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Fix trailing whitespace.
Every editor these days seems to trim trailing whitespace, which makes for noisy diffs when old files are changed. So let's just trim it all once and for all. This might mess with merges, sorry Meridian, I suggest doing the same on your fork.
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162 files changed

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.astylerc

Lines changed: 1 addition & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -3,7 +3,5 @@ indent=tab
33
pad-oper
44
pad-header
55
unpad-paren
6-
fill-empty-lines
7-
add-brackets
86
align-pointer=name
9-
mode=c
7+
mode=c

CHANGELOG.txt

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -81,7 +81,7 @@ New features:
8181
- Added right-click on soldier in Craft screen to show their stats.
8282
- Ufopaedia now shows armor damage and stat modifiers.
8383
- New Advanced-Option: View soldier's Psi-Strength after the appropriate research has been completed.*
84-
84+
8585
Battlescape:
8686
- Inventory: Ctrl-click an item to attempt to swap it between the ground and your soldier's inventory.
8787
- Inventory: Added ability to define paper dolls for non-player units.
@@ -143,7 +143,7 @@ Bugfixes:
143143
- Palette system overhauled to prevent windows changing colours incorrectly.
144144
- Fixed various bugs with Unicode handling in paths and strings.
145145
- Fixed various UI bugs on tablets.
146-
146+
147147
Geoscape:
148148
- X-Com now correctly pays their first month's rent and maintenance in advance.
149149
- To avoid lawsuits, sacked soldiers no longer take their armour with them.
@@ -163,7 +163,7 @@ Bugfixes:
163163
- Fix the council congratulating XCom on a job well done as they cancel the project.
164164
- Downed UFOs will use appropriate behaviour after XCom dusts off.
165165
- Alien mission timers fixed.
166-
166+
167167
Battlescape:
168168
- Fixes to various UFOpaedia articles.
169169
- Loading saved games now correctly preserves the difficulty adjustments to alien stats.
@@ -551,7 +551,7 @@ New features:
551551
- Support for user soldier name pools.
552552
- Various new options (see docs).
553553
- Debug mode.
554-
554+
555555
Bugfixes:
556556
- Two duplicating ammo bugs.
557557
- Wrong rocket launcher hand sprite.

bin/common/Language/en-GB.yml

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -308,7 +308,7 @@ en-GB:
308308
STR_MOUSEWHEEL_SPEED_DESC: "Adjusts the number of lines scrolled in lists with each increment of the mouse wheel."
309309
STR_DISABLED: "Disabled"
310310
STR_MAXIMIZE_INFO_SCREENS: "Maximize info screens"
311-
STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventory and various other screens will be displayed at full screen, regardless of scale settings."
311+
STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventory and various other screens will be displayed at full screen, regardless of scale settings."
312312
STR_DIARY: "DIARY"
313313
STR_KILLED: "KILLED"
314314
STR_STUNNED: "STUNNED"

bin/common/Language/en-US.yml

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -308,7 +308,7 @@ en-US:
308308
STR_MOUSEWHEEL_SPEED_DESC: "Adjusts the number of lines scrolled in lists with each increment of the mouse wheel."
309309
STR_DISABLED: "Disabled"
310310
STR_MAXIMIZE_INFO_SCREENS: "Maximize info screens"
311-
STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventory and various other screens will be displayed at full screen, regardless of scale settings."
311+
STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventory and various other screens will be displayed at full screen, regardless of scale settings."
312312
STR_DIARY: "DIARY"
313313
STR_KILLED: "KILLED"
314314
STR_STUNNED: "STUNNED"

bin/common/Shaders/5xBR_Rounded.OpenGL.shader

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,6 @@
11
# <!--
22
# Hyllian's 5xBR v3.7a Shader
3-
3+
44
# Copyright (C) 2011, 2012 Hyllian/Jararaca - sergiogdb@gmail.com
55
# Copyright (C) 2012 crazy46guy (GLSL conversion)
66

