style: apply gdformat formatting across the entire project

Auto-format all GDScript files using gdformat from gdtoolkit.
This is a baseline formatting pass to ensure consistent style:

- Normalizes indentation and spacing
- Wraps long lines to 100 characters
- Removes trailing whitespace
- Standardizes blank lines between functions

68 files reformatted, 8 files left unchanged (3rd-party addon files
with parse errors excluded).
This commit is contained in:
2026-07-05 23:06:23 +02:00
parent 28a2e42c41
commit 4463e524aa
69 changed files with 2253 additions and 1647 deletions
+96 -96
View File
@@ -1,6 +1,6 @@
# Copyright © 2023-2026 Cory Petