Fix whitespaces

This commit is contained in:
cx384 2024-08-16 11:53:31 +02:00
parent c65444c43b
commit 03e600a721
13 changed files with 66 additions and 66 deletions

@ -58,11 +58,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define FXAA_SPAN_MAX 8.0
#endif
//optimized version for mobile, where dependent
//optimized version for mobile, where dependent
//texture reads can be a bottleneck
vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,
vec2 v_rgbNW, vec2 v_rgbNE,
vec2 v_rgbSW, vec2 v_rgbSE,
vec2 v_rgbNW, vec2 v_rgbNE,
vec2 v_rgbSW, vec2 v_rgbSE,
vec2 v_rgbM) {
vec4 color;
vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
@ -111,6 +111,6 @@ void main(void)
{
vec2 uv = varTexCoord.st;
gl_FragColor = fxaa(rendered, uv, texelSize0,
gl_FragColor = fxaa(rendered, uv, texelSize0,
sampleNW, sampleNE, sampleSW, sampleSE, uv);
}

@ -12,7 +12,7 @@ varying vec2 sampleSW;
varying vec2 sampleSE;
/*
Based on
Based on
https://github.com/mattdesl/glsl-fxaa/
Portions Copyright (c) 2011 by Armin Ronacher.
*/

@ -315,7 +315,7 @@ Call these functions only at load time!
* `minetest.register_globalstep(function(dtime))`
* Called every client environment step
* `dtime` is the time since last execution in seconds.
* `dtime` is the time since last execution in seconds.
* `minetest.register_on_mods_loaded(function())`
* Called just after mods have finished loading.
* `minetest.register_on_shutdown(function())`
@ -586,9 +586,9 @@ Call these functions only at load time!
* `minetest.camera`
* Reference to the camera object. See [`Camera`](#camera) class reference for methods.
* `minetest.show_formspec(formname, formspec)` : returns true on success
* Shows a formspec to the player
* Shows a formspec to the player
* `minetest.display_chat_message(message)` returns true on success
* Shows a chat message to the current player.
* Shows a chat message to the current player.
Setting-related
---------------
@ -866,9 +866,9 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
-----------------
### Definitions
* `minetest.get_node_def(nodename)`
* Returns [node definition](#node-definition) table of `nodename`
* Returns [node definition](#node-definition) table of `nodename`
* `minetest.get_item_def(itemstring)`
* Returns item definition table of `itemstring`
* Returns item definition table of `itemstring`
#### Node Definition
@ -971,10 +971,10 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
```lua
{
address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
ip = "203.0.113.156", -- The IP address of the server.
port = 30000, -- The port the client is connected to.
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.
address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
ip = "203.0.113.156", -- The IP address of the server.
port = 30000, -- The port the client is connected to.
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.
}
```

@ -3658,7 +3658,7 @@ Player Inventory lists
* `hand`: list containing an override for the empty hand
* Is not created automatically, use `InvRef:set_size`
* Is only used to enhance the empty hand's tool capabilities
Custom lists can be added and deleted with `InvRef:set_size(name, size)` like
any other inventory.
@ -3854,8 +3854,8 @@ vectors are written like this: `(x, y, z)`:
* Returns a vector where the function `func` has been applied to each
component.
* `vector.combine(v, w, func)`:
* Returns a vector where the function `func` has combined both components of `v` and `w`
for each component
* Returns a vector where the function `func` has combined both components of `v` and `w`
for each component
* `vector.equals(v1, v2)`:
* Returns a boolean, `true` if the vectors are identical.
* `vector.sort(v1, v2)`:
@ -3873,10 +3873,10 @@ vectors are written like this: `(x, y, z)`:
by a `vector.*` function.
* Returns `false` for anything else, including tables like `{x=3,y=1,z=4}`.
* `vector.in_area(pos, min, max)`:
* Returns a boolean value indicating if `pos` is inside area formed by `min` and `max`.
* `min` and `max` are inclusive.
* If `min` is bigger than `max` on some axis, function always returns false.
* You can use `vector.sort` if you have two vectors and don't know which are the minimum and the maximum.
* Returns a boolean value indicating if `pos` is inside area formed by `min` and `max`.
* `min` and `max` are inclusive.
* If `min` is bigger than `max` on some axis, function always returns false.
* You can use `vector.sort` if you have two vectors and don't know which are the minimum and the maximum.
For the following functions `x` can be either a vector or a number:
@ -5076,12 +5076,12 @@ Callbacks:
used for updating the entity state.
* `on_deactivate(self, removal)`
* Called when the object is about to get removed or unloaded.
* `removal`: boolean indicating whether the object is about to get removed.
Calling `object:remove()` on an active object will call this with `removal=true`.
The mapblock the entity resides in being unloaded will call this with `removal=false`.
* Note that this won't be called if the object hasn't been activated in the first place.
In particular, `minetest.clear_objects({mode = "full"})` won't call this,
whereas `minetest.clear_objects({mode = "quick"})` might call this.
* `removal`: boolean indicating whether the object is about to get removed.
Calling `object:remove()` on an active object will call this with `removal=true`.
The mapblock the entity resides in being unloaded will call this with `removal=false`.
* Note that this won't be called if the object hasn't been activated in the first place.
In particular, `minetest.clear_objects({mode = "full"})` won't call this,
whereas `minetest.clear_objects({mode = "quick"})` might call this.
* `on_step(self, dtime, moveresult)`
* Called on every server tick, after movement and collision processing.
* `dtime`: elapsed time since last call
@ -5723,7 +5723,7 @@ Call these functions only at load time!
* `minetest.register_globalstep(function(dtime))`
* Called every server step, usually interval of 0.1s.
* `dtime` is the time since last execution in seconds.
* `dtime` is the time since last execution in seconds.
* `minetest.register_on_mods_loaded(function())`
* Called after mods have finished loading and before the media is cached or the
aliases handled.
@ -6151,7 +6151,7 @@ Environment access
* **Warning**: The same warning as for `minetest.get_objects_inside_radius` applies.
Use `minetest.objects_in_area` instead to iterate only valid objects.
* `minetest.objects_in_area(min_pos, max_pos)`
* returns an iterator of valid objects
* returns an iterator of valid objects
* `minetest.set_timeofday(val)`: set time of day
* `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
* `minetest.get_timeofday()`: get time of day
@ -7961,13 +7961,13 @@ child will follow movement and rotation of that bone.
object.
* `set_detach()`: Detaches object. No-op if object was not attached.
* `set_bone_position([bone, position, rotation])`
* Shorthand for `set_bone_override(bone, {position = position, rotation = rotation:apply(math.rad)})` using absolute values.
* **Note:** Rotation is in degrees, not radians.
* **Deprecated:** Use `set_bone_override` instead.
* Shorthand for `set_bone_override(bone, {position = position, rotation = rotation:apply(math.rad)})` using absolute values.
* **Note:** Rotation is in degrees, not radians.
* **Deprecated:** Use `set_bone_override` instead.
* `get_bone_position(bone)`: returns the previously set position and rotation of the bone
* Shorthand for `get_bone_override(bone).position.vec, get_bone_override(bone).rotation.vec:apply(math.deg)`.
* **Note:** Returned rotation is in degrees, not radians.
* **Deprecated:** Use `get_bone_override` instead.
* Shorthand for `get_bone_override(bone).position.vec, get_bone_override(bone).rotation.vec:apply(math.deg)`.
* **Note:** Returned rotation is in degrees, not radians.
* **Deprecated:** Use `get_bone_override` instead.
* `set_bone_override(bone, override)`
* `bone`: string
* `override`: `{ position = property, rotation = property, scale = property }` or `nil`
@ -7984,7 +7984,7 @@ child will follow movement and rotation of that bone.
* Compatibility note: Clients prior to 5.9.0 only support absolute position and rotation.
All values are treated as absolute and are set immediately (no interpolation).
* `get_bone_override(bone)`: returns `override` in the above format
* **Note:** Unlike `get_bone_position`, the returned rotation is in radians, not degrees.
* **Note:** Unlike `get_bone_position`, the returned rotation is in radians, not degrees.
* `get_bone_overrides()`: returns all bone overrides as table `{[bonename] = override, ...}`
* `set_properties(object property table)`
* `get_properties()`: returns a table of all object properties
@ -8081,8 +8081,8 @@ child will follow movement and rotation of that bone.
* Fifth column: subject viewed from above
* Sixth column: subject viewed from below
* `get_luaentity()`:
* Returns the object's associated luaentity table, if there is one
* Otherwise returns `nil` (e.g. for players)
* Returns the object's associated luaentity table, if there is one
* Otherwise returns `nil` (e.g. for players)
* `get_entity_name()`:
* **Deprecated**: Will be removed in a future version,
use `:get_luaentity().name` instead.

@ -394,7 +394,7 @@ Timestamp and node ID mappings were introduced in map format version 29.
* `u8` `name_id_mapping_version`
* Should be zero for map format version 29.
* `u16` `num_name_id_mappings`
* foreach `num_name_id_mappings`:
* `u16` `id`

@ -25,7 +25,7 @@ Aside from standard search options (`ZLIB_INCLUDE_DIR`, `ZLIB_LIBRARY`, ...) the
* `USE_SDL2` (default: platform-dependent, usually `ON`) - Use SDL2 instead of older native device code
However, IrrlichtMt cannot be built or installed separately.
Platforms
---------

@ -55,7 +55,7 @@ see https://www.gnu.org/licenses/. */
#include <float.h>
#endif
/* Macros */
#define GMP_LIMB_BITS (sizeof(mp_limb_t) * CHAR_BIT)
@ -283,7 +283,7 @@ see https://www.gnu.org/licenses/. */
const int mp_bits_per_limb = GMP_LIMB_BITS;
/* Memory allocation and other helper functions. */
static void
gmp_die (const char *msg)
@ -384,7 +384,7 @@ gmp_free_limbs (mp_ptr old, mp_size_t size)
gmp_free (old, size * sizeof (mp_limb_t));
}
/* MPN interface */
void
@ -777,7 +777,7 @@ mpn_neg (mp_ptr rp, mp_srcptr up, mp_size_t n)
return 1;
}
/* MPN division interface. */
/* The 3/2 inverse is defined as
@ -1169,7 +1169,7 @@ mpn_div_qr (mp_ptr qp, mp_ptr np, mp_size_t nn, mp_srcptr dp, mp_size_t dn)
gmp_free_limbs (tp, dn);
}
/* MPN base conversion. */
static unsigned
mpn_base_power_of_two_p (unsigned b)
@ -1425,7 +1425,7 @@ mpn_set_str (mp_ptr rp, const unsigned char *sp, size_t sn, int base)
}
}
/* MPZ interface */
void
mpz_init (mpz_t r)
@ -1480,7 +1480,7 @@ mpz_realloc (mpz_t r, mp_size_t size)
#define MPZ_REALLOC(z,n) ((n) > (z)->_mp_alloc \
? mpz_realloc(z,n) \
: (z)->_mp_d)
/* MPZ assignment and basic conversions. */
void
mpz_set_si (mpz_t r, signed long int x)
@ -1704,7 +1704,7 @@ mpz_roinit_n (mpz_t x, mp_srcptr xp, mp_size_t xs)
return x;
}
/* Conversions and comparison to double. */
void
mpz_set_d (mpz_t r, double x)
@ -1862,7 +1862,7 @@ mpz_cmp_d (const mpz_t x, double d)
}
}
/* MPZ comparisons and the like. */
int
mpz_sgn (const mpz_t u)
@ -1950,7 +1950,7 @@ mpz_swap (mpz_t u, mpz_t v)
MPN_PTR_SWAP (u->_mp_d, u->_mp_size, v->_mp_d, v->_mp_size);
}
/* MPZ addition and subtraction */
@ -2050,7 +2050,7 @@ mpz_sub (mpz_t r, const mpz_t a, const mpz_t b)
r->_mp_size = a->_mp_size >= 0 ? rn : - rn;
}
/* MPZ multiplication */
void
mpz_mul_si (mpz_t r, const mpz_t u, long int v)
@ -2186,7 +2186,7 @@ mpz_submul (mpz_t r, const mpz_t u, const mpz_t v)
mpz_clear (t);
}
/* MPZ division */
enum mpz_div_round_mode { GMP_DIV_FLOOR, GMP_DIV_CEIL, GMP_DIV_TRUNC };
@ -2661,7 +2661,7 @@ mpz_divisible_ui_p (const mpz_t n, unsigned long d)
return mpz_div_qr_ui (NULL, NULL, n, d, GMP_DIV_TRUNC) == 0;
}
/* GCD */
static mp_limb_t
mpn_gcd_11 (mp_limb_t u, mp_limb_t v)
@ -3054,7 +3054,7 @@ mpz_invert (mpz_t r, const mpz_t u, const mpz_t m)
return invertible;
}
/* Higher level operations (sqrt, pow and root) */
void
@ -3334,7 +3334,7 @@ mpn_sqrtrem (mp_ptr sp, mp_ptr rp, mp_srcptr p, mp_size_t n)
mpz_clear (r);
return res;
}
/* Combinatorics */
void
@ -3378,7 +3378,7 @@ mpz_bin_uiui (mpz_t r, unsigned long n, unsigned long k)
mpz_clear (t);
}
/* Primality testing */
/* Computes Kronecker (a/b) with odd b, a!=0 and GCD(a,b) = 1 */
@ -3646,7 +3646,7 @@ mpz_probab_prime_p (const mpz_t n, int reps)
return is_prime;
}
/* Logical operations and bit manipulation. */
/* Numbers are treated as if represented in two's complement (and
@ -4183,7 +4183,7 @@ mpz_scan0 (const mpz_t u, mp_bitcnt_t starting_bit)
return mpn_common_scan (limb, i, up, un, ux);
}
/* MPZ base conversion. */
size_t
@ -4443,7 +4443,7 @@ mpz_out_str (FILE *stream, int base, const mpz_t x)
return n;
}
static int
gmp_detect_endian (void)
{

@ -1446,7 +1446,7 @@ void Game::copyServerClientCache()
{
// It would be possible to let the client directly read the media files
// from where the server knows they are. But aside from being more complicated
// it would also *not* fill the media cache and cause slower joining of
// it would also *not* fill the media cache and cause slower joining of
// remote servers.
// (Imagine that you launch a game once locally and then connect to a server.)

@ -139,5 +139,5 @@ bool checkMeshNormals(scene::IMesh *mesh);
Set the MinFilter, MagFilter and AnisotropicFilter properties of a texture
layer according to the three relevant boolean values found in the Minetest
settings.
*/
*/
void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic);

@ -140,7 +140,7 @@ void ShadowRenderer::initialize()
}
createShaders();
m_texture_format = m_shadow_map_texture_32bit
? video::ECOLOR_FORMAT::ECF_R32F

@ -542,9 +542,9 @@ int LuaPcgRandom::l_set_state(lua_State *L)
u64 state[2];
s_state_0 >> std::hex >> state[0];
s_state_1 >> std::hex >> state[1];
o->m_rnd.setState(state);
return 0;
}

@ -91,7 +91,7 @@ bool ActiveObjectMgr::registerObject(std::unique_ptr<ServerActiveObject> obj)
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,