Style: Sync other changes from new fix_style.sh and clang_format.sh
This commit is contained in:
parent
eda03831d6
commit
b40f3f9740
74 changed files with 116 additions and 86 deletions
|
@ -1,5 +1,5 @@
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|||
/*************************************************************************/
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||||
/* object_rc.h */
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/* object_id.h */
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/*************************************************************************/
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||||
/* This file is part of: */
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||||
/* GODOT ENGINE */
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||||
|
|
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@ -203,10 +203,10 @@
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|||
<description>
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||||
Returns [code]true[/code] if the array contains the given value.
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[codeblock]
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["inside", 7].has("inside") == true
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["inside", 7].has("outside") == false
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["inside", 7].has(7) == true
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["inside", 7].has("7") == false
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["inside", 7].has("inside") # True
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["inside", 7].has("outside") # False
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["inside", 7].has(7) # True
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["inside", 7].has("7") # False
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[/codeblock]
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[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows:
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[codeblock]
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@ -17,7 +17,7 @@
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Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code].
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</member>
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<member name="relative" type="Vector2" setter="set_relative" getter="get_relative" default="Vector2( 0, 0 )">
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The mouse position relative to the previous position (position at the last frame).
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The mouse position relative to the previous position (position at the last frame).
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[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse moves, the last event won't have a relative position of [code]Vector2(0, 0)[/code] when the user stops moving the mouse.
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</member>
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<member name="speed" type="Vector2" setter="set_speed" getter="get_speed" default="Vector2( 0, 0 )">
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@ -106,7 +106,7 @@
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<description>
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Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
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This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
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[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
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[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
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[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall.
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If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
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If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
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@ -104,7 +104,7 @@
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<description>
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Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
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This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
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[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
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[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
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[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
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If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
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If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
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@ -45,7 +45,7 @@
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<description>
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Updates the collision information for the ray.
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Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state.
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[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
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[b]Note:[/b] [code]enabled[/code] is not required for this to work.
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</description>
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</method>
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<method name="get_collider" qualifiers="const">
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@ -44,7 +44,7 @@
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</return>
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<description>
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Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state.
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[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
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[b]Note:[/b] [code]enabled[/code] is not required for this to work.
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</description>
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</method>
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<method name="get_collider" qualifiers="const">
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@ -1,3 +1,33 @@
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/*************************************************************************/
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/* rasterizer_array_gles2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#pragma once
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/*************************************************************************/
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@ -68,4 +68,4 @@ void SyslogLogger::print_error(const char *p_function, const char *p_file, int p
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SyslogLogger::~SyslogLogger() {
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}
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#endif
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#endif
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@ -102,9 +102,9 @@ bool test_add_remove() {
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a.connect_points(1, 3, true);
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a.connect_points(1, 4, false);
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ok = ok && (a.are_points_connected(2, 1) == true);
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ok = ok && (a.are_points_connected(4, 1) == true);
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ok = ok && (a.are_points_connected(2, 1, false) == true);
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ok = ok && (a.are_points_connected(2, 1));
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ok = ok && (a.are_points_connected(4, 1));
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ok = ok && (a.are_points_connected(2, 1, false));
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ok = ok && (a.are_points_connected(4, 1, false) == false);
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a.disconnect_points(1, 2, true);
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@ -177,7 +177,7 @@ bool test_add_remove() {
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if (Math::rand() % 2 == 1) {
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// Add a (possibly existing) directed edge and confirm connectivity
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a.connect_points(u, v, false);
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ok = ok && (a.are_points_connected(u, v, false) == true);
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ok = ok && (a.are_points_connected(u, v, false));
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} else {
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// Remove a (possibly nonexistent) directed edge and confirm disconnectivity
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a.disconnect_points(u, v, false);
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@ -1,5 +1,5 @@
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/*************************************************************************/
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/* test_fbx.cpp */
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/* test_basis.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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|
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@ -1,5 +1,5 @@
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/*************************************************************************/
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/* test_fbx.h */
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/* test_basis.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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@ -87,4 +87,4 @@ fi
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echo
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echo "Done!"
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echo
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echo
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@ -99,4 +99,4 @@
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"version" : 1,
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"author" : "xcode"
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}
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}
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}
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2
misc/dist/ios_xcode/godot_ios/dylibs/empty
vendored
2
misc/dist/ios_xcode/godot_ios/dylibs/empty
vendored
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@ -1 +1 @@
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Dummy file to make dylibs folder exported
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Dummy file to make dylibs folder exported
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@ -17,4 +17,4 @@
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<key>compileBitcode</key>
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<false/>
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</dict>
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</plist>
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</plist>
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@ -46,4 +46,4 @@
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<key>NSHighResolutionCapable</key>
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$highres
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</dict>
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</plist>
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</plist>
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2
misc/dist/uwp_template/AppxManifest.xml
vendored
2
misc/dist/uwp_template/AppxManifest.xml
vendored
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<build:Metadata>
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<build:Item Name="GodotEngine" Version="$godot_version$" />
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</build:Metadata>
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</Package>
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</Package>
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@ -53,4 +53,4 @@
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}
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}
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@end
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@end
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@ -189,7 +189,7 @@ public:
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}
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/**
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* Converts aiMatrix4x4 to godot Transform
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* Converts aiMatrix4x4 to godot Transform
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*/
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static const Transform assimp_matrix_transform(const aiMatrix4x4 p_matrix) {
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aiMatrix4x4 matrix = p_matrix;
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void update_feeds();
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};
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#endif /* CAMERAIOS_H */
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#endif /* CAMERAIOS_H */
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@ -83,4 +83,4 @@ bool GDAPI godot_android_is_activity_resumed() {
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#ifdef __cplusplus
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}
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#endif
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#endif
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@ -140,7 +140,7 @@ static String get_type_name(const PropertyInfo &info) {
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}
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/*
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* Some comparison helper functions we need
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* Some comparison helper functions we need
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*/
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struct MethodInfoComparator {
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@ -1 +1 @@
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Doc classes will appear here when generating
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Doc classes will appear here when generating
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@ -1864,7 +1864,7 @@ MonoObject *CSharpInstance::_internal_new_managed() {
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bool die = _unreference_owner_unsafe();
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// Not ok for the owner to die here. If there is a situation where this can happen, it will be considered a bug.
