diff options
-rw-r--r-- | editor/progress_dialog.cpp | 6 | ||||
-rw-r--r-- | main/input_default.cpp | 3 | ||||
-rw-r--r-- | servers/visual/shader_language.cpp | 2 |
3 files changed, 7 insertions, 4 deletions
diff --git a/editor/progress_dialog.cpp b/editor/progress_dialog.cpp index 29a780961e..4a98aa411d 100644 --- a/editor/progress_dialog.cpp +++ b/editor/progress_dialog.cpp @@ -39,7 +39,7 @@ void BackgroundProgress::_add_task(const String &p_task, const String &p_label, _THREAD_SAFE_METHOD_ ERR_FAIL_COND(tasks.has(p_task)); - Task t; + BackgroundProgress::Task t; t.hb = memnew(HBoxContainer); Label *l = memnew(Label); l->set_text(p_label + " "); @@ -112,7 +112,7 @@ void BackgroundProgress::add_task(const String &p_task, const String &p_label, i void BackgroundProgress::task_step(const String &p_task, int p_step) { //this code is weird, but it prevents deadlock. - bool no_updates; + bool no_updates = true; { _THREAD_SAFE_METHOD_ no_updates = updates.empty(); @@ -167,7 +167,7 @@ void ProgressDialog::_popup() { void ProgressDialog::add_task(const String &p_task, const String &p_label, int p_steps, bool p_can_cancel) { ERR_FAIL_COND(tasks.has(p_task)); - Task t; + ProgressDialog::Task t; t.vb = memnew(VBoxContainer); VBoxContainer *vb2 = memnew(VBoxContainer); t.vb->add_margin_child(p_label, vb2); diff --git a/main/input_default.cpp b/main/input_default.cpp index 33c422190d..e8015400af 100644 --- a/main/input_default.cpp +++ b/main/input_default.cpp @@ -429,6 +429,7 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool action.physics_frame = Engine::get_singleton()->get_physics_frames(); action.idle_frame = Engine::get_singleton()->get_idle_frames(); action.pressed = p_event->is_action_pressed(E->key()); + action.strength = 0.f; action_state[E->key()] = action; } action_state[E->key()].strength = p_event->get_action_strength(E->key()); @@ -562,6 +563,7 @@ void InputDefault::action_press(const StringName &p_action) { action.physics_frame = Engine::get_singleton()->get_physics_frames(); action.idle_frame = Engine::get_singleton()->get_idle_frames(); action.pressed = true; + action.strength = 0.f; action_state[p_action] = action; } @@ -573,6 +575,7 @@ void InputDefault::action_release(const StringName &p_action) { action.physics_frame = Engine::get_singleton()->get_physics_frames(); action.idle_frame = Engine::get_singleton()->get_idle_frames(); action.pressed = false; + action.strength = 0.f; action_state[p_action] = action; } diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp index d52e121a13..e2db89e699 100644 --- a/servers/visual/shader_language.cpp +++ b/servers/visual/shader_language.cpp @@ -2498,7 +2498,7 @@ bool ShaderLanguage::_get_completable_identifier(BlockNode *p_block, CompletionT identifier = StringName(); - TkPos pos; + TkPos pos = { 0, 0 }; Token tk = _get_token(); |