Update attributes style to be consistent in engine

This commit is contained in:
Wojtek Figat
2025-04-12 22:09:12 +02:00
parent 74d7dd58c2
commit 59aed828f6
17 changed files with 31 additions and 31 deletions

View File

@@ -150,13 +150,13 @@ public:
/// <summary>
/// Frame rendering flags used to switch between graphics features for this camera.
/// </summary>
API_FIELD(Attributes = "EditorOrder(110), EditorDisplay(\"Camera\")")
API_FIELD(Attributes="EditorOrder(110), EditorDisplay(\"Camera\")")
ViewFlags RenderFlags = ViewFlags::DefaultGame;
/// <summary>
/// Describes frame rendering modes for this camera.
/// </summary>
API_FIELD(Attributes = "EditorOrder(120), EditorDisplay(\"Camera\")")
API_FIELD(Attributes="EditorOrder(120), EditorDisplay(\"Camera\")")
ViewMode RenderMode = ViewMode::Default;
public:

View File

@@ -15,7 +15,7 @@ public:
/// <summary>
/// The partitioning mode for the shadow cascades.
/// </summary>
API_FIELD(Attributes = "EditorOrder(64), DefaultValue(PartitionMode.Manual), EditorDisplay(\"Shadow\")")
API_FIELD(Attributes="EditorOrder(64), DefaultValue(PartitionMode.Manual), EditorDisplay(\"Shadow\")")
PartitionMode PartitionMode = PartitionMode::Manual;
/// <summary>
@@ -27,25 +27,25 @@ public:
/// <summary>
/// Percentage of the shadow distance used by the first cascade.
/// </summary>
API_FIELD(Attributes = "EditorOrder(66), DefaultValue(0.05f), VisibleIf(nameof(ShowCascade1)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
API_FIELD(Attributes="EditorOrder(66), DefaultValue(0.05f), VisibleIf(nameof(ShowCascade1)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade1Spacing = 0.05f;
/// <summary>
/// Percentage of the shadow distance used by the second cascade.
/// </summary>
API_FIELD(Attributes = "EditorOrder(67), DefaultValue(0.15f), VisibleIf(nameof(ShowCascade2)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
API_FIELD(Attributes="EditorOrder(67), DefaultValue(0.15f), VisibleIf(nameof(ShowCascade2)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade2Spacing = 0.15f;
/// <summary>
/// Percentage of the shadow distance used by the third cascade.
/// </summary>
API_FIELD(Attributes = "EditorOrder(68), DefaultValue(0.50f), VisibleIf(nameof(ShowCascade3)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
API_FIELD(Attributes="EditorOrder(68), DefaultValue(0.50f), VisibleIf(nameof(ShowCascade3)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade3Spacing = 0.50f;
/// <summary>
/// Percentage of the shadow distance used by the fourth cascade.
/// </summary>
API_FIELD(Attributes = "EditorOrder(69), DefaultValue(1.0f), VisibleIf(nameof(ShowCascade4)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
API_FIELD(Attributes="EditorOrder(69), DefaultValue(1.0f), VisibleIf(nameof(ShowCascade4)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
float Cascade4Spacing = 1.0f;
public:

View File

@@ -42,7 +42,7 @@ public:
/// <summary>
/// The reflections texture resolution.
/// </summary>
API_FIELD(Attributes = "EditorOrder(0), EditorDisplay(\"Probe\")")
API_FIELD(Attributes="EditorOrder(0), EditorDisplay(\"Probe\")")
ProbeCubemapResolution CubemapResolution = ProbeCubemapResolution::UseGraphicsSettings;
/// <summary>

View File

@@ -33,7 +33,7 @@ public:
/// <summary>
/// Whether to use physically based inverse squared distance falloff, where Radius is only clamping the light's contribution.
/// </summary>
API_FIELD(Attributes = "EditorOrder(13), DefaultValue(false), EditorDisplay(\"Light\")")
API_FIELD(Attributes="EditorOrder(13), DefaultValue(false), EditorDisplay(\"Light\")")
bool UseInverseSquaredFalloff = false;
/// <summary>

View File

@@ -32,7 +32,7 @@ public:
/// <summary>
/// Whether to use physically based inverse squared distance falloff, where Radius is only clamping the light's contribution.
/// </summary>
API_FIELD(Attributes = "EditorOrder(13), DefaultValue(false), EditorDisplay(\"Light\")")
API_FIELD(Attributes="EditorOrder(13), DefaultValue(false), EditorDisplay(\"Light\")")
bool UseInverseSquaredFalloff = false;
/// <summary>