7 @@ mpz_probab_prime_p (const mpz_t n, int reps)
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return is_prime;
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}
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/* Logical operations and bit manipulation. */
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/* Numbers are treated as if represented in two's complement (and
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@ -4183,7 +4183,7 @@ mpz_scan0 (const mpz_t u, mp_bitcnt_t starting_bit)
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return mpn_common_scan (limb, i, up, un, ux);
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}
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/* MPZ base conversion. */
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size_t
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@ -4443,7 +4443,7 @@ mpz_out_str (FILE *stream, int base, const mpz_t x)
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return n;
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}
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static int
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gmp_detect_endian (void)
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{
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@ -1446,7 +1446,7 @@ void Game::copyServerClientCache()
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{
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// It would be possible to let the client directly read the media files
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// from where the server knows they are. But aside from being more complicated
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// it would also *not* fill the media cache and cause slower joining of
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// it would also *not* fill the media cache and cause slower joining of
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// remote servers.
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// (Imagine that you launch a game once locally and then connect to a server.)
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@ -139,5 +139,5 @@ bool checkMeshNormals(scene::IMesh *mesh);
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Set the MinFilter, MagFilter and AnisotropicFilter properties of a texture
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layer according to the three relevant boolean values found in the Minetest
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settings.
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*/
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*/
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void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic);
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@ -140,7 +140,7 @@ void ShadowRenderer::initialize()
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}
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createShaders();
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m_texture_format = m_shadow_map_texture_32bit
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? video::ECOLOR_FORMAT::ECF_R32F
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@ -542,9 +542,9 @@ int LuaPcgRandom::l_set_state(lua_State *L)
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u64 state[2];
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s_state_0 >> std::hex >> state[0];
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s_state_1 >> std::hex >> state[1];
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o->m_rnd.setState(state);
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return 0;
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}
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@ -91,7 +91,7 @@ bool ActiveObjectMgr::registerObject(std::unique_ptr<ServerActiveObject> obj)
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return false;
|
||||
}
|
||||
|
||||
auto obj_id = obj->getId();
|
||||
auto obj_id = obj->getId();
|
||||
m_active_objects.put(obj_id, std::move(obj));
|
||||
|
||||
auto new_size = m_active_objects.size();
|
||||
|
@ -52,7 +52,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#endif
|
||||
|
||||
/*
|
||||
ServerMap
|
||||
ServerMap
|
||||
*/
|
||||
|
||||
ServerMap::ServerMap(const std::string &savedir, IGameDef *gamedef,
|
||||
|
Loading…
Reference in New Issue
Block a user