@@ -43,7 +43,7 @@ vertex: |
4343
gl_TexCoord[4] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, dy); // G H I
4444
gl_TexCoord[5] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
4545
gl_TexCoord[6] = gl_MultiTexCoord0.xyyy + vec4(-2.0*dx, -dy, 0, dy); // A0 D0 G0
46-
gl_TexCoord[7] = gl_MultiTexCoord0.xyyy + vec4( 2.0*dx, -dy, 0, dy); // C4 F4 I4
46+
gl_TexCoord[7] = gl_MultiTexCoord0.xyyy + vec4( 2.0*dx, -dy, 0, dy); // C4 F4 I4
4747
}
4848
fragment: |
4949
uniform sampler2D rubyTexture;
@@ -73,7 +73,7 @@ fragment: |
7373

7474
bvec4 _or_(bvec4 A, bvec4 B) {
7575
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
76-
}
76+
}
7777

7878
vec4 df(vec4 A, vec4 B) {
7979
return vec4(abs(A - B));
@@ -139,15 +139,15 @@ fragment: |
139139
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
140140

141141
// These inequations define the line below which interpolation occurs
142-
bvec4 fx = greaterThan(Ao * fp.y + Bo * fp.x, Co);
142+
bvec4 fx = greaterThan(Ao * fp.y + Bo * fp.x, Co);
143143
bvec4 fx_left = greaterThan(Ax * fp.y + Bx * fp.x, Cx);
144144
bvec4 fx_up = greaterThan(Ay * fp.y + By * fp.x, Cy);
145145

146146
bvec4 interp_restriction_lv1 = _and_( notEqual(e, f), notEqual(e, h) );
147147
bvec4 interp_restriction_lv2_left = _and_( notEqual(e, g), notEqual(d, g) );
148148
bvec4 interp_restriction_lv2_up = _and_( notEqual(e, c), notEqual(b, c) );
149149

150-
bvec4 edr = _and_( lessThan(weighted_distance(e, c, g, i, h5, f4, h, f),
150+
bvec4 edr = _and_( lessThan(weighted_distance(e, c, g, i, h5, f4, h, f),
151151
weighted_distance(h, d, i5, f, i4, b, e, i)), interp_restriction_lv1 );
152152
bvec4 edr_left = _and_( lessThanEqual(coef * df(f, g), df(h, c)), interp_restriction_lv2_left );
153153
bvec4 edr_up = _and_( greaterThanEqual(df(f, g), coef * df(h, c)), interp_restriction_lv2_up );

bin/common/Shaders/5xBR_Semi-Rounded.OpenGL.shader

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11
# <?xml version="1.0" encoding="UTF-8"?>
22
# <!--
33
# Hyllian's 5xBR v3.7b (semi-rounded) Shader
4-
4+
55
# Copyright (C) 2011, 2012 Hyllian/Jararaca - sergiogdb@gmail.com
66
# Copyright (C) 2012 crazy46guy (GLSL conversion)
77

@@ -44,7 +44,7 @@ vertex: |
4444
gl_TexCoord[4] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, dy); // G H I
4545
gl_TexCoord[5] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
4646
gl_TexCoord[6] = gl_MultiTexCoord0.xyyy + vec4(-2.0*dx, -dy, 0, dy); // A0 D0 G0
47-
gl_TexCoord[7] = gl_MultiTexCoord0.xyyy + vec4( 2.0*dx, -dy, 0, dy); // C4 F4 I4
47+
gl_TexCoord[7] = gl_MultiTexCoord0.xyyy + vec4( 2.0*dx, -dy, 0, dy); // C4 F4 I4
4848
}
4949
fragment: |
5050
uniform sampler2D rubyTexture;
@@ -76,7 +76,7 @@ fragment: |
7676

7777
bvec4 _or_(bvec4 A, bvec4 B) {
7878
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
79-
}
79+
}
8080

8181
vec4 df(vec4 A, vec4 B) {
8282
return vec4(abs(A - B));
@@ -146,7 +146,7 @@ fragment: |
146146
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
147147

148148
// These inequations define the line below which interpolation occurs
149-
bvec4 fx = greaterThan(Ao * fp.y + Bo * fp.x, Co);
149+
bvec4 fx = greaterThan(Ao * fp.y + Bo * fp.x, Co);
150150
bvec4 fx_left = greaterThan(Ax * fp.y + Bx * fp.x, Cx);
151151
bvec4 fx_up = greaterThan(Ay * fp.y + By * fp.x, Cy);
152152

