Merge pull request #73 from WiggleWizard/fix/buildoptimizations

Enabled multithreaded compilation and fixed some build warnings
This commit is contained in:
Antoine Pilote
2024-09-11 09:46:12 -04:00
committed by GitHub
16 changed files with 89 additions and 38 deletions

View File

@@ -50,7 +50,7 @@ public:
{
ImGui::Text("Stick to floor step down");
ImGui::TableNextColumn();
ImGui::DragFloat("##StickToFloorStepDown", &component.StickToFloorStepDown.y, -10.0f, 0.01, 0.0f);
ImGui::DragFloat("##StickToFloorStepDown", &component.StickToFloorStepDown.y, -10.0f, 0.01f, 0.0f);
ImGui::TableNextColumn();
ComponentTableReset(component.StickToFloorStepDown.y, -0.5f);
}
@@ -58,7 +58,7 @@ public:
{
ImGui::Text("Step down extra");
ImGui::TableNextColumn();
ImGui::DragFloat("##StepDownExtra", &component.StepDownExtra.y, -10.0f, 0.01, 0.0f);
ImGui::DragFloat("##StepDownExtra", &component.StepDownExtra.y, -10.0f, 0.01f, 0.0f);
ImGui::TableNextColumn();
ComponentTableReset(component.StepDownExtra.y, 0.0f);
}
@@ -66,7 +66,7 @@ public:
{
ImGui::Text("Step up");
ImGui::TableNextColumn();
ImGui::DragFloat("##StepUp", &component.SteppingStepUp.y, 0.0f, 0.01, 10.0f);
ImGui::DragFloat("##StepUp", &component.SteppingStepUp.y, 0.0f, 0.01f, 10.0f);
ImGui::TableNextColumn();
ComponentTableReset(component.SteppingStepUp.y, 0.4f);
}

View File

@@ -26,7 +26,7 @@ ImGui::Text(##name);
bool removed = false; \
bool headerOpened = ImGui::CollapsingHeader(#name, ImGuiTreeNodeFlags_DefaultOpen); \
ImGui::PopStyleVar(); \
if (#name != "TRANSFORM" && ImGui::BeginPopupContextItem()) \
if (strcmp(#name, "TRANSFORM") != 0 && ImGui::BeginPopupContextItem()) \
{ \
if (ImGui::Selectable("Remove")) { removed = true; } \
ImGui::EndPopup(); \
@@ -42,7 +42,7 @@ ImGui::Text(##name);
{ \
delete boldFont; \
ImGui::PopStyleVar(); \
ImGui::Indent(); \
ImGui::Indent(); \
if (ImGui::BeginTable(#name, 3, ImGuiTableFlags_SizingStretchProp)) \
{ \
ImGui::TableSetupColumn("name", 0, 0.25f); \

View File

@@ -129,7 +129,7 @@ public:
auto animations = model->GetAnimations();
if (ImGui::BeginCombo("Type", model->GetCurrentAnimation()->GetName().c_str()))
{
for (int n = 0; n < model->GetAnimationsCount(); n++)
for (uint32_t n = 0; n < model->GetAnimationsCount(); n++)
{
bool is_selected = (animIndex == n);
std::string animName = animations[n]->GetName();