cleanup and fix warnings
This commit is contained in:
@@ -1,7 +1,7 @@
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{
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"ID": "3c7bc3854d42f9b1b0fea9ba0d7fa8e9",
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"TypeName": "FlaxEditor.Content.Settings.GameSettings",
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"EngineBuild": 6224,
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"EngineBuild": 6225,
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"Data": {
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"ProductName": "Goake",
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"CompanyName": "GoaLitiuM",
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@@ -21,7 +21,6 @@
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"GameCooking": "af2e52554f7faed7b4937181dd22d166",
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"Streaming": "3a6ffc3a43e684f77cfed1a1f8f6bd0e",
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"CustomSettings": {
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"BrushMaterials": "29a0b0c54b40eb3e6857ffb4c9cab71e",
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"BrushMaterialsLegacy": "51fb8bec4cfc9095612aaf992382a255"
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},
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"WindowsPlatform": "4a5eec97484253fed72934860ae62c40",
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@@ -1,7 +1,7 @@
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{
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"ID": "af2e52554f7faed7b4937181dd22d166",
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"TypeName": "FlaxEditor.Content.Settings.BuildSettings",
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"EngineBuild": 6224,
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"EngineBuild": 6225,
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"Data": {
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"MaxAssetsPerPackage": 4096,
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"MaxPackageSizeMB": 1024,
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@@ -21,7 +21,7 @@
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"Targets": [
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{
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"Name": "Win64",
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"Output": "Output\\Windows",
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"Output": "Output\\WindowsDevelopment",
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"Platform": 2,
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"Mode": 1,
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"CustomDefines": null,
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@@ -1,7 +1,7 @@
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{
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"ID": "a55dc3c04da4ea3744b7f1994565beac",
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"TypeName": "FlaxEditor.Content.Settings.TimeSettings",
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"EngineBuild": 6223,
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"EngineBuild": 6224,
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"Data": {
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"UpdateFPS": 0.0,
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"PhysicsFPS": 60.0,
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@@ -10,18 +10,19 @@
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"Name": "$(EnginePath)/Flax.flaxproj"
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}
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],
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"DefaultScene": "0c0af24c4fafa9c72af2c08723321976",
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"DefaultScene": "194e05f445ece24ec5448d886e1334df",
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"DefaultSceneSpawn": {
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"Position": {
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"X": -156.703262,
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"Y": 72.0358047,
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"Z": 60.55879
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"X": -902.0629,
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"Y": 230.86,
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"Z": 402.125732
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},
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"Direction": {
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"X": -0.138984218,
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"Y": -0.0383501835,
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"Z": 0.9895517
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"X": 0.925840437,
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"Y": -0.16703406,
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"Z": 0.338997364
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}
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},
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"MinEngineVersion": "0.0.6194"
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"MinEngineVersion": "0.0.6194",
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"EngineNickname": null
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}
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@@ -295,10 +295,7 @@ namespace Cabrito
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}
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if (Debugger.IsAttached)
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{
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Debugger.Break();
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text = text;
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}
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else
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throw new Exception(text);
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}
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@@ -14,9 +14,6 @@ namespace Game
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private float viewYaw;
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private float viewRoll;
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private float xAxis;
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private float yAxis;
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private InputEvent onExit = new InputEvent("Exit");
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public override void OnAwake()
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@@ -113,15 +113,11 @@ namespace Game
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if (Mathf.Abs(intersection.X) > maxDist * 1f || Mathf.Abs(intersection.Y) > maxDist * 1f ||
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Mathf.Abs(intersection.Z) > maxDist * 1f)
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{
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denom = denom;
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continue;
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}
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if (Math.Abs(denom) < 0.0000000001)
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{
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denom = denom;
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continue;
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}
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//if (intersection.Length > maxDist*2f)
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// continue;
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@@ -1,4 +1,6 @@
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using System;
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#if false
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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@@ -1309,4 +1311,6 @@ namespace Game
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} while (currentEdge != startingEdge);
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}
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}
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}
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}
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#endif
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@@ -167,7 +167,7 @@ namespace Game
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/// candidate that can do all of those things.
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///
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/// I'm wondering if using a Dictionary is best idea, though. It might
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/// be better to just have them in a List<Face> and mark a face as
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/// be better to just have them in a <![CDATA[List<Face>]]> and mark a face as
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/// deleted by adding a field to the Face struct. The downside is that
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/// we would need an extra field in the Face struct, and when we're
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/// looping through the points in openSet, we would have to loop
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@@ -176,7 +176,7 @@ namespace Game
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/// list is fairly fast, and it might be worth it to avoid Dictionary
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/// overhead.
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///
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/// TODO test converting to a List<Face> instead.
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/// TODO test converting to a <![CDATA[List<Face>]]> instead.
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/// </summary>
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Dictionary<int, Face> faces;
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@@ -184,9 +184,9 @@ namespace Game
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/// The set of points to be processed. "openSet" is a misleading name,
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/// because it's both the open set (points which are still outside the
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/// convex hull) and the closed set (points that are inside the convex
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/// hull). The first part of the array (with indexes <= openSetTail)
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/// is the openSet, the last part of the array (with indexes >
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/// openSetTail) are the closed set, with Face set to INSIDE. The
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/// hull). The first part of the array (with <![CDATA[indexes <= openSetTail]]>)
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/// is the openSet, the last part of the array (with <![CDATA[indexes >
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/// openSetTail]]>) are the closed set, with Face set to INSIDE. The
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/// closed set is largely irrelevant to the algorithm, the open set is
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/// what matters.
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///
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@@ -199,7 +199,7 @@ namespace Game
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///
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/// The alternative here is to give each face in Face array it's own
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/// openSet. I don't like that solution, because then you have to
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/// juggle so many more heap-allocated List<T>'s, we'd have to use
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/// juggle so many more heap-allocated <![CDATA[List<T>'s]]>, we'd have to use
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/// object pools and such. It would do a lot more allocation, and it
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/// would have worse locality. I should maybe test that solution, but
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/// it probably wont be faster enough (if at all) to justify the extra
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@@ -779,7 +779,7 @@ namespace Game
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/// openSet, we could just loop through the openSets in the removed
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/// faces. That would make the loop here shorter.
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///
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/// However, to do that, we would have to juggle A LOT more List<T>'s,
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/// However, to do that, we would have to juggle A LOT more <![CDATA[List<T>'s]]>,
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/// and we would need an object pool to manage them all without
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/// generating a whole bunch of garbage. I don't think it's worth
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/// doing that to make this loop shorter, a straight for-loop through
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