@@ -159,7 +159,7 @@ fragment: |
159159
bvec4 interp_restriction_lv2_left = _and_( notEqual(e, g), notEqual(d, g) );
160160
bvec4 interp_restriction_lv2_up = _and_( notEqual(e, c), notEqual(b, c) );
161161

162-
bvec4 edr = _and_( lessThan(weighted_distance(e, c, g, i, h5, f4, h, f),
162+
bvec4 edr = _and_( lessThan(weighted_distance(e, c, g, i, h5, f4, h, f),
163163
weighted_distance(h, d, i5, f, i4, b, e, i)), interp_restriction_lv1 );
164164
bvec4 edr_left = _and_( lessThanEqual(coef * df(f, g), df(h, c)), interp_restriction_lv2_left );
165165
bvec4 edr_up = _and_( greaterThanEqual(df(f, g), coef * df(h, c)), interp_restriction_lv2_up );

bin/common/Shaders/5xBR_Squared.OpenGL.shader

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11
# <?xml version="1.0" encoding="UTF-8"?>
22
# <!--
33
# Hyllian's 5xBR v3.7c (squared) Shader
4-
4+
55
# Copyright (C) 2011, 2012 Hyllian/Jararaca - sergiogdb@gmail.com
66
# Copyright (C) 2012 crazy46guy (GLSL conversion)
77

@@ -44,7 +44,7 @@ vertex: |
4444
gl_TexCoord[4] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, dy); // G H I
4545
gl_TexCoord[5] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
4646
gl_TexCoord[6] = gl_MultiTexCoord0.xyyy + vec4(-2.0*dx, -dy, 0, dy); // A0 D0 G0
47-
gl_TexCoord[7] = gl_MultiTexCoord0.xyyy + vec4( 2.0*dx, -dy, 0, dy); // C4 F4 I4
47+
gl_TexCoord[7] = gl_MultiTexCoord0.xyyy + vec4( 2.0*dx, -dy, 0, dy); // C4 F4 I4
4848
}
4949
fragment: |
5050
uniform sampler2D rubyTexture;
@@ -76,7 +76,7 @@ fragment: |
7676

7777
bvec4 _or_(bvec4 A, bvec4 B) {
7878
return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w);
79-
}
79+
}
8080

8181
vec4 df(vec4 A, vec4 B) {
8282
return vec4(abs(A - B));
@@ -146,7 +146,7 @@ fragment: |
146146
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
147147

148148
// These inequations define the line below which interpolation occurs
149-
bvec4 fx = greaterThan(Ao * fp.y + Bo * fp.x, Co);
149+
bvec4 fx = greaterThan(Ao * fp.y + Bo * fp.x, Co);
150150
bvec4 fx_left = greaterThan(Ax * fp.y + Bx * fp.x, Cx);
151151
bvec4 fx_up = greaterThan(Ay * fp.y + By * fp.x, Cy);
152152

@@ -162,7 +162,7 @@ fragment: |
162162
bvec4 interp_restriction_lv2_left = _and_( notEqual(e, g), notEqual(d, g) );
163163
bvec4 interp_restriction_lv2_up = _and_( notEqual(e, c), notEqual(b, c) );
164164

165-
bvec4 edr = _and_( lessThan(weighted_distance(e, c, g, i, h5, f4, h, f),
165+
bvec4 edr = _and_( lessThan(weighted_distance(e, c, g, i, h5, f4, h, f),
166166
weighted_distance(h, d, i5, f, i4, b, e, i)), interp_restriction_lv1 );
167167
bvec4 edr_left = _and_( lessThanEqual(coef * df(f, g), df(h, c)), interp_restriction_lv2_left );
168168
bvec4 edr_up = _and_( greaterThanEqual(df(f, g), coef * df(h, c)), interp_restriction_lv2_up );

bin/common/Shaders/HQ2x.OpenGL.shader

Lines changed: 9 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -32,15 +32,15 @@ fragment: |
3232
const float lum_add = 0.25; // effects smoothing
3333

3434
void main() {
35-
vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz;
36-
vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz;
37-
vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz;
38-
vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz;
39-
vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz;
40-
vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz;
41-
vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz;
42-
vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz;
43-
vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz;
35+
vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz;
36+
vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz;
37+
vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz;
38+
vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz;
39+
vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz;
40+
vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz;
41+
vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz;
42+
vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz;
43+
vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz;
4444
vec3 dt = vec3(1.0, 1.0, 1.0);
4545

4646
float md1 = dot(abs(c00 - c22), dt);

bin/common/Shaders/Openxcom.OpenGL.shader

Lines changed: 12 additions & 12 deletions
Original file line numberDiff line numberDiff line change
@@ -54,17 +54,17 @@ vertex: |
5454
// br = bottom-right vertex //
5555
// bl = bottom-left vertex //
5656
//////////////////////////////////////////////////
57-
const vec2 tr = vec2(x_value,y_value);
57+
const vec2 tr = vec2(x_value,y_value);
5858
const vec2 tl = vec2(-x_value,y_value);
59-
const vec2 br = vec2(x_value,0.0);
59+
const vec2 br = vec2(x_value,0.0);
6060
const vec2 bl = vec2(-x_value,0.0);
6161

6262
////////////////////////////////////////////////////////
6363
//Defines screen position and initial texture coord's.//
6464
////////////////////////////////////////////////////////
6565
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
6666
gl_TexCoord[0] = gl_MultiTexCoord0;
67-
67+
6868
//////////////////////////////////////////////////////
6969
//Defines the x-y section of the texture coordinate.//
7070
//////////////////////////////////////////////////////
@@ -74,7 +74,7 @@ vertex: |
7474
gl_TexCoord[4].xy = gl_TexCoord[0].xy + (tl * 0.55);
7575
gl_TexCoord[5].xy = gl_TexCoord[0].xy - tr;
7676
gl_TexCoord[6].xy = gl_TexCoord[0].xy + tr;
77-
77+
7878
//////////////////////////////////////////////////////
7979
//Defines the z-w section of the texture coordinate.//
8080
//////////////////////////////////////////////////////
@@ -110,8 +110,8 @@ fragment: |
110110
// min_weight = minimum filter weight //
111111
//////////////////////////////////////////////////////////////
112112
const float start_weight = 1.04;
113-
const float k = -1.07;
114-
const float max_weight = 0.73;
113+
const float k = -1.07;
114+
const float max_weight = 0.73;
115115
const float min_weight = 0.05;
116116

117117
////////////////////////////////////////////////////////////////////
@@ -142,10 +142,10 @@ fragment: |
142142
//FILTER WEIGHTS: These are the weights which will be used//
143143
//by the filter to produce the intended result. //
144144
////////////////////////////////////////////////////////////
145-
float w1 = min(dot(abs(i2-i4),ref), max(dp(o2),dp(o4)));
146-
float w2 = min(dot(abs(i1-i3),ref), max(dp(o1),dp(o3)));
147-
float w3 = min(dot(abs(i2-i4),ref), max(dp(o2),dp(o4)));
148-
float w4 = min(dot(abs(i1-i3),ref), max(dp(o1),dp(o3)));
145+
float w1 = min(dot(abs(i2-i4),ref), max(dp(o2),dp(o4)));
146+
float w2 = min(dot(abs(i1-i3),ref), max(dp(o1),dp(o3)));
147+
float w3 = min(dot(abs(i2-i4),ref), max(dp(o2),dp(o4)));
148+
float w4 = min(dot(abs(i1-i3),ref), max(dp(o1),dp(o3)));
149149

150150
//////////////////////////////////////////////////////////////////
151151
//Adjusts the weight values, based on the previous dot-products.//
@@ -173,9 +173,9 @@ fragment: |
173173
//Weights w1 to w4 are clamped between the min and the max weight,//
174174
//preventing them from aversely being too high or too low. //
175175
////////////////////////////////////////////////////////////////////
176-
w1 = clamp(w1+start_weight, min_weight, max_weight);
176+
w1 = clamp(w1+start_weight, min_weight, max_weight);
177177
w2 = clamp(w2+start_weight, min_weight, max_weight);
178-
w3 = clamp(w3+start_weight, min_weight, max_weight);
178+
w3 = clamp(w3+start_weight, min_weight, max_weight);
179179
w4 = clamp(w4+start_weight, min_weight, max_weight);
180180

181181
///////////////////////////////////////////////////////////////////////////

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