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https://github.com/space-wizards/RobustToolbox.git
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Fix some compiler warnings.
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@@ -62,7 +62,6 @@ namespace Robust.Shared.Maths
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public Matrix22 GetInverse()
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{
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float a = EX.X, b = EY.X, c = EX.Y, d = EY.Y;
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Matrix22 B;
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float det = a * d - b * c;
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if (det != 0.0f)
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{
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@@ -19,7 +19,6 @@ namespace Robust.Shared.GameObjects
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public class EntitySystemManager : IEntitySystemManager
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{
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[Dependency] private readonly IReflectionManager _reflectionManager = default!;
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[Dependency] private readonly IDynamicTypeFactoryInternal _typeFactory = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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#if EXCEPTION_TOLERANCE
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@@ -232,6 +232,8 @@ stored in a single array since multiple arrays lead to multiple misses.
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_positionIterations = cfg.PositionIterations;
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_sleepAllowed = cfg.SleepAllowed;
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_timeToSleep = cfg.TimeToSleep;
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_linearSlop = cfg.LinearSlop;
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_angularSlop = cfg.AngularSlop;
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_contactSolver.LoadConfig(cfg);
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}
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@@ -642,6 +644,7 @@ stored in a single array since multiple arrays lead to multiple misses.
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public float VelocityThreshold;
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public float Baumgarte;
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public float LinearSlop;
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public float AngularSlop;
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public float MaxLinearCorrection;
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public float MaxAngularCorrection;
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public int VelocityConstraintsPerThread;
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@@ -100,6 +100,7 @@ namespace Robust.Shared.Physics
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CfgVar(CVars.VelocityThreshold, value => _islandCfg.VelocityThreshold = value);
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CfgVar(CVars.Baumgarte, value => _islandCfg.Baumgarte = value);
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CfgVar(CVars.LinearSlop, value => _islandCfg.LinearSlop = value);
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CfgVar(CVars.AngularSlop, value => _islandCfg.AngularSlop = value);
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CfgVar(CVars.MaxLinearCorrection, value => _islandCfg.MaxLinearCorrection = value);
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CfgVar(CVars.MaxAngularCorrection, value => _islandCfg.MaxAngularCorrection = value);
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CfgVar(CVars.VelocityConstraintsPerThread, value => _islandCfg.VelocityConstraintsPerThread = value);
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