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mirror of https://github.com/godotengine/godot.git synced 2026-01-05 19:31:35 +00:00

Merge pull request #56492 from akien-mga/remove-author-docstrings

This commit is contained in:
Rémi Verschelde
2022-01-12 15:24:17 +01:00
committed by GitHub
93 changed files with 85 additions and 460 deletions

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@@ -28,10 +28,6 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
/**
* @author AndreaCatania
*/
#include "skeleton_ik_3d.h"
#ifndef _3D_DISABLED

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@@ -34,13 +34,10 @@
#include "scene/3d/camera_3d.h"
#include "servers/xr/xr_positional_tracker.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
**/
/*
XRCamera is a subclass of camera which will register itself with its parent XROrigin and as a result is automatically positioned
*/
class XRCamera3D : public Camera3D {
GDCLASS(XRCamera3D, Camera3D);
@@ -181,6 +178,7 @@ public:
Our camera and controllers will always be child nodes and thus place relative to this origin point.
This node will automatically locate any camera child nodes and update its position while our XRController3D node will handle tracked controllers.
*/
class XROrigin3D : public Node3D {
GDCLASS(XROrigin3D, Node3D);
@@ -204,4 +202,4 @@ public:
~XROrigin3D() {}
};
#endif /* XR_NODES_H */
#endif // XR_NODES_H

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@@ -32,9 +32,7 @@
#define CHECK_BOX_H
#include "scene/gui/button.h"
/**
@author Mariano Suligoy <marianognu.esyrpg@gmail.com>
*/
class CheckBox : public Button {
GDCLASS(CheckBox, Button);
@@ -50,4 +48,4 @@ public:
~CheckBox();
};
#endif
#endif // CHECK_BOX_H

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@@ -32,9 +32,7 @@
#define CHECK_BUTTON_H
#include "scene/gui/button.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class CheckButton : public Button {
GDCLASS(CheckButton, Button);
@@ -48,4 +46,4 @@ public:
~CheckButton();
};
#endif
#endif // CHECK_BUTTON_H

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@@ -36,11 +36,10 @@
///@TODO probably should change a few integers to unsigned integers...
/**
@author Bastiaan Olij <mux213@gmail.com>
Base class for all the classes in this file, handles a number of code functions that are shared among all meshes.
This class is set apart that it assumes a single surface is always generated for our mesh.
*/
class PrimitiveMesh : public Mesh {
GDCLASS(PrimitiveMesh, Mesh);