Fixed Typos and padding
This commit is contained in:
@@ -262,9 +262,9 @@ namespace FlaxEditor.Content.Import
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public int BaseLOD { get; set; } = 0;
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public int BaseLOD { get; set; } = 0;
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/// <summary>
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/// <summary>
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/// The amount of LODs to include in the model (all reaming ones starting from Base LOD will be generated).
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/// The amount of LODs to include in the model (all remaining ones starting from Base LOD will be generated).
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/// </summary>
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/// </summary>
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[EditorOrder(1120), DefaultValue(4), Limit(1, Model.MaxLODs), EditorDisplay("Level Of Detail", "LOD Count"), Tooltip("The amount of LODs to include in the model (all reaming ones starting from Base LOD will be generated).")]
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[EditorOrder(1120), DefaultValue(4), Limit(1, Model.MaxLODs), EditorDisplay("Level Of Detail", "LOD Count"), Tooltip("The amount of LODs to include in the model (all remaining ones starting from Base LOD will be generated).")]
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public int LODCount { get; set; } = 4;
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public int LODCount { get; set; } = 4;
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/// <summary>
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/// <summary>
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@@ -64,7 +64,7 @@ namespace FlaxEditor.GUI.Docking
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for (int i = 0; i < childPanels.Length; i++)
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for (int i = 0; i < childPanels.Length; i++)
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childPanels[i].Dispose();
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childPanels[i].Dispose();
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// Delete reaming controls (except tabs proxy)
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// Delete remaining controls (except tabs proxy)
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if (TabsProxy != null)
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if (TabsProxy != null)
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TabsProxy.Parent = null;
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TabsProxy.Parent = null;
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DisposeChildren();
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DisposeChildren();
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@@ -74,7 +74,7 @@ namespace FlaxEditor.History
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_reverseActions.PushBack(reverse[i]);
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_reverseActions.PushBack(reverse[i]);
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}
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}
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// Cleanup reaming actions
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// Cleanup remaining actions
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for (int i = _historyActionsLimit; i < history.Length; i++)
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for (int i = _historyActionsLimit; i < history.Length; i++)
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{
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{
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history[i].Dispose();
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history[i].Dispose();
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@@ -567,7 +567,7 @@ bool ScriptsBuilderService::Init()
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LOG(Warning, "Missing EditorTarget property in opened project, using deducted target name {0}", Editor::Project->EditorTarget);
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LOG(Warning, "Missing EditorTarget property in opened project, using deducted target name {0}", Editor::Project->EditorTarget);
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}
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}
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// Remove any reaming files from previous Editor run hot-reloads
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// Remove any remaining files from previous Editor run hot-reloads
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const Char *target, *platform, *architecture, *configuration;
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const Char *target, *platform, *architecture, *configuration;
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ScriptsBuilder::GetBinariesConfiguration(target, platform, architecture, configuration);
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ScriptsBuilder::GetBinariesConfiguration(target, platform, architecture, configuration);
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if (target)
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if (target)
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@@ -115,7 +115,7 @@ namespace FlaxEditor.Windows
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{
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{
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var thirdPartyPanel = new Panel(ScrollBars.Vertical)
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var thirdPartyPanel = new Panel(ScrollBars.Vertical)
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{
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{
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Bounds = new Rectangle(0, topParentControl.Bottom + 4, Width, Height - topParentControl.Bottom - 24),
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Bounds = new Rectangle(4, topParentControl.Bottom + 4, Width - 8, Height - topParentControl.Bottom - 24),
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Parent = this
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Parent = this
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};
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};
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var thirdPartyEntries = new[]
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var thirdPartyEntries = new[]
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@@ -490,7 +490,7 @@ namespace FlaxEditor.Windows.Assets
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}
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}
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if (_player.IsStopped || _player.Time >= _options.EndTime)
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if (_player.IsStopped || _player.Time >= _options.EndTime)
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{
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{
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// End rendering but perform reaming copies of the staging textures so all data is captured (from GPU to CPU)
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// End rendering but perform remaining copies of the staging textures so all data is captured (from GPU to CPU)
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_state = States.Staging;
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_state = States.Staging;
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break;
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break;
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}
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}
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@@ -222,7 +222,7 @@ namespace FlaxEditor.Windows
