Showing 146 of 146 total issues
Avoid too many return
statements within this function. Open
Open
return { ...state, drawSize: action.payload };
Avoid too many return
statements within this function. Open
Open
return {
...frame,
start: { ...frame.start, base: start },
end: { ...frame.end, base: end }
};
Avoid too many return
statements within this function. Open
Open
return state;
Avoid too many return
statements within this function. Open
Open
return { ...state, loading: true };
Avoid too many return
statements within this function. Open
Open
return { ...state, drawHeight: action.payload };
Avoid too many return
statements within this function. Open
Open
return { ...state, manualLight: action.payload };
Avoid too many return
statements within this function. Open
Open
return { ...state, debugMode: action.payload };
Avoid too many return
statements within this function. Open
Open
return { ...state, loading: false };
TODO found Open
Open
// const conflictingNode = this.actor._states.get(this._w); // TODO: It finds itself
- Exclude checks
TODO found Open
Open
// TODO Shader that start an uniform variable can change its length (0 end 1)
- Exclude checks
TODO found Open
Open
* TODO: Test on other browsers
- Exclude checks
TODO found Open
Open
}, // TODO what
- Exclude checks
TODO found Open
Open
* TODO nudge the position in the direction of the actor by the displacement value
- Exclude checks
TODO found Open
Open
this.nearestQuaternion = preLookHelper.quaternion.clone(); // TODO: Ditch
- Exclude checks
TODO found Open
Open
* TODO: Hammer pinch support
- Exclude checks
TODO found Open
Open
// TODO: This makes a bunch of objects during run
- Exclude checks
TODO found Open
Open
// TODO: Only on zoom change
- Exclude checks
TODO found Open
Open
// Quaternion stuff TODO: Ditch
- Exclude checks
TODO found Open
Open
// TODO: I don't know why but it's shifted by exactly two hours
- Exclude checks
TODO found Open
Open
preLookHelper.lookAt(this.nearestAllowedPosition); // TODO: Ditch
- Exclude checks