diff --git a/.pre-commit-config.yaml b/.pre-commit-config.yaml
index e8271bda68..4e37c006f8 100644
--- a/.pre-commit-config.yaml
+++ b/.pre-commit-config.yaml
@@ -23,6 +23,16 @@ repos:
^binaries/data/mods/_test.sim/simulation/templates.illformed.xml|
^binaries/data/mods/public/maps/.*\.xml
)
+ - id: trailing-whitespace
+ exclude: |
+ (?x)(
+ ^libraries/|
+ ^source/third_party/glad/src|
+ ^source/tools/replayprofile/jquery|
+ ^source/tools/templatesanalyzer/tablefilter|
+ \.dae|
+ \.patch$
+ )
- repo: https://github.com/astral-sh/ruff-pre-commit
rev: v0.11.11
hooks:
diff --git a/LICENSE.md b/LICENSE.md
index bb2e5034eb..2c761e16c7 100644
--- a/LICENSE.md
+++ b/LICENSE.md
@@ -96,8 +96,8 @@ please inform Wildfire Games at webmaster at wildfiregames dot com.
- source/tools/atlas/
- GPL version 2 (or later) - see license_gpl-2.0.txt
-- binaries/data/mods/public/gui/prelobby/common/terms/
- binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt
+- binaries/data/mods/public/gui/prelobby/common/terms/
+ binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt
binaries/data/mods/mod/gui/modio/Disclaimer.txt
- Redistributing modified Terms and Conditions of online services may be within the licensing,
but may not change the legality or enforceability of the terms of the service provider.
diff --git a/binaries/data/config/dev.cfg b/binaries/data/config/dev.cfg
index 1c261f9a10..9b148af063 100644
--- a/binaries/data/config/dev.cfg
+++ b/binaries/data/config/dev.cfg
@@ -7,5 +7,5 @@
; order. The precense of this file suppresses loading of mods in the user mod
; path (see https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths) if the same mod is
; present in binaries/data/mods. It also implies -noUserMod.
-; This is done to make saved maps end up in the right mod folder (and in the
-; game-relative data path) to commit them later on.
+; This is done to make saved maps end up in the right mod folder (and in the
+; game-relative data path) to commit them later on.
diff --git a/binaries/data/mods/_test.minimal/shaders/instancing.vs b/binaries/data/mods/_test.minimal/shaders/instancing.vs
index 013379124b..170bb8889b 100644
--- a/binaries/data/mods/_test.minimal/shaders/instancing.vs
+++ b/binaries/data/mods/_test.minimal/shaders/instancing.vs
@@ -2,7 +2,7 @@ vec4 InstancingPosition(vec4 position);
void main()
{
- vec4 worldPos = InstancingPosition(gl_Vertex);
+ vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
diff --git a/binaries/data/mods/_test.minimal/shaders/instancing_base.vs b/binaries/data/mods/_test.minimal/shaders/instancing_base.vs
index 4193b561bc..f8fc9c55bc 100644
--- a/binaries/data/mods/_test.minimal/shaders/instancing_base.vs
+++ b/binaries/data/mods/_test.minimal/shaders/instancing_base.vs
@@ -12,7 +12,7 @@ vec3 InstancingNormal(vec3 normal)
tmp.x = dot(vec3(Instancing1), normal);
tmp.y = dot(vec3(Instancing2), normal);
tmp.z = dot(vec3(Instancing3), normal);
-
+
return tmp;
}
@@ -24,6 +24,6 @@ vec4 InstancingPosition(vec4 position)
tmp.x = dot(Instancing1, position);
tmp.y = dot(Instancing2, position);
tmp.z = dot(Instancing3, position);
-
+
return vec4(tmp, 1.0);
}
diff --git a/binaries/data/mods/_test.minimal/shaders/instancing_light.vs b/binaries/data/mods/_test.minimal/shaders/instancing_light.vs
index 6de60dd3be..1e9326374c 100644
--- a/binaries/data/mods/_test.minimal/shaders/instancing_light.vs
+++ b/binaries/data/mods/_test.minimal/shaders/instancing_light.vs
@@ -6,7 +6,7 @@ vec4 InstancingPosition(vec4 position);
void main()
{
vec3 normal = InstancingNormal(gl_Normal);
- vec4 worldPos = InstancingPosition(gl_Vertex);
+ vec4 worldPos = InstancingPosition(gl_Vertex);
gl_FrontColor = vec4(lighting(normal),1.0) * gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
diff --git a/binaries/data/mods/_test.minimal/shaders/water_high.fs b/binaries/data/mods/_test.minimal/shaders/water_high.fs
index 0768ce3a44..30fe5bfe01 100644
--- a/binaries/data/mods/_test.minimal/shaders/water_high.fs
+++ b/binaries/data/mods/_test.minimal/shaders/water_high.fs
@@ -28,36 +28,36 @@ void main()
float t; // Temporary variable
vec2 reflCoords, refrCoords;
vec3 reflColor, refrColor, specular;
-
+
n = normalize(texture2D(normalMap, gl_TexCoord[0].st).xzy - vec3(0.5, 0.5, 0.5));
l = -sunDir;
v = normalize(cameraPos - worldPos);
h = normalize(l + v);
-
+
ndotl = dot(n, l);
ndoth = dot(n, h);
ndotv = dot(n, v);
-
+
myMurkiness = murkiness * min(waterDepth / fullDepth, 1.0);
-
+
fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation
-
+
refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5; // Unbias texture coords
refrCoords -= 0.8 * waviness * n.xz / w; // Refractions can be slightly less wavy
-
+
reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords
reflCoords += waviness * n.xz / w;
-
- reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint,
+
+ reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint,
reflectionTintStrength);
-
+
refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, sunColor * tint,
myMurkiness);
-
+
specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength;
-
+
gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;
-
+
// Make alpha vary based on both depth (so it blends with the shore) and view angle (make it
// become opaque faster at lower view angles so we can't look "underneath" the water plane)
t = 18.0 * max(0.0, 0.7 - v.y);
diff --git a/binaries/data/mods/_test.sim/simulation/data/pathfinder.xml b/binaries/data/mods/_test.sim/simulation/data/pathfinder.xml
index 47eb0eba6b..195c350b82 100644
--- a/binaries/data/mods/_test.sim/simulation/data/pathfinder.xml
+++ b/binaries/data/mods/_test.sim/simulation/data/pathfinder.xml
@@ -3,7 +3,7 @@
64
-
+
@@ -32,7 +32,7 @@
-
+