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authorRémi Verschelde <rverschelde@gmail.com>2019-04-09 17:08:36 +0200
committerRémi Verschelde <rverschelde@gmail.com>2019-04-09 17:09:48 +0200
commitc8994b56f95c2623f60e48cd86d6e2368708e3ca (patch)
tree105363f3f3283eb691f44de640fcdad852c2ba1b /servers
parent4b2c79c4718f2f0b016069f0acba61df6d950fbd (diff)
Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
Diffstat (limited to 'servers')
-rw-r--r--servers/physics/body_sw.cpp9
-rw-r--r--servers/physics_2d/body_2d_sw.cpp9
-rw-r--r--servers/visual/shader_language.cpp6
-rw-r--r--servers/visual/visual_server_scene.cpp21
4 files changed, 30 insertions, 15 deletions
diff --git a/servers/physics/body_sw.cpp b/servers/physics/body_sw.cpp
index f0fbbafe1c..b4c3670a7b 100644
--- a/servers/physics/body_sw.cpp
+++ b/servers/physics/body_sw.cpp
@@ -196,7 +196,8 @@ void BodySW::set_param(PhysicsServer::BodyParameter p_param, real_t p_value) {
angular_damp = p_value;
} break;
- default: {}
+ default: {
+ }
}
}
@@ -226,7 +227,8 @@ real_t BodySW::get_param(PhysicsServer::BodyParameter p_param) const {
return angular_damp;
} break;
- default: {}
+ default: {
+ }
}
return 0;
@@ -474,7 +476,8 @@ void BodySW::integrate_forces(real_t p_step) {
_compute_area_gravity_and_dampenings(aa[i].area);
stopped = mode == PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE;
} break;
- default: {}
+ default: {
+ }
}
}
}
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index 60bcb2e28e..60bbcef4b6 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -174,7 +174,8 @@ void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, real_t p_value)
angular_damp = p_value;
} break;
- default: {}
+ default: {
+ }
}
}
@@ -206,7 +207,8 @@ real_t Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
return angular_damp;
} break;
- default: {}
+ default: {
+ }
}
return 0;
@@ -443,7 +445,8 @@ void Body2DSW::integrate_forces(real_t p_step) {
_compute_area_gravity_and_dampenings(aa[i].area);
stopped = mode == Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE;
} break;
- default: {}
+ default: {
+ }
}
}
}
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index 1f9d263354..33714a79b2 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -3620,7 +3620,8 @@ ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, Sha
case TYPE_FLOAT: {
nv.real = -cn->values[i].real;
} break;
- default: {}
+ default: {
+ }
}
values.push_back(nv);
@@ -4822,7 +4823,8 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
case TYPE_MAT2: limit = 2; break;
case TYPE_MAT3: limit = 3; break;
case TYPE_MAT4: limit = 4; break;
- default: {}
+ default: {
+ }
}
for (int i = 0; i < limit; i++) {
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index 2590e29aef..a5858ab661 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -399,7 +399,8 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base) {
VSG::scene_render->free(gi_probe->probe_instance);
} break;
- default: {}
+ default: {
+ }
}
if (instance->base_data) {
@@ -476,7 +477,8 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base) {
gi_probe->probe_instance = VSG::scene_render->gi_probe_instance_create();
} break;
- default: {}
+ default: {
+ }
}
VSG::storage->instance_add_dependency(p_base, instance);
@@ -524,7 +526,8 @@ void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario) {
gi_probe_update_list.remove(&gi_probe->update_element);
}
} break;
- default: {}
+ default: {
+ }
}
instance->scenario = NULL;
@@ -556,7 +559,8 @@ void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario) {
gi_probe_update_list.add(&gi_probe->update_element);
}
} break;
- default: {}
+ default: {
+ }
}
_instance_queue_update(instance, true, true);
@@ -671,7 +675,8 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
}
} break;
- default: {}
+ default: {
+ }
}
}
inline bool is_geometry_instance(VisualServer::InstanceType p_type) {
@@ -848,7 +853,8 @@ void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceF
instance->redraw_if_visible = p_enabled;
} break;
- default: {}
+ default: {
+ }
}
}
void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {
@@ -1040,7 +1046,8 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
new_aabb = VSG::storage->lightmap_capture_get_bounds(p_instance->base);
} break;
- default: {}
+ default: {
+ }
}
// <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs