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synced 2025-09-22 10:53:55 -04:00
Update zig version to 0.11.0-dev.3655+a2f54fce5
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@ -98,9 +98,9 @@ pub const ChunkPosition = struct {
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var dx = @fabs(@intToFloat(f64, self.wx) + halfWidth - playerPosition[0]);
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var dy = @fabs(@intToFloat(f64, self.wy) + halfWidth - playerPosition[1]);
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var dz = @fabs(@intToFloat(f64, self.wz) + halfWidth - playerPosition[2]);
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dx = @max(0.0, dx - halfWidth); // TODO: #15644
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dy = @max(0.0, dy - halfWidth); // TODO: #15644
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dz = @max(0.0, dz - halfWidth); // TODO: #15644
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dx = @max(0, dx - halfWidth);
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dy = @max(0, dy - halfWidth);
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dz = @max(0, dz - halfWidth);
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return dx*dx + dy*dy + dz*dz;
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}
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@ -631,7 +631,7 @@ pub const TextBuffer = struct {
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}
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pub fn mousePosToIndex(self: TextBuffer, mousePos: Vec2f, bufferLen: usize) u32 {
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var line: usize = @floatToInt(usize, @max(0.0, mousePos[1]/16.0)); // TODO: #15644
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var line: usize = @floatToInt(usize, @max(0, mousePos[1]/16.0));
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line = @min(line, self.lineBreaks.items.len - 2);
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var x: f32 = self.getLineOffset(line);
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const start = self.lineBreaks.items[line].index;
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@ -781,7 +781,7 @@ pub const TextBuffer = struct {
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else y += 8;
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draw.setColor(line.color | (@as(u32, 0xff000000) & draw.color));
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for(lineWraps, 0..) |lineWrap, j| {
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const lineStart = @max(0.0, line.start); // TODO: #15644
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const lineStart = @max(0, line.start);
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const lineEnd = @min(lineWrap, line.end);
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if(lineStart < lineEnd) {
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var start = Vec2f{lineStart + self.getLineOffset(j), y};
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@ -848,7 +848,7 @@ pub const TextBuffer = struct {
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else y += 8;
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draw.setColor(shadowColor(line.color) | (@as(u32, 0xff000000) & draw.color));
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for(lineWraps, 0..) |lineWrap, j| {
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const lineStart = @max(0.0, line.start); // TODO: #15644
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const lineStart = @max(0, line.start);
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const lineEnd = @min(lineWrap, line.end);
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if(lineStart < lineEnd) {
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var start = Vec2f{lineStart + self.getLineOffset(j), y};
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@ -1089,7 +1089,7 @@ pub const Shader = struct {
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const self = try Shader.init(vertex, fragment);
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inline for(@typeInfo(@TypeOf(ptrToUniformStruct.*)).Struct.fields) |field| {
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if(field.type == c_int) {
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@field(ptrToUniformStruct, field.name) = c.glGetUniformLocation(self.id, field.name[0..]);
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@field(ptrToUniformStruct, field.name) = c.glGetUniformLocation(self.id, field.name[0..] ++ "\x00"); // TODO: #16072
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}
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}
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return self;
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@ -364,7 +364,7 @@ pub fn updateWindowPosition(self: *GuiWindow) void {
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switch(relPos) {
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.ratio => |ratio| {
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self.pos[i] = windowSize[i]*ratio - self.size[i]/2;
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self.pos[i] = @max(self.pos[i], 0.0); // TODO: #15644
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self.pos[i] = @max(self.pos[i], 0);
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self.pos[i] = @min(self.pos[i], windowSize[i] - self.size[i]);
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},
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.attachedToFrame => |attachedToFrame| {
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@ -76,7 +76,7 @@ fn updateValueFromButtonPos(self: *ScrollBar) void {
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pub fn scroll(self: *ScrollBar, offset: f32) void {
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self.currentState += offset;
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self.currentState = @min(1.0, @max(0.0, self.currentState)); // TODO: #15644
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self.currentState = @min(1, @max(0, self.currentState));
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}
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pub fn updateHovered(self: *ScrollBar, mousePosition: Vec2f) void {
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@ -106,7 +106,7 @@ pub fn render(self: *ScrollBar, mousePosition: Vec2f) !void {
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self.setButtonPosFromValue();
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if(self.button.pressed) {
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self.button.pos[1] = mousePosition[1] - self.mouseAnchor;
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self.button.pos[1] = @min(@max(self.button.pos[1], 0.0), range - 0.001); // TODO: #15644
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self.button.pos[1] = @min(@max(self.button.pos[1], 0), range - 0.001);
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self.updateValueFromButtonPos();
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}
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const oldTranslation = draw.setTranslation(self.pos);
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@ -352,7 +352,7 @@ pub const ItemDropManager = struct {
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}
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// Apply drag:
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vel.* += acceleration;
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vel.* *= @splat(3, @max(0.0, 1 - drag*deltaTime)); // TODO: #15644
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vel.* *= @splat(3, @max(0, 1 - drag*deltaTime));
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}
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fn fixStuckInBlock(self: *ItemDropManager, chunk: *Chunk, pos: *Vec3d, vel: *Vec3d, deltaTime: f64) void {
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@ -34,7 +34,7 @@ const Material = struct {
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self.density = json.get(f32, "density", 1.0);
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self.resistance = json.get(f32, "resistance", 1.0);
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self.power = json.get(f32, "power", 1.0);
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self.roughness = @max(0.0, json.get(f32, "roughness", 1.0)); // TODO: #15644
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self.roughness = @max(0, json.get(f32, "roughness", 1.0));
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const colors = json.getChild("colors");
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self.colorPalette = try allocator.alloc(Color, colors.JsonArray.items.len);
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for(colors.JsonArray.items, self.colorPalette) |item, *color| {
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@ -758,7 +758,7 @@ const ToolPhysics = struct {
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}
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}
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// Smaller tools are faster to swing. To balance that smaller tools get a lower durability.
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tool.maxDurability = @floatToInt(u32, @max(1.0, std.math.pow(f32, durability/4, 1.5))); // TODO: #15644
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tool.maxDurability = @floatToInt(u32, @max(1, std.math.pow(f32, durability/4, 1.5)));
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tool.durability = tool.maxDurability;
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}
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@ -670,9 +670,9 @@ pub const Frustum = struct {
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inline for(self.planes) |plane| {
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var dist: f32 = vec.dot(pos - plane.pos, plane.norm);
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// Find the most positive corner:
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dist += @max(0.0, dim[0]*plane.norm[0]); // TODO: #15644
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dist += @max(0.0, dim[1]*plane.norm[1]); // TODO: #15644
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dist += @max(0.0, dim[2]*plane.norm[2]); // TODO: #15644
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dist += @max(0, dim[0]*plane.norm[0]);
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dist += @max(0, dim[1]*plane.norm[1]);
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dist += @max(0, dim[2]*plane.norm[2]);
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if(dist < 128) return false;
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}
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return true;
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@ -253,7 +253,7 @@ fn considerCoordinates(x: i32, y: i32, z: i32, map: *CaveMapFragment, seed: *u64
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};
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// At y = caveHeightWithMaxDensity blocks the chance is saturated, while at maxCaveHeight the chance gets 0:
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if(random.nextFloat(seed) >= maxCaveDensity*@min(1.0, @floatCast(f32, (maxCaveHeight - startWorldPos[1])/(maxCaveHeight - caveHeightWithMaxDensity)))) return; // TODO: #15644
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if(random.nextFloat(seed) >= maxCaveDensity*@min(1, @floatCast(f32, (maxCaveHeight - startWorldPos[1])/(maxCaveHeight - caveHeightWithMaxDensity)))) return;
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var starters = 1 + random.nextIntBounded(u8, seed, 4);
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while(starters != 0) : (starters -= 1) {
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@ -188,7 +188,7 @@ fn heightDependantTemperature(temperature: f32, height: f32) f32 {
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// Therefor the total equation gets: `65K*2/80K/(1 - oceanThreshold)*(height - oceanThreshold)` = `1.625/(1 - oceanThreshold)*(height - oceanThreshold)`
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// Furthermore I assume that the average temperature is at 1km of height.
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return temperature - 1.625*(@max(0.0, height - oceanThreshold)/(1 - oceanThreshold) - 0.1); // TODO: #15644
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return temperature - 1.625*(@max(0, height - oceanThreshold)/(1 - oceanThreshold) - 0.1);
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}
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fn findClimate(height: f32, humid: f32, temp: f32) Biome.Type {
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