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Merge pull request #1183 from MeridianOXC/normalize-line-endings

Normalize line endings
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SupSuper committed May 1, 2018
2 parents 1feaa77 + cd75a72 commit 8d595789295993b153b98f16a8e347e8ebc5b64a
Showing with 38,162 additions and 38,147 deletions.
  1. +8 βˆ’8 .astylerc
  2. +15 βˆ’0 .gitattributes
  3. +38 βˆ’38 .travis.yml
  4. +414 βˆ’414 bin/common/Language/en-GB.yml
  5. +414 βˆ’414 bin/common/Language/en-US.yml
  6. +57 βˆ’57 bin/common/Shaders/heavybloom.OpenGL.shader
  7. +57 βˆ’57 bin/common/Shaders/simplebloom.OpenGL.shader
  8. +441 βˆ’441 bin/common/SoldierName/Czech.nam
  9. +1,082 βˆ’1,082 bin/standard/xcom1/Language/en-GB.yml
  10. +1,082 βˆ’1,082 bin/standard/xcom1/Language/en-US.yml
  11. +1,220 βˆ’1,220 bin/standard/xcom2/Language/en-GB.yml
  12. +1,220 βˆ’1,220 bin/standard/xcom2/Language/en-US.yml
  13. +959 βˆ’959 cmake/modules/NSIS.template.in
  14. +515 βˆ’515 src/Basescape/BasescapeState.cpp
  15. +138 βˆ’138 src/Basescape/BuildFacilitiesState.cpp
  16. +63 βˆ’63 src/Basescape/BuildFacilitiesState.h
  17. +615 βˆ’615 src/Basescape/ManufactureInfoState.cpp
  18. +124 βˆ’124 src/Basescape/ManufactureInfoState.h
  19. +213 βˆ’213 src/Basescape/ManufactureState.cpp
  20. +680 βˆ’680 src/Basescape/PurchaseState.cpp
  21. +210 βˆ’210 src/Basescape/SoldierDiaryMissionState.cpp
  22. +62 βˆ’62 src/Basescape/SoldierDiaryMissionState.h
  23. +297 βˆ’297 src/Basescape/SoldierDiaryOverviewState.cpp
  24. +77 βˆ’77 src/Basescape/SoldierDiaryOverviewState.h
  25. +482 βˆ’482 src/Basescape/SoldierDiaryPerformanceState.cpp
  26. +92 βˆ’92 src/Basescape/SoldierDiaryPerformanceState.h
  27. +3,000 βˆ’3,000 src/Battlescape/BattlescapeGenerator.cpp
  28. +188 βˆ’188 src/Battlescape/CommendationLateState.cpp
  29. +50 βˆ’50 src/Battlescape/CommendationLateState.h
  30. +179 βˆ’179 src/Battlescape/CommendationState.cpp
  31. +50 βˆ’50 src/Battlescape/CommendationState.h
  32. +991 βˆ’991 src/Battlescape/InventoryState.cpp
  33. +114 βˆ’114 src/Battlescape/PromotionsState.cpp
  34. +49 βˆ’49 src/Battlescape/PromotionsState.h
  35. +3,108 βˆ’3,108 src/Battlescape/TileEngine.cpp
  36. +263 βˆ’263 src/Engine/Font.cpp
  37. +122 βˆ’122 src/Engine/GraphSubset.h
  38. +1,195 βˆ’1,195 src/Engine/Options.cpp
  39. +151 βˆ’151 src/Engine/ShaderDraw.h
  40. +655 βˆ’655 src/Engine/ShaderDrawHelper.h
  41. +162 βˆ’162 src/Engine/ShaderMove.h
  42. +173 βˆ’173 src/Engine/ShaderRepeat.h
  43. +1,051 βˆ’1,051 src/Engine/Surface.cpp
  44. +135 βˆ’135 src/Geoscape/Cord.h
  45. +2,731 βˆ’2,731 src/Geoscape/GeoscapeState.cpp
  46. +1,167 βˆ’1,167 src/Geoscape/GraphsState.cpp
  47. +676 βˆ’676 src/Menu/NewBattleState.cpp
  48. +267 βˆ’267 src/Menu/OptionsAudioState.cpp
  49. +65 βˆ’65 src/Menu/OptionsAudioState.h
  50. +148 βˆ’148 src/Menu/SetWindowedRootState.cpp
  51. +56 βˆ’56 src/Menu/SetWindowedRootState.h
  52. +3,532 βˆ’3,532 src/Mod/Mod.cpp
  53. +406 βˆ’406 src/Mod/Mod.h
  54. +251 βˆ’251 src/Mod/RuleGlobe.cpp
  55. +296 βˆ’296 src/Mod/Unit.cpp
  56. +168 βˆ’168 src/Mod/Unit.h
  57. +26 βˆ’26 src/OpenXcom.2010.sln
  58. +882 βˆ’882 src/OpenXcom.2010.vcxproj
  59. +22 βˆ’22 src/OpenXcom.2010.vcxproj.user
  60. +111 βˆ’111 src/OpenXcom.rc
  61. +3,290 βˆ’3,290 src/Savegame/BattleUnit.cpp
  62. +252 βˆ’252 src/Savegame/Production.cpp
  63. +1,251 βˆ’1,251 src/Savegame/SaveConverter.cpp
  64. +338 βˆ’338 src/Savegame/Transfer.cpp
  65. +16 βˆ’16 src/resource.h
@@ -1,9 +1,9 @@
style=allman
indent=tab
pad-oper
pad-header
unpad-paren
fill-empty-lines
add-brackets
align-pointer=name
style=allman
indent=tab
pad-oper
pad-header
unpad-paren
fill-empty-lines
add-brackets
align-pointer=name
mode=c
@@ -0,0 +1,15 @@
# Set the default behavior, in case people don't have core.autocrlf set.
* text=auto