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private void PlayingStateOnSceneDuplicating()
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private void PlayingStateOnSceneDuplicating()
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{
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{
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// Remove reaming GUI controls so loaded scene can add own GUI
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// Remove remaining GUI controls so loaded scene can add own GUI
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//_guiRoot.DisposeChildren();
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//_guiRoot.DisposeChildren();
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// Show GUI
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// Show GUI
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@@ -231,7 +231,7 @@ namespace FlaxEditor.Windows
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private void PlayingStateOnSceneRestored()
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private void PlayingStateOnSceneRestored()
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{
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{
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// Remove reaming GUI controls so loaded scene can add own GUI
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// Remove remaining GUI controls so loaded scene can add own GUI
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//_guiRoot.DisposeChildren();
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//_guiRoot.DisposeChildren();
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// Hide GUI
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// Hide GUI
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@@ -208,7 +208,7 @@ void ContentLoadingManagerService::Dispose()
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MainThread = nullptr;
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MainThread = nullptr;
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ThisThread = nullptr;
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ThisThread = nullptr;
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// Cancel all reaming tasks (no chance to execute them)
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// Cancel all remaining tasks (no chance to execute them)
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Tasks.CancelAll();
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Tasks.CancelAll();
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}
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}
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@@ -51,18 +51,18 @@ bool Log::Logger::Init()
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{
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{
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// Check if there are any files to delete
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// Check if there are any files to delete
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const int32 maxLogFiles = 20;
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const int32 maxLogFiles = 20;
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int32 reaming = oldLogs.Count() - maxLogFiles + 1;
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int32 remaining = oldLogs.Count() - maxLogFiles + 1;
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if (reaming > 0)
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if (remaining > 0)
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{
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{
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Sorting::QuickSort(oldLogs.Get(), oldLogs.Count());
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Sorting::QuickSort(oldLogs.Get(), oldLogs.Count());
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// Delete the oldest logs
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// Delete the oldest logs
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int32 i = 0;
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int32 i = 0;
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while (reaming > 0)
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while (remaining > 0)
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{
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{
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FileSystem::DeleteFile(oldLogs[i++]);
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FileSystem::DeleteFile(oldLogs[i++]);
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filesDeleted++;
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filesDeleted++;
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reaming--;
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remaining--;
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}
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}
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}
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}
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}
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}
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@@ -193,7 +193,7 @@ void ObjectsRemovalServiceService::Dispose()
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// Collect new objects
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// Collect new objects
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ObjectsRemovalService::Flush();
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ObjectsRemovalService::Flush();
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// Delete all reaming objects
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// Delete all remaining objects
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{
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{
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ScopeLock lock(PoolLocker);
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ScopeLock lock(PoolLocker);
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for (auto i = Pool.Begin(); i.IsNotEnd(); ++i)
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for (auto i = Pool.Begin(); i.IsNotEnd(); ++i)
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@@ -463,7 +463,7 @@ void Engine::OnExit()
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LOG_FLUSH();
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LOG_FLUSH();
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// Kill all reaming threads
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// Kill all remaining threads
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ThreadRegistry::KillEmAll();
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ThreadRegistry::KillEmAll();
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// Cleanup
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// Cleanup
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@@ -216,7 +216,7 @@ uint64 GPUContextDX12::Execute(bool waitForCompletion)
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ASSERT(_currentAllocator != nullptr);
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ASSERT(_currentAllocator != nullptr);
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auto queue = _device->GetCommandQueue();
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auto queue = _device->GetCommandQueue();
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// Flush reaming and buffered commands
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// Flush remaining and buffered commands
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FlushState();
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FlushState();
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_currentState = nullptr;
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_currentState = nullptr;
