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https://github.com/PixelGuys/Cubyz.git
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CI: Check for trailing spaces and (missing) newlines at the end of the file
fixes #737
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fd43253f4a
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@ -39,7 +39,6 @@
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.size_variation = 6,
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.size_variation = 6,
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},
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},
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.{
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.{
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.id = "cubyz:ground_patch",
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.id = "cubyz:ground_patch",
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.block = "cubyz:lava",
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.block = "cubyz:lava",
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.chance = 0.064,
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.chance = 0.064,
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@ -75,4 +75,3 @@ void main() {
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vec3 vertexPosition = modelPosition + (vertexBuffer[vertexID]*chunks[chunkID].maxPos.xyz + (1 - vertexBuffer[vertexID])*chunks[chunkID].minPos.xyz)*chunks[chunkID].voxelSize;
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vec3 vertexPosition = modelPosition + (vertexBuffer[vertexID]*chunks[chunkID].maxPos.xyz + (1 - vertexBuffer[vertexID])*chunks[chunkID].minPos.xyz)*chunks[chunkID].voxelSize;
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gl_Position = projectionMatrix*viewMatrix*vec4(vertexPosition, 1);
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gl_Position = projectionMatrix*viewMatrix*vec4(vertexPosition, 1);
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}
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}
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@ -15,7 +15,6 @@ uniform int circleColor;
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void main() {
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void main() {
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// Convert to opengl coordinates:
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// Convert to opengl coordinates:
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vec2 position_percentage = (center + vertex_pos*radius)/screen;
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vec2 position_percentage = (center + vertex_pos*radius)/screen;
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@ -15,7 +15,6 @@ uniform vec2 uvDim;
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uniform int color;
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uniform int color;
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void main() {
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void main() {
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// Convert to opengl coordinates:
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// Convert to opengl coordinates:
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vec2 position_percentage = (start + vec2(vertex_pos.x*size.x, size.y - vertex_pos.y*size.y))/screen;
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vec2 position_percentage = (start + vec2(vertex_pos.x*size.x, size.y - vertex_pos.y*size.y))/screen;
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@ -14,7 +14,6 @@ uniform int lineColor;
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void main() {
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void main() {
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// Convert to opengl coordinates:
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// Convert to opengl coordinates:
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vec2 position_percentage = (start + vertex_pos*direction)/screen;
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vec2 position_percentage = (start + vertex_pos*direction)/screen;
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@ -14,7 +14,6 @@ uniform int rectColor;
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void main() {
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void main() {
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// Convert to opengl coordinates:
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// Convert to opengl coordinates:
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vec2 position_percentage = (start + vertex_pos*size)/screen;
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vec2 position_percentage = (start + vertex_pos*size)/screen;
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@ -15,7 +15,6 @@ uniform int rectColor;
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void main() {
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void main() {
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// Convert to opengl coordinates:
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// Convert to opengl coordinates:
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vec2 position_percentage = (start + vertex_pos.xy*size + vertex_pos.zw*lineWidth)/screen;
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vec2 position_percentage = (start + vertex_pos.xy*size + vertex_pos.zw*lineWidth)/screen;
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@ -19,7 +19,6 @@ vec2 convert2Proportional(vec2 original, vec2 full){
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return vec2(original.x/full.x, original.y/full.y);
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return vec2(original.x/full.x, original.y/full.y);
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}
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}
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void main() {
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void main() {
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vec4 texture_rect_percentage = vec4(convert2Proportional(texture_rect.xy, fontSize), convert2Proportional(texture_rect.zw, fontSize));
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vec4 texture_rect_percentage = vec4(convert2Proportional(texture_rect.xy, fontSize), convert2Proportional(texture_rect.zw, fontSize));
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vec2 texture_position = vec2(
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vec2 texture_position = vec2(
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@ -20,7 +20,6 @@ vec2 convert2Proportional(vec2 original, vec2 full) {
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return vec2(original.x/full.x, original.y/full.y);
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return vec2(original.x/full.x, original.y/full.y);
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}
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}
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void main() {
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void main() {
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vec2 vertex_pos = face_pos*vec2(1, -1);
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vec2 vertex_pos = face_pos*vec2(1, -1);
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vec2 position_percentage = convert2Proportional(floor(offset), scene);
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vec2 position_percentage = convert2Proportional(floor(offset), scene);
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@ -13,7 +13,6 @@ uniform vec2 screen;
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uniform int color;
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uniform int color;
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void main() {
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void main() {
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// Convert to opengl coordinates:
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// Convert to opengl coordinates:
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vec2 position_percentage = (start + vertex_pos*size)/screen;
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vec2 position_percentage = (start + vertex_pos*size)/screen;
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startCoord.x = start.x;
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startCoord.x = start.x;
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@ -14,7 +14,6 @@ uniform vec2 screen;
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uniform int color;
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uniform int color;
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void main() {
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void main() {
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// Convert to opengl coordinates:
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// Convert to opengl coordinates:
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vec2 position_percentage = (start + vertex_pos*size)/screen;
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vec2 position_percentage = (start + vertex_pos*size)/screen;
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startCoord.x = start.x;
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startCoord.x = start.x;
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@ -331,5 +331,3 @@ fn patestCallback(
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addMusic(buffer);
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addMusic(buffer);
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return 0;
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return 0;
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}
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}
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@ -8,7 +8,7 @@ var failed: bool = false;
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fn printError(msg: []const u8, filePath: []const u8, data: []const u8, charIndex: usize) void {
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fn printError(msg: []const u8, filePath: []const u8, data: []const u8, charIndex: usize) void {
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var lineStart: usize = 0;
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var lineStart: usize = 0;
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var lineNumber: usize = 1;
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var lineNumber: usize = 1;
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var lineEnd: usize = 0;
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var lineEnd: usize = data.len;
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for(data[0..charIndex], 0..) |c, i| {
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for(data[0..charIndex], 0..) |c, i| {
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if(c == '\n') {
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if(c == '\n') {
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lineStart = i + 1;
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lineStart = i + 1;
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@ -47,6 +47,9 @@ fn checkFile(dir: std.fs.Dir, filePath: []const u8) !void {
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switch(c) {
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switch(c) {
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'\n' => {
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'\n' => {
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lineStart = true;
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lineStart = true;
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if(i != 0 and (data[i - 1] == ' ' or data[i - 1] == '\t')) {
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printError("Line contains trailing whitespaces. Please remove them.", filePath, data, i - 1);
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}
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},
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},
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'\r' => {
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'\r' => {
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printError("Incorrect line ending \\r. Please configure your editor to use LF instead CRLF.", filePath, data, i);
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printError("Incorrect line ending \\r. Please configure your editor to use LF instead CRLF.", filePath, data, i);
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@ -62,6 +65,9 @@ fn checkFile(dir: std.fs.Dir, filePath: []const u8) !void {
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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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if(data.len != 0 and data[data.len - 1] != '\n' or (data.len > 2 and data[data.len - 2] == '\n')) {
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printError("File should end with a single empty line", filePath, data, data.len - 1);
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}
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}
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}
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fn checkDirectory(dir: std.fs.Dir) !void {
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fn checkDirectory(dir: std.fs.Dir) !void {
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@ -1054,9 +1054,7 @@ pub const Item = union(enum) { // MARK: Item
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pub fn deinit(self: Item) void {
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pub fn deinit(self: Item) void {
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switch(self) {
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switch(self) {
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.baseItem => {
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.baseItem => {},
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},
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.tool => |_tool| {
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.tool => |_tool| {
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_tool.deinit();
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_tool.deinit();
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},
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},
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