Lioncache
e6bf47112a
CVirtualDirectory: Pass by const in IsDescendantOf
...
This isn't modified.
2025-12-08 04:13:56 -05:00
Lioncache
d335465141
CMaterialLoader: Formatting shenanigans
2025-12-08 03:26:45 -05:00
Lioncache
934bdaf889
CModel: Mark query functions as const
2025-12-08 03:04:33 -05:00
Lioncache
f3fd7f8268
CGameInfo: Reduce string copies in formatting
2025-12-07 12:20:09 -05:00
Lioncache
5f7e0e1e7f
CGameExporter: Pass CAssetID by reference in MakeWorldName()
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Just prevents a copy where one isn't necessary
2025-12-07 12:19:44 -05:00
Lioncache
53e52d3587
CGameExporter: Brace logical AND between ORs
...
Silences potential warnings.
2025-12-07 12:09:14 -05:00
Lioncache
5d3086ec31
CModelEditorWindow: Convert old signal/slot to modern style
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Turns out this was attached incorrectly.
2025-12-07 09:47:45 -05:00
Lioncache
2d0d3d03c6
Editor: Remove now unnecessary qOverload instances
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These used to be necessary on older versions of Qt
2025-12-07 09:21:08 -05:00
Lioncache
6fac2d126f
CExportGameDialog: Remove redundant QString conversion
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We can just use QFileInfo here.
2025-12-07 08:58:53 -05:00
Lioncache
5e1db1f0bc
CCharacterEditor: Invert if in UpdateCameraOrbit()
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Allows simplifying some behavior.
2025-12-07 08:58:22 -05:00
Lioncache
23ba1c19f7
CQuickplayPropertyEditor: Add missing <QPushButton> include
...
Gets rid of an indirect include.
2025-12-07 08:35:07 -05:00
Lioncache
15f100e325
CResourceTableView: std::move in DeleteSelected()
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Avoids churning list copies.
2025-12-07 08:31:15 -05:00
Lioncache
37907c7837
CResourceTableModel: std::move parameters in DisplayEntryList()
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We can allow for moving into this to avoid allocation churning.
2025-12-07 08:29:14 -05:00
Lioncache
e7a2a10d64
CSelectInstanceDialog: Pass QModelIndex by const reference
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Gets rid of a few trivial 24 byte copies.
2025-12-07 08:08:07 -05:00
Lioncache
6428864373
CModelEditorViewport: Pass color by reference
...
Avoids an unnecessary 16-byte float copy
2025-12-07 03:22:47 -05:00
Lioncache
5d61bbc85c
CSkeletonHierarchyModel: Pass skeleton by const to SetSkeleton()
2025-12-07 03:10:31 -05:00
Lioncache
6620980add
CSkeletonHierarchyModel: Pass bones by const to IndexForBone()
...
Given these aren't modified, we can make this obvious.
2025-12-07 03:09:21 -05:00
Lioncache
03ae5b54df
INodeEditor: Pass cursor by reference
2025-12-07 03:00:02 -05:00
Lioncache
2f39217583
IEditPropertyCommand: Mark IsNewDataDifferent() as const
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This doesn't modify class state.
2025-12-07 02:55:09 -05:00
Lioncache
8f8e6aa8f4
WModifyTab: Pass QModelIndex by const reference
...
Just a trivial way to eliminate a 24 byte copy.
2025-12-07 02:51:18 -05:00
Lioncache
511c86785b
WDraggableSpinBox: Make use of qsizetype
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Avoids implicit truncations.
2025-12-07 02:46:33 -05:00
Lioncache
a85bbd3e49
CResourceBrowser: Pass strings by const reference in signals
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Allows slots to avoid copies where applicable.
2025-12-07 02:37:54 -05:00
Lioncache
919820bdf7
ICreateDeleteDirectoryCommand: std::move strings where applicable
...
Same behavior without churning allocations.
2025-12-07 02:32:51 -05:00
Lioncache
f577335087
Editor/Undo: Mark relevant variables as maybe unused
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Prevents potential warnings on release mode.
2025-12-07 02:30:04 -05:00
Lioncache
deb1aaae01
CVirtualDirectoryModel: Mark Found variable as [[maybe_unused]]
...
This can technically be unused on release builds.