# Explicitly declare text files you want to always be normalized and converted
# to native line endings on checkout.
*.cpp text
*.h text

# Declare files that will always have CRLF line endings on checkout.
*.sln text eol=crlf
*.vcxproj* text eol=crlf

# Denote all files that are truly binary and should not be modified.
*.png binary
*.gif binary
@@ -1,38 +1,38 @@
language: cpp

compiler:
- clang
- gcc

os:
- linux
- osx

sudo: false

addons:
apt:
packages:
- cmake
- libsdl1.2-dev
- libsdl-mixer1.2-dev
- libsdl-image1.2-dev
- libsdl-gfx1.2-dev

env:
- BUILD_TYPE=Debug EXTRA_WARNING_FLAGS="-Wall -Wextra"
- BUILD_TYPE=Release EXTRA_WARNING_FLAGS="-Wall -Wextra"

before_install:
- if [ $TRAVIS_OS_NAME == osx ]; then brew install yaml-cpp sdl sdl_gfx sdl_image sdl_mixer --with-flac --with-libmikmod --with-libvorbis --with-static-lib; fi
- if [ $TRAVIS_OS_NAME == linux ]; then mkdir $TRAVIS_BUILD_DIR/dependency-prefix; fi
- if [ $TRAVIS_OS_NAME == linux ]; then export PKG_CONFIG_PATH=$TRAVIS_BUILD_DIR/dependency-prefix/lib/pkgconfig; fi

install:
- if [ $TRAVIS_OS_NAME == linux ]; then mkdir -p $TRAVIS_BUILD_DIR/dependencies/; fi
- if [ $TRAVIS_OS_NAME == linux ]; then pushd $TRAVIS_BUILD_DIR/dependencies/ && git clone https://github.com/jbeder/yaml-cpp.git && pushd yaml-cpp && git checkout yaml-cpp-0.6.1 && cmake -DCMAKE_INSTALL_PREFIX=$TRAVIS_BUILD_DIR/dependency-prefix -DCMAKE_BUILD_TYPE="${BUILD_TYPE}" -DYAML_CPP_BUILD_CONTRIB=NO -DYAML_CPP_BUILD_TOOLS=NO . && make -j2 && make install && popd && popd; fi

before_script:
- cmake . -DCMAKE_BUILD_TYPE="${BUILD_TYPE}" -DYAMLCPP_INCLUDE_DIR=$TRAVIS_BUILD_DIR/dependency-prefix/include -DCMAKE_CXX_FLAGS="${EXTRA_WARNING_FLAGS}" -DCMAKE_C_FLAGS="${EXTRA_WARNING_FLAGS}"

