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