2025-12-07 02:26:08 -05:00
Lioncache
5ff96c750b
Editor/CWorldEditor: Eliminate redundant copies
2025-12-07 02:25:24 -05:00
Lioncache
051d0ec50b
Editor/CPropertyModel: std::move font instance
...
Avoids making a full copy of the font.
2025-12-07 02:08:54 -05:00
Lioncache
25c45b2b28
CSceneNode: Make use of structured bindings in RayAABoxIntersectTest()
...
Same thing, but lets the returned values have more self-explanatory
names.
2025-12-06 18:31:34 -05:00
Lioncache
4914ccdc22
CAnimSetLoader: Make use of designated initializes + reserve where applicable
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Simplifies some declarations, and overall reduces allocation churning.
2025-12-06 18:07:39 -05:00
Lioncache
04f31acc71
CAudioGroupLoader: Reserve audio lookup table elements beforehand
...
Potentially reduces repeated reallocations.
2025-12-06 17:50:24 -05:00
Lioncache
335816af03
CFlagsProperty: Default comparison operators
...
Same behavior, less code.
2025-12-06 17:36:05 -05:00
Lioncache
5d35a14538
CEnumProperty: Default comparison operators
...
Same behavior, less code.
2025-12-06 17:35:39 -05:00
Lioncache
55ed25023b
CResourceEntry: Mark bool as maybe unused
...
This can be considered unused in release builds
2025-12-06 17:22:36 -05:00
Lioncache
172f450b84
CArrayProperty: Make Use of defaulted comparisons
...
Same behavior, less code.
2025-12-06 17:22:02 -05:00
Lioncache
f093c3d552
Core/AssetNameGeneration: Mark assert variables as maybe unused
...
These may be considered unused in release builds.
2025-12-06 17:12:57 -05:00
Lioncache
5241a3e7a1
CGameExporter: Use string construction over .data() passthrough
...
This way the string will take into the account the total size of the
string view instead of effectively running strlen() over the pointer,
allowing non-null-terminated strings to properly work.
2025-12-06 17:02:08 -05:00
Lioncache
d0270402fe
Core: Make use of contains() where applicable
...
Makes a few checks a little less verbose.
2025-12-06 16:37:31 -05:00
Lioncache
a98f856342
CResourceProxyModel: Add missing includes
2025-12-03 17:41:13 -05:00
Lioncache
d75f017522
CModelEditorWindow: Reduce string churn
...
We can just pass by reference.
2025-12-03 17:25:37 -05:00
Lioncache
379fd472ed
CResourceTableModel: Get rid of unnecessary parameter copies
2025-12-03 17:06:56 -05:00
Lioncache
478060ce75
CollisionRenderSettingsDialog: Validate hex inputs
...
This way we don't have a case where incorrect values are implicitly
converted to the error value of zero (i.e. we shouldn't even accept
bogus strings like "0xzzz")
Not the most ideal UX, but this is still better than not doing anything
about it.
2025-12-03 17:02:15 -05:00
Lioncache
454d9b3ee2
CCollisionRenderSettingsDialog: Simplify hex string handling
...
We can do all of this handling within Qt without needing TStrings
2025-12-03 16:03:39 -05:00
Lioncache
32da55ef5b
CCollisionRenderSettingsDialog: Reduce copies
2025-12-03 15:49:17 -05:00
Lioncache
f34886a76e
CSelectResourcePanel: Elide copies where applicable
...
We can just pass by const reference.
2025-12-03 15:43:22 -05:00
Lioncache
b13ebc56bb
CProgressDialog: Remove redundant future copies
...
We can pass by reference here.
2025-12-03 15:38:47 -05:00
Lioncache
449798b16c
Editor: Mark functions internally linked where applicable
2025-12-03 10:41:35 -05:00
Lioncache
c010e0e7cb
IEditor: Eliminate variable shadowing
2025-12-03 10:34:37 -05:00
Lioncache
faffce9c97
CExportGameDialog: Eliminate variable shadowing
2025-12-03 10:09:18 -05:00
Lioncache
e0f33910d3
CExportGameDialog: Remove uses of string_view .data()
...
We can use safer methods here by using the bounded size.
2025-12-03 10:06:19 -05:00
Lioncache
4067d9ec9f
main: Remove deprecated Hi-DPI attributes
...
Turns out these are always enabled, so there's no need to specify them
explicitly.
2025-12-03 09:57:28 -05:00