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@@ -8,7 +8,7 @@
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#include "Engine/Platform/Win32/IncludeWindowsHeaders.h"
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#include "Engine/Platform/Win32/IncludeWindowsHeaders.h"
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#include "Engine/Platform/Windows/ComPtr.h"
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#include "Engine/Platform/Windows/ComPtr.h"
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// Helper define to dispose the COM object with reaming references counter checking
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// Helper define to dispose the COM object with remaining references counter checking
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#define DX_SAFE_RELEASE_CHECK(x, refs) if(x) { auto res = (x)->Release(); (x) = nullptr; CHECK(res == refs); }
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#define DX_SAFE_RELEASE_CHECK(x, refs) if(x) { auto res = (x)->Release(); (x) = nullptr; CHECK(res == refs); }
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#endif
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#endif
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@@ -44,7 +44,7 @@ void CmdBufferVulkan::End()
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ASSERT(IsOutsideRenderPass());
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ASSERT(IsOutsideRenderPass());
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#if GPU_ALLOW_PROFILE_EVENTS
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#if GPU_ALLOW_PROFILE_EVENTS
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// End reaming events
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// End remaining events
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while (_eventsBegin--)
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while (_eventsBegin--)
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vkCmdEndDebugUtilsLabelEXT(GetHandle());
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vkCmdEndDebugUtilsLabelEXT(GetHandle());
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#endif
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#endif
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@@ -1155,7 +1155,7 @@ void GPUContextVulkan::FlushState()
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void GPUContextVulkan::Flush()
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void GPUContextVulkan::Flush()
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{
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{
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// Flush reaming and buffered commands
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// Flush remaining and buffered commands
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FlushState();
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FlushState();
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_currentState = nullptr;
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_currentState = nullptr;
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@@ -1172,7 +1172,7 @@ void ParticleManagerService::Update()
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// Update bounds after first system update
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// Update bounds after first system update
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updateBounds = true;
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updateBounds = true;
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}
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}
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// TODO: if using fixed timestep quantize the dt and accumulate reaming part for the next update?
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// TODO: if using fixed timestep quantize the dt and accumulate remaining part for the next update?
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if (dt <= 1.0f / 240.0f)
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if (dt <= 1.0f / 240.0f)
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continue;
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continue;
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dt *= effect->SimulationSpeed;
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dt *= effect->SimulationSpeed;
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@@ -77,7 +77,7 @@ void WindowsManagerService::Update()
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void WindowsManagerService::Dispose()
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void WindowsManagerService::Dispose()
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{
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{
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// Close reaming windows
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// Close remaining windows
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WindowsManager::WindowsLocker.Lock();
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WindowsManager::WindowsLocker.Lock();
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auto windows = WindowsManager::Windows;
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auto windows = WindowsManager::Windows;
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for (auto& win : windows)
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for (auto& win : windows)
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@@ -55,7 +55,7 @@ void FontAsset::unload(bool isReloading)
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// Ensure to cleanup child font objects
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// Ensure to cleanup child font objects
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if (_fonts.HasItems())
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if (_fonts.HasItems())
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{
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{
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LOG(Warning, "Font asset {0} is unloading but has {1} reaming font objects created", ToString(), _fonts.Count());
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LOG(Warning, "Font asset {0} is unloading but has {1} remaining font objects created", ToString(), _fonts.Count());
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for (auto font : _fonts)
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for (auto font : _fonts)
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{
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{
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font->_asset = nullptr;
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font->_asset = nullptr;
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@@ -25,7 +25,7 @@ struct RectPack
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SizeType Width;
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SizeType Width;
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SizeType Height;
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SizeType Height;
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// The reaming space amount inside this slot (updated on every insertion, initial it equal to width*height).
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// The remaining space amount inside this slot (updated on every insertion, initial it equal to width*height).
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SizeType SpaceLeft;
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SizeType SpaceLeft;
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// True, if slot has been allocated, otherwise it's free.
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// True, if slot has been allocated, otherwise it's free.
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