script: make -j2
language: cpp

compiler:
- clang
- gcc

os:
- linux
- osx

sudo: false

addons:
apt:
packages:
- cmake
- libsdl1.2-dev
- libsdl-mixer1.2-dev
- libsdl-image1.2-dev
- libsdl-gfx1.2-dev

env:
- BUILD_TYPE=Debug EXTRA_WARNING_FLAGS="-Wall -Wextra"
- BUILD_TYPE=Release EXTRA_WARNING_FLAGS="-Wall -Wextra"

before_install:
- if [ $TRAVIS_OS_NAME == osx ]; then brew install yaml-cpp sdl sdl_gfx sdl_image sdl_mixer --with-flac --with-libmikmod --with-libvorbis --with-static-lib; fi
- if [ $TRAVIS_OS_NAME == linux ]; then mkdir $TRAVIS_BUILD_DIR/dependency-prefix; fi
- if [ $TRAVIS_OS_NAME == linux ]; then export PKG_CONFIG_PATH=$TRAVIS_BUILD_DIR/dependency-prefix/lib/pkgconfig; fi

install:
- if [ $TRAVIS_OS_NAME == linux ]; then mkdir -p $TRAVIS_BUILD_DIR/dependencies/; fi
- if [ $TRAVIS_OS_NAME == linux ]; then pushd $TRAVIS_BUILD_DIR/dependencies/ && git clone https://github.com/jbeder/yaml-cpp.git && pushd yaml-cpp && git checkout yaml-cpp-0.6.1 && cmake -DCMAKE_INSTALL_PREFIX=$TRAVIS_BUILD_DIR/dependency-prefix -DCMAKE_BUILD_TYPE="${BUILD_TYPE}" -DYAML_CPP_BUILD_CONTRIB=NO -DYAML_CPP_BUILD_TOOLS=NO . && make -j2 && make install && popd && popd; fi

before_script:
- cmake . -DCMAKE_BUILD_TYPE="${BUILD_TYPE}" -DYAMLCPP_INCLUDE_DIR=$TRAVIS_BUILD_DIR/dependency-prefix/include -DCMAKE_CXX_FLAGS="${EXTRA_WARNING_FLAGS}" -DCMAKE_C_FLAGS="${EXTRA_WARNING_FLAGS}"

script: make -j2

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@@ -1,57 +1,57 @@
#<!--
#WhateverMan's Bloom Shader
#Copyright (c) 2010 WhateverMan
#
#This program is free software; you can redistribute it and/or
#modify it under the terms of the GNU General Public License
#as published by the Free Software Foundation; either version 2
#of the License, or (at your option) any later version.
#
#This program is distributed in the hope that it will be useful,
#but WITHOUT ANY WARRANTY; without even the implied warranty of
#MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
#GNU General Public License for more details.
#
#You should have received a copy of the GNU General Public License
#along with this program; if not, write to the Free Software
#Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#-->
language: "GLSL"
vertex: |
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
}
linear: false
fragment: |
uniform sampler2D texture;
#define glarebasesize 0.42
#define power 0.50 // 0.50 is good

uniform vec2 rubyTextureSize;

void main()
{
vec4 sum = vec4(0.0);
vec4 bum = vec4(0.0);
vec2 texcoord = vec2(gl_TexCoord[0]);
int j;
int i;

vec2 glaresize = vec2(glarebasesize) / rubyTextureSize;

for(i = -2; i < 5; i++)
{
for (j = -1; j < 1; j++)
{
sum += texture2D(texture, texcoord + vec2(-i, j)*glaresize) * power;
bum += texture2D(texture, texcoord + vec2(j, i)*glaresize) * power;
}
}

if (texture2D(texture, texcoord).r < 2.0)
{
gl_FragColor = sum*sum*sum*0.001+bum*bum*bum*0.0080 + texture2D(texture, texcoord);
}
}
#<!--
#WhateverMan's Bloom Shader
#Copyright (c) 2010 WhateverMan
#
#This program is free software; you can redistribute it and/or
#modify it under the terms of the GNU General Public License
#as published by the Free Software Foundation; either version 2
#of the License, or (at your option) any later version.
#
#This program is distributed in the hope that it will be useful,
#but WITHOUT ANY WARRANTY; without even the implied warranty of
#MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
#GNU General Public License for more details.
#
#You should have received a copy of the GNU General Public License
#along with this program; if not, write to the Free Software
#Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#-->
language: "GLSL"
vertex: |
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
}
linear: false
fragment: |
uniform sampler2D texture;
#define glarebasesize 0.42
#define power 0.50 // 0.50 is good

