diff --git a/core/input/input_builders.py b/core/input/input_builders.py index ae848f4e7cd..3685e726b46 100644 --- a/core/input/input_builders.py +++ b/core/input/input_builders.py @@ -33,7 +33,7 @@ def make_default_controller_mappings(target, source, env): guid = line_parts[0] if guid in platform_mappings[current_platform]: g.write( - "// WARNING - DATABASE {} OVERWROTE PRIOR MAPPING: {} {}\n".format( + "// WARNING: DATABASE {} OVERWROTE PRIOR MAPPING: {} {}\n".format( src_path, current_platform, platform_mappings[current_platform][guid] ) ) diff --git a/core/io/packet_peer.cpp b/core/io/packet_peer.cpp index 0329ace3130..614f81c42a1 100644 --- a/core/io/packet_peer.cpp +++ b/core/io/packet_peer.cpp @@ -299,7 +299,7 @@ Ref PacketPeerStream::get_stream_peer() const { void PacketPeerStream::set_input_buffer_max_size(int p_max_size) { ERR_FAIL_COND_MSG(p_max_size < 0, "Max size of input buffer size cannot be smaller than 0."); - //warning may lose packets + // WARNING: May lose packets. ERR_FAIL_COND_MSG(ring_buffer.data_left(), "Buffer in use, resizing would cause loss of data."); ring_buffer.resize(nearest_shift(next_power_of_2(p_max_size + 4)) - 1); input_buffer.resize(next_power_of_2(p_max_size + 4)); diff --git a/core/math/transform_2d.h b/core/math/transform_2d.h index 476577508f2..1ee7d3d84f7 100644 --- a/core/math/transform_2d.h +++ b/core/math/transform_2d.h @@ -39,16 +39,19 @@ class String; struct [[nodiscard]] Transform2D { - // Warning #1: basis of Transform2D is stored differently from Basis. In terms of columns array, the basis matrix looks like "on paper": + // WARNING: The basis of Transform2D is stored differently from Basis. + // In terms of columns array, the basis matrix looks like "on paper": // M = (columns[0][0] columns[1][0]) // (columns[0][1] columns[1][1]) - // This is such that the columns, which can be interpreted as basis vectors of the coordinate system "painted" on the object, can be accessed as columns[i]. - // Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to columns[1][0] here. + // This is such that the columns, which can be interpreted as basis vectors + // of the coordinate system "painted" on the object, can be accessed as columns[i]. + // NOTE: This is the opposite of the indices in mathematical texts, + // meaning: $M_{12}$ in a math book corresponds to columns[1][0] here. // This requires additional care when working with explicit indices. // See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading. - // Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down, - // and angle is measure from +X to +Y in a clockwise-fashion. + // WARNING: Be aware that unlike 3D code, 2D code uses a left-handed coordinate system: + // Y-axis points down, and angle is measure from +X to +Y in a clockwise-fashion. Vector2 columns[3]; diff --git a/editor/plugins/tiles/tile_set_atlas_source_editor.h b/editor/plugins/tiles/tile_set_atlas_source_editor.h index 957f768429f..c1a8338f810 100644 --- a/editor/plugins/tiles/tile_set_atlas_source_editor.h +++ b/editor/plugins/tiles/tile_set_atlas_source_editor.h @@ -177,7 +177,7 @@ private: DRAG_TYPE_MAY_POPUP_MENU, - // Warning: keep in this order. + // WARNING: Keep in this order. DRAG_TYPE_RESIZE_TOP_LEFT, DRAG_TYPE_RESIZE_TOP, DRAG_TYPE_RESIZE_TOP_RIGHT, diff --git a/modules/gdscript/gdscript_compiler.cpp b/modules/gdscript/gdscript_compiler.cpp index eebf2826336..f4f445e0966 100644 --- a/modules/gdscript/gdscript_compiler.cpp +++ b/modules/gdscript/gdscript_compiler.cpp @@ -2629,9 +2629,10 @@ Error GDScriptCompiler::_parse_setter_getter(GDScript *p_script, const GDScriptP return err; } -// Prepares given script, and inner class scripts, for compilation. It populates class members and initializes method -// RPC info for its base classes first, then for itself, then for inner classes. -// Warning: this function cannot initiate compilation of other classes, or it will result in cyclic dependency issues. +// Prepares given script, and inner class scripts, for compilation. It populates class members and +// initializes method RPC info for its base classes first, then for itself, then for inner classes. +// WARNING: This function cannot initiate compilation of other classes, or it will result in +// cyclic dependency issues. Error GDScriptCompiler::_prepare_compilation(GDScript *p_script, const GDScriptParser::ClassNode *p_class, bool p_keep_state) { if (parsed_classes.has(p_script)) { return OK; diff --git a/modules/godot_physics_2d/godot_body_pair_2d.cpp b/modules/godot_physics_2d/godot_body_pair_2d.cpp index 