style: Put one element per line in long arrays for clang-format - #3407
Conversation
Reformat the wlib time name tables (DAYS, FULLDAYS, MONTHS, FULLMONTHS), WindowStatusNames, WindowStyleNames and MAX_DISCONNECTS so that each element is on its own line. This improves readability and keeps diffs small when an entry is added, removed or commented out. No functional change. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
|
Navigate logical layers of code changes, visualize relationships, and explore their blast radius. No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info⚙️ Run configuration
📒 Files selected for processing (20)
Included review availability: This review used your included allowance. Your plan provides up to 4 included reviews per hour; 2 remain after this review. WalkthroughThe changes reformat array and value initializers across game and tool code. Their entries and ordering remain unchanged, so the summaries show no runtime behavior changes. ChangesInitializer formatting
Priority: ⬇️ Low Estimated code review effort: 1 (Trivial) | ~5 minutes Change: Other Suggested reviewers: Merge Risk: ⚪ Minimal · up to This change only adjusts initializer layout; the reported values and ordering are unchanged, so no actionable merge risk is evident. 🚥 Pre-merge checks | ✅ 4✅ Passed checks (4 passed)
Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out. Comment |
|
xezon
left a comment
There was a problem hiding this comment.
It is a nice change, but it is unexpected that it is just so little. Maybe it needs a search with a script?
For example just from the top of my head there are long line arrays in ParticleSys.h
Apply the one-element-per-line layout to the other string, identifier and nested-row arrays that either exceed 100 columns or are wrapped, plus the short sibling arrays in the same files so each file is consistent (ParticleSys.h, chunk_d.cpp, the PartitionFilter lists, and so on). Numeric lookup tables and arrays of identical entries are left as they are. No functional change. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
|
did a more complete search. i'm not sure about all these changes such as in Core/GameEngine/Source/GameLogic/AI/AIPathfind.cpp would love to hear |
The file is 11.000 lines. Can you be more specific? Edit: Ok I understand after looking at the diff |
Let Claude scan for all related arrays. personally picked all that made sense.
Another one flowing out of #2820