cleanup and fix warnings

This commit is contained in:
GoaLitiuM
2021-09-07 18:34:28 +03:00
parent 90e0a999bd
commit 0529cdf7cf
9 changed files with 26 additions and 32 deletions

View File

@@ -1,7 +1,7 @@
{
"ID": "3c7bc3854d42f9b1b0fea9ba0d7fa8e9",
"TypeName": "FlaxEditor.Content.Settings.GameSettings",
"EngineBuild": 6224,
"EngineBuild": 6225,
"Data": {
"ProductName": "Goake",
"CompanyName": "GoaLitiuM",
@@ -21,7 +21,6 @@
"GameCooking": "af2e52554f7faed7b4937181dd22d166",
"Streaming": "3a6ffc3a43e684f77cfed1a1f8f6bd0e",
"CustomSettings": {
"BrushMaterials": "29a0b0c54b40eb3e6857ffb4c9cab71e",
"BrushMaterialsLegacy": "51fb8bec4cfc9095612aaf992382a255"
},
"WindowsPlatform": "4a5eec97484253fed72934860ae62c40",

View File

@@ -1,7 +1,7 @@
{
"ID": "af2e52554f7faed7b4937181dd22d166",
"TypeName": "FlaxEditor.Content.Settings.BuildSettings",
"EngineBuild": 6224,
"EngineBuild": 6225,
"Data": {
"MaxAssetsPerPackage": 4096,
"MaxPackageSizeMB": 1024,
@@ -21,7 +21,7 @@
"Targets": [
{
"Name": "Win64",
"Output": "Output\\Windows",
"Output": "Output\\WindowsDevelopment",
"Platform": 2,
"Mode": 1,
"CustomDefines": null,

View File

@@ -1,7 +1,7 @@
{
"ID": "a55dc3c04da4ea3744b7f1994565beac",
"TypeName": "FlaxEditor.Content.Settings.TimeSettings",
"EngineBuild": 6223,
"EngineBuild": 6224,
"Data": {
"UpdateFPS": 0.0,
"PhysicsFPS": 60.0,

View File

@@ -10,18 +10,19 @@
"Name": "$(EnginePath)/Flax.flaxproj"
}
],
"DefaultScene": "0c0af24c4fafa9c72af2c08723321976",
"DefaultScene": "194e05f445ece24ec5448d886e1334df",
"DefaultSceneSpawn": {
"Position": {
"X": -156.703262,
"Y": 72.0358047,
"Z": 60.55879
"X": -902.0629,
"Y": 230.86,
"Z": 402.125732
},
"Direction": {
"X": -0.138984218,
"Y": -0.0383501835,
"Z": 0.9895517
"X": 0.925840437,
"Y": -0.16703406,
"Z": 0.338997364
}
},
"MinEngineVersion": "0.0.6194"
"MinEngineVersion": "0.0.6194",
"EngineNickname": null
}

View File

@@ -295,10 +295,7 @@ namespace Cabrito
}
if (Debugger.IsAttached)
{
Debugger.Break();
text = text;
}
else
throw new Exception(text);
}

View File

@@ -14,9 +14,6 @@ namespace Game
private float viewYaw;
private float viewRoll;
private float xAxis;
private float yAxis;
private InputEvent onExit = new InputEvent("Exit");
public override void OnAwake()

View File

@@ -113,15 +113,11 @@ namespace Game
if (Mathf.Abs(intersection.X) > maxDist * 1f || Mathf.Abs(intersection.Y) > maxDist * 1f ||
Mathf.Abs(intersection.Z) > maxDist * 1f)
{
denom = denom;
continue;
}
if (Math.Abs(denom) < 0.0000000001)
{
denom = denom;
continue;
}
//if (intersection.Length > maxDist*2f)
// continue;

View File

@@ -1,4 +1,6 @@
using System;
#if false
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
@@ -1309,4 +1311,6 @@ namespace Game
} while (currentEdge != startingEdge);
}
}
}
}
#endif

View File

@@ -167,7 +167,7 @@ namespace Game
/// candidate that can do all of those things.
///
/// I'm wondering if using a Dictionary is best idea, though. It might
/// be better to just have them in a List<Face> and mark a face as
/// be better to just have them in a <![CDATA[List<Face>]]> and mark a face as
/// deleted by adding a field to the Face struct. The downside is that
/// we would need an extra field in the Face struct, and when we're
/// looping through the points in openSet, we would have to loop
@@ -176,7 +176,7 @@ namespace Game
/// list is fairly fast, and it might be worth it to avoid Dictionary
/// overhead.
///
/// TODO test converting to a List<Face> instead.
/// TODO test converting to a <![CDATA[List<Face>]]> instead.
/// </summary>
Dictionary<int, Face> faces;
@@ -184,9 +184,9 @@ namespace Game
/// The set of points to be processed. "openSet" is a misleading name,
/// because it's both the open set (points which are still outside the
/// convex hull) and the closed set (points that are inside the convex
/// hull). The first part of the array (with indexes <= openSetTail)
/// is the openSet, the last part of the array (with indexes >
/// openSetTail) are the closed set, with Face set to INSIDE. The
/// hull). The first part of the array (with <![CDATA[indexes <= openSetTail]]>)
/// is the openSet, the last part of the array (with <![CDATA[indexes >
/// openSetTail]]>) are the closed set, with Face set to INSIDE. The
/// closed set is largely irrelevant to the algorithm, the open set is
/// what matters.
///
@@ -199,7 +199,7 @@ namespace Game
///
/// The alternative here is to give each face in Face array it's own
/// openSet. I don't like that solution, because then you have to
/// juggle so many more heap-allocated List<T>'s, we'd have to use
/// juggle so many more heap-allocated <![CDATA[List<T>'s]]>, we'd have to use
/// object pools and such. It would do a lot more allocation, and it
/// would have worse locality. I should maybe test that solution, but
/// it probably wont be faster enough (if at all) to justify the extra
@@ -779,7 +779,7 @@ namespace Game
/// openSet, we could just loop through the openSets in the removed
/// faces. That would make the loop here shorter.
///
/// However, to do that, we would have to juggle A LOT more List<T>'s,
/// However, to do that, we would have to juggle A LOT more <![CDATA[List<T>'s]]>,
/// and we would need an object pool to manage them all without
/// generating a whole bunch of garbage. I don't think it's worth
/// doing that to make this loop shorter, a straight for-loop through