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CRASH_COND(die == true);
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CRASH_COND(die);
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owner = NULL;
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@ -2203,7 +2203,7 @@ CSharpInstance::~CSharpInstance() {
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// Unreference the owner here, before the new "instance binding" references it.
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// Otherwise, the unsafe reference debug checks will incorrectly detect a bug.
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bool die = _unreference_owner_unsafe();
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CRASH_COND(die == true); // `owner_keep_alive` holds a reference, so it can't die
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CRASH_COND(die); // `owner_keep_alive` holds a reference, so it can't die
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void *data = owner->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());
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CRASH_COND(data == NULL);
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@ -3015,7 +3015,7 @@ CSharpInstance *CSharpScript::_create_instance(const Variant **p_args, int p_arg
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bool die = instance->_unreference_owner_unsafe();
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// Not ok for the owner to die here. If there is a situation where this can happen, it will be considered a bug.
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CRASH_COND(die == true);
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CRASH_COND(die);
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p_owner->set_script_instance(NULL);
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r_error.error = Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
|
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using System.IO;
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using System.Reflection;
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|
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@ -1,4 +1,4 @@
|
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using System;
|
||||
using System;
|
||||
using System.IO;
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices.ComTypes;
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|
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@ -141,7 +141,7 @@ namespace GodotTools.Ides.Rider
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if (OS.IsOSX)
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{
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var home = Environment.GetEnvironmentVariable("HOME");
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if (string.IsNullOrEmpty(home))
|
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if (string.IsNullOrEmpty(home))
|
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return string.Empty;
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var localAppData = Path.Combine(home, @"Library/Application Support");
|
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return GetToolboxRiderRootPath(localAppData);
|
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|
@ -150,7 +150,7 @@ namespace GodotTools.Ides.Rider
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if (OS.IsUnixLike())
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{
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var home = Environment.GetEnvironmentVariable("HOME");
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||||
if (string.IsNullOrEmpty(home))
|
||||
if (string.IsNullOrEmpty(home))
|
||||
return string.Empty;
|
||||
var localAppData = Path.Combine(home, @".local/share");
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||||
return GetToolboxRiderRootPath(localAppData);
|
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|
@ -322,7 +322,7 @@ namespace GodotTools.Ides.Rider
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class SettingsJson
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{
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public string install_location;
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[CanBeNull]
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public static string GetInstallLocationFromJson(string json)
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{
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|
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@ -162,4 +162,4 @@
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</LinearLayout>
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</LinearLayout>
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</LinearLayout>
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</LinearLayout>
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|
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@ -105,4 +105,4 @@
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</RelativeLayout>
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</LinearLayout>
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</LinearLayout>
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|
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@ -2,4 +2,4 @@
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<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
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<background android:drawable="@mipmap/icon_background"/>
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<foreground android:drawable="@mipmap/icon_foreground"/>
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</adaptive-icon>
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</adaptive-icon>
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|
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@ -1,4 +1,4 @@
|
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<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-ar</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
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<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-bg</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-ca</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-cs</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-da</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-de</string>
|
||||
</resources>
|
||||
</resources>
|
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|
|
|
@ -1,4 +1,4 @@
|
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<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-el</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-en</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-es_ES</string>
|
||||
</resources>
|
||||
</resources>
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|
|
|
@ -1,4 +1,4 @@
|
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<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
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<string name="godot_project_name_string">godot-project-name-es</string>
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||||
</resources>
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</resources>
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|
|
|
@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-fi</string>
|
||||
</resources>
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</resources>
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|
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@ -1,4 +1,4 @@
|
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<?xml version="1.0" encoding="utf-8"?>
|
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<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-fr</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
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@ -1,4 +1,4 @@
|
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<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-hi</string>
|
||||
</resources>
|
||||
</resources>
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|
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|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-hr</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-hu</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-id</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-it</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-he</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-ja</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -52,4 +52,4 @@
|
|||
<string name="kilobytes_per_second">%1$s KB/s</string>
|
||||
<string name="time_remaining">남은 시간: %1$s</string>
|
||||
<string name="time_remaining_notification">%1$s 남음</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-lt</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-lv</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-nb</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-nl</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-pl</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-pt</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-ro</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-ru</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-sk</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-sl</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-sr</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-sv</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-th</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-tl</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-tr</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-uk</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="godot_project_name_string">godot-project-name-vi</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -52,4 +52,4 @@
|
|||
<string name="kilobytes_per_second">%1$s KB/s</string>
|
||||
<string name="time_remaining">Time remaining: %1$s</string>
|
||||
<string name="time_remaining_notification">%1$s left</string>
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -22,4 +22,4 @@
|
|||
<item name="android:background">@android:color/background_dark</item>
|
||||
</style>
|
||||
|
||||
</resources>
|
||||
</resources>
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
|
|
|
@ -3135,7 +3135,7 @@ void OS_OSX::run() {
|
|||
process_events(); // get rid of pending events
|
||||
joypad_osx->process_joypads();
|
||||
|
||||
if (Main::iteration() == true) {
|
||||
if (Main::iteration()) {
|
||||
quit = true;
|
||||
}
|
||||
} @catch (NSException *exception) {
|
||||
|
|
Loading…
Reference in a new issue