uniform vec2 rubyTextureSize;

void main()
{
vec4 sum = vec4(0.0);
vec4 bum = vec4(0.0);
vec2 texcoord = vec2(gl_TexCoord[0]);
int j;
int i;

vec2 glaresize = vec2(glarebasesize) / rubyTextureSize;

for(i = -2; i < 5; i++)
{
for (j = -1; j < 1; j++)
{
sum += texture2D(texture, texcoord + vec2(-i, j)*glaresize) * power;
bum += texture2D(texture, texcoord + vec2(j, i)*glaresize) * power;
}
}

if (texture2D(texture, texcoord).r < 2.0)
{
gl_FragColor = sum*sum*sum*0.001+bum*bum*bum*0.0080 + texture2D(texture, texcoord);
}
}
@@ -1,57 +1,57 @@
#<!--
#WhateverMan's Bloom Shader
#Copyright (c) 2010 WhateverMan
#
#This program is free software; you can redistribute it and/or
#modify it under the terms of the GNU General Public License
#as published by the Free Software Foundation; either version 2
#of the License, or (at your option) any later version.
#
#This program is distributed in the hope that it will be useful,
#but WITHOUT ANY WARRANTY; without even the implied warranty of
#MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
#GNU General Public License for more details.
#
#You should have received a copy of the GNU General Public License
#along with this program; if not, write to the Free Software
#Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#-->
language: "GLSL"
vertex: |
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
}
linear: false
fragment: |
uniform sampler2D texture;
#define glarebasesize 0.896
#define power 0.65 // 0.50 is good

uniform vec2 rubyTextureSize;

void main()
{
vec4 sum = vec4(0.0);
vec4 bum = vec4(0.0);
vec2 texcoord = vec2(gl_TexCoord[0]);
int j;
int i;

vec2 glaresize = vec2(glarebasesize) / rubyTextureSize;

for(i = -2; i < 2; i++)
{
for (j = -1; j < 1; j++)
{
sum += texture2D(texture, texcoord + vec2(-i, j)*glaresize) * power;
bum += texture2D(texture, texcoord + vec2(j, i)*glaresize) * power;
}
}

if (texture2D(texture, texcoord).r < 2.0)
{
gl_FragColor = sum*sum*sum*0.001+bum*bum*bum*0.0080 + texture2D(texture, texcoord);
}
}
#<!--
#WhateverMan's Bloom Shader
#Copyright (c) 2010 WhateverMan
#
#This program is free software; you can redistribute it and/or
#modify it under the terms of the GNU General Public License
#as published by the Free Software Foundation; either version 2
#of the License, or (at your option) any later version.
#
#This program is distributed in the hope that it will be useful,
#but WITHOUT ANY WARRANTY; without even the implied warranty of
#MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
#GNU General Public License for more details.
#
#You should have received a copy of the GNU General Public License
#along with this program; if not, write to the Free Software
#Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#-->
language: "GLSL"
vertex: |
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
}
linear: false
fragment: |
uniform sampler2D texture;
#define glarebasesize 0.896
#define power 0.65 // 0.50 is good

uniform vec2 rubyTextureSize;

void main()
{
vec4 sum = vec4(0.0);
vec4 bum = vec4(0.0);
vec2 texcoord = vec2(gl_TexCoord[0]);
int j;
int i;

vec2 glaresize = vec2(glarebasesize) / rubyTextureSize;

for(i = -2; i < 2; i++)
{
for (j = -1; j < 1; j++)
{
sum += texture2D(texture, texcoord + vec2(-i, j)*glaresize) * power;
bum += texture2D(texture, texcoord + vec2(j, i)*glaresize) * power;
}
}

if (texture2D(texture, texcoord).r < 2.0)
{
gl_FragColor = sum*sum*sum*0.001+bum*bum*bum*0.0080 + texture2D(texture, texcoord);
}
}
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