diff --git a/assets/src/ba_data/python/._ba_sources_hash b/assets/src/ba_data/python/._ba_sources_hash index af8b1a5c..b9a0bf9c 100644 --- a/assets/src/ba_data/python/._ba_sources_hash +++ b/assets/src/ba_data/python/._ba_sources_hash @@ -1 +1 @@ -206834682288822241335693999070871022992 \ No newline at end of file +320686119307869972803010339077202626108 \ No newline at end of file diff --git a/src/ballistica/input/device/joystick.cc b/src/ballistica/input/device/joystick.cc index 480828e0..d82e8f82 100644 --- a/src/ballistica/input/device/joystick.cc +++ b/src/ballistica/input/device/joystick.cc @@ -672,8 +672,9 @@ void Joystick::HandleSDLEvent(const SDL_Event* e) { e2.jaxis.axis = static_cast_check_fit(analog_lr_); dpad_right_held_ = (e->type == SDL_JOYBUTTONDOWN); e2.jaxis.value = static_cast_check_fit( - dpad_right_held_ ? (dpad_left_held_ ? 0 : 32767) - : dpad_left_held_ ? -32767 : 0); + dpad_right_held_ ? (dpad_left_held_ ? 0 : 32767) + : dpad_left_held_ ? -32767 + : 0); e = &e2; } else if (e->jbutton.button == left_button_ || e->jbutton.button == left_button2_) { @@ -681,8 +682,9 @@ void Joystick::HandleSDLEvent(const SDL_Event* e) { e2.jaxis.axis = static_cast_check_fit(analog_lr_); dpad_left_held_ = (e->type == SDL_JOYBUTTONDOWN); e2.jaxis.value = static_cast_check_fit( - dpad_right_held_ ? (dpad_left_held_ ? 0 : 32767) - : dpad_left_held_ ? -32767 : 0); + dpad_right_held_ ? (dpad_left_held_ ? 0 : 32767) + : dpad_left_held_ ? -32767 + : 0); e = &e2; } else if (e->jbutton.button == up_button_ || e->jbutton.button == up_button2_) { @@ -690,8 +692,9 @@ void Joystick::HandleSDLEvent(const SDL_Event* e) { e2.jaxis.axis = static_cast_check_fit(analog_ud_); dpad_up_held_ = (e->type == SDL_JOYBUTTONDOWN); e2.jaxis.value = static_cast_check_fit( - dpad_up_held_ ? (dpad_down_held_ ? 0 : -32767) - : dpad_down_held_ ? 32767 : 0); + dpad_up_held_ ? (dpad_down_held_ ? 0 : -32767) + : dpad_down_held_ ? 32767 + : 0); e = &e2; } else if (e->jbutton.button == down_button_ || e->jbutton.button == down_button2_) { @@ -699,8 +702,9 @@ void Joystick::HandleSDLEvent(const SDL_Event* e) { e2.jaxis.axis = static_cast_check_fit(analog_ud_); dpad_down_held_ = (e->type == SDL_JOYBUTTONDOWN); e2.jaxis.value = static_cast_check_fit( - dpad_up_held_ ? (dpad_down_held_ ? 0 : -32767) - : dpad_down_held_ ? 32767 : 0); + dpad_up_held_ ? (dpad_down_held_ ? 0 : -32767) + : dpad_down_held_ ? 32767 + : 0); e = &e2; } break; diff --git a/src/ballistica/scene/node/image_node.cc b/src/ballistica/scene/node/image_node.cc index ab0fcbb8..c9e1d723 100644 --- a/src/ballistica/scene/node/image_node.cc +++ b/src/ballistica/scene/node/image_node.cc @@ -214,8 +214,8 @@ void ImageNode::Draw(FrameDef* frame_def) { } RenderPass& pass(*(vr_use_fixed ? frame_def->GetOverlayFixedPass() - : front_ ? frame_def->overlay_front_pass() - : frame_def->overlay_pass())); + : front_ ? frame_def->overlay_front_pass() + : frame_def->overlay_pass())); // If the pass we're drawing into changes dimensions, recalc. // Otherwise we break if a window is resized. diff --git a/src/ballistica/scene/node/terrain_node.cc b/src/ballistica/scene/node/terrain_node.cc index f674fc63..338975f6 100644 --- a/src/ballistica/scene/node/terrain_node.cc +++ b/src/ballistica/scene/node/terrain_node.cc @@ -219,9 +219,9 @@ void TerrainNode::Draw(FrameDef* frame_def) { if (vr_only_ && !IsVRMode()) { return; } - ObjectComponent c(overlay_ ? frame_def->overlay_3d_pass() - : background_ ? frame_def->beauty_pass_bg() - : frame_def->beauty_pass()); + ObjectComponent c(overlay_ ? frame_def->overlay_3d_pass() + : background_ ? frame_def->beauty_pass_bg() + : frame_def->beauty_pass()); c.SetWorldSpace(true); c.SetTexture(color_texture_); if (lighting_) { diff --git a/src/ballistica/scene/node/text_node.cc b/src/ballistica/scene/node/text_node.cc index bb838dfa..10a0c0f8 100644 --- a/src/ballistica/scene/node/text_node.cc +++ b/src/ballistica/scene/node/text_node.cc @@ -379,11 +379,11 @@ void TextNode::Draw(FrameDef* frame_def) { // make sure we're up to date Update(); - RenderPass& pass( - *(in_world_ ? frame_def->overlay_3d_pass() - : (vr_use_fixed ? frame_def->GetOverlayFixedPass() - : front_ ? frame_def->overlay_front_pass() - : frame_def->overlay_pass()))); + RenderPass& pass(*(in_world_ + ? frame_def->overlay_3d_pass() + : (vr_use_fixed ? frame_def->GetOverlayFixedPass() + : front_ ? frame_def->overlay_front_pass() + : frame_def->overlay_pass()))); if (big_) { if (text_group_dirty_) { TextMesh::HAlign h_align;