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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4.

This commit is contained in:
bruvzg
2022-09-29 12:53:28 +03:00
parent 5b7f62af55
commit 0103af1ddd
240 changed files with 3390 additions and 3431 deletions

View File

@@ -255,8 +255,8 @@ void GPUParticles3DEditor::_menu_option(int p_option) {
}
} break;
case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE: {
Ref<ParticleProcessMaterial> material = node->get_process_material();
if (material.is_null()) {
Ref<ParticleProcessMaterial> mat = node->get_process_material();
if (mat.is_null()) {
EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticleProcessMaterial' is required."));
return;
}
@@ -366,13 +366,13 @@ void GPUParticles3DEditor::_generate_emission_points() {
Ref<Image> image = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img));
Ref<ImageTexture> tex = ImageTexture::create_from_image(image);
Ref<ParticleProcessMaterial> material = node->get_process_material();
ERR_FAIL_COND(material.is_null());
Ref<ParticleProcessMaterial> mat = node->get_process_material();
ERR_FAIL_COND(mat.is_null());
if (normals.size() > 0) {
material->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
material->set_emission_point_count(point_count);
material->set_emission_point_texture(tex);
mat->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
mat->set_emission_point_count(point_count);
mat->set_emission_point_texture(tex);
Vector<uint8_t> point_img2;
point_img2.resize(w * h * 3 * sizeof(float));
@@ -390,11 +390,11 @@ void GPUParticles3DEditor::_generate_emission_points() {
}
Ref<Image> image2 = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img2));
material->set_emission_normal_texture(ImageTexture::create_from_image(image2));
mat->set_emission_normal_texture(ImageTexture::create_from_image(image2));
} else {
material->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_POINTS);
material->set_emission_point_count(point_count);
material->set_emission_point_texture(tex);
mat->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_POINTS);
mat->set_emission_point_count(point_count);
mat->set_emission_point_texture(tex);
}
}