6c2d28dc923..98f11d6c07a 100644 --- a/modules/godot_physics_2d/godot_body_pair_2d.cpp +++ b/modules/godot_physics_2d/godot_body_pair_2d.cpp @@ -161,11 +161,13 @@ void GodotBodyPair2D::_validate_contacts() { } } -// _test_ccd prevents tunneling by slowing down a high velocity body that is about to collide so that next frame it will be at an appropriate location to collide (i.e. slight overlap) -// Warning: the way velocity is adjusted down to cause a collision means the momentum will be weaker than it should for a bounce! -// Process: only proceed if body A's motion is high relative to its size. -// cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does. -// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it. +// `_test_ccd` prevents tunneling by slowing down a high velocity body that is about to collide so +// that next frame it will be at an appropriate location to collide (i.e. slight overlap). +// WARNING: The way velocity is adjusted down to cause a collision means the momentum will be +// weaker than it should for a bounce! +// Process: Only proceed if body A's motion is high relative to its size. +// Cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does. +// Adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it. bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B) { Vector2 motion = p_A->get_linear_velocity() * p_step; real_t mlen = motion.length(); diff --git a/modules/godot_physics_2d/godot_step_2d.cpp b/modules/godot_physics_2d/godot_step_2d.cpp index bbaec8be2bf..418b9313e85 100644 --- a/modules/godot_physics_2d/godot_step_2d.cpp +++ b/modules/godot_physics_2d/godot_step_2d.cpp @@ -251,14 +251,14 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) { /* PRE-SOLVE CONSTRAINT ISLANDS */ - // Warning: This doesn't run on threads, because it involves thread-unsafe processing. + // WARNING: This doesn't run on threads, because it involves thread-unsafe processing. for (uint32_t island_index = 0; island_index < island_count; ++island_index) { _pre_solve_island(constraint_islands[island_index]); } /* SOLVE CONSTRAINT ISLANDS */ - // Warning: _solve_island modifies the constraint islands for optimization purpose, + // WARNING: `_solve_island` modifies the constraint islands for optimization purpose, // their content is not reliable after these calls and shouldn't be used anymore. group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_solve_island, nullptr, island_count, -1, true, SNAME("Physics2DConstraintSolveIslands")); WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); diff --git a/modules/godot_physics_3d/godot_body_pair_3d.cpp b/modules/godot_physics_3d/godot_body_pair_3d.cpp index 84fae736168..d689271ac75 100644 --- a/modules/godot_physics_3d/godot_body_pair_3d.cpp +++ b/modules/godot_physics_3d/godot_body_pair_3d.cpp @@ -161,11 +161,13 @@ void GodotBodyPair3D::validate_contacts() { } } -// _test_ccd prevents tunneling by slowing down a high velocity body that is about to collide so that next frame it will be at an appropriate location to collide (i.e. slight overlap) -// Warning: the way velocity is adjusted down to cause a collision means the momentum will be weaker than it should for a bounce! -// Process: only proceed if body A's motion is high relative to its size. -// cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does. -// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it. +// `_test_ccd` prevents tunneling by slowing down a high velocity body that is about to collide so +// that next frame it will be at an appropriate location to collide (i.e. slight overlap). +// WARNING: The way velocity is adjusted down to cause a collision means the momentum will be +// weaker than it should for a bounce! +// Process: Only proceed if body A's motion is high relative to its size. +// Cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does. +// Adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it. bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) { GodotShape3D *shape_A_ptr = p_A->get_shape(p_shape_A); diff --git a/modules/godot_physics_3d/godot_step_3d.cpp b/modules/godot_physics_3d/godot_step_3d.cpp index d09a3b4e6d4..b6cec4ba599 100644 --- a/modules/godot_physics_3d/godot_step_3d.cpp +++ b/modules/godot_physics_3d/godot_step_3d.cpp @@ -355,14 +355,14 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) { /* PRE-SOLVE CONSTRAINT ISLANDS */ - // Warning: This doesn't run on threads, because it involves thread-unsafe processing. + // WARNING: This doesn't run on threads, because it involves thread-unsafe processing. for (uint32_t island_index = 0; island_index < island_count; ++island_index) { _pre_solve_island(constraint_islands[island_index]); } /* SOLVE CONSTRAINT ISLANDS */ - // Warning: _solve_island modifies the constraint islands for optimization purpose, + // WARNING: `_solve_island` modifies the constraint islands for optimization purpose, // their content is not reliable after these calls and shouldn't be used anymore. group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_solve_island, nullptr, island_count, -1, true, SNAME("Physics3DConstraintSolveIslands")); WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); diff --git a/platform/windows/display_server_windows.cpp b/platform/windows/display_server_windows.cpp index ed9d5244a37..5b166d00752 100644 --- a/platform/windows/display_server_windows.cpp +++ b/platform/windows/display_server_windows.cpp @@ -3962,9 +3962,9 @@ LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA } } - // WARNING: we get called with events before the window is registered in our collection + // WARNING: We get called with events before the window is registered in our collection // specifically, even the call to CreateWindowEx already calls here while still on the stack, - // so there is no way to store the window handle in our collection before we get here + // so there is no way to store the window handle in our collection before we get here. if (!window_created) { // don't let code below operate on incompletely initialized window objects or missing window_id return _handle_early_window_message(hWnd, uMsg, wParam, lParam); diff --git a/platform/windows/gl_manager_windows_native.cpp b/platform/windows/gl_manager_windows_native.cpp index 8590c46d12b..af703f4dfa9 100644 --- a/platform/windows/gl_manager_windows_native.cpp +++ b/platform/windows/gl_manager_windows_native.cpp @@ -452,8 +452,8 @@ Error GLManagerNative_Windows::window_create(DisplayServer::WindowID p_window_id return FAILED; } - // WARNING: p_window_id is an eternally growing integer since popup windows keep coming and going - // and each of them has a higher id than the previous, so it must be used in a map not a vector + // WARNING: `p_window_id` is an eternally growing integer since popup windows keep coming and going + // and each of them has a higher id than the previous, so it must be used in a map not a vector. _windows[p_window_id] = win; // make current diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl index 8c50bb544d4..41a262b2e8c 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl @@ -50,11 +50,14 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 }; // #define SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET (1) // whether to use detail; to disable simply set to 99 or similar // -#define SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) // !!warning!! the MIP generation on the C++ side will be enabled on quality preset 2 regardless of this value, so if changing here, change the C++ side too +// WARNING: The MIP generation on the C++ side will be enabled on quality preset 2 regardless of +// this value, so if changing here, change the C++ side too. +#define SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) #define SSAO_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically // -// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for -// testing purposes, it will not yield performance gains (or correct results) +// WARNING: The edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, +// on the C++ side; while toggling it here will work for testing purposes, it will not yield +// performance gains (or correct results). #define SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1) // #define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1) diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl index 0b623c1d4e1..6dbd6c82cb8 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl @@ -49,8 +49,9 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 }; #define SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) #define SSIL_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically // -// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for -// testing purposes, it will not yield performance gains (or correct results) +// WARNING: The edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, +// on the C++ side; while toggling it here will work for testing purposes, it will not yield +// performance gains (or correct results). #define SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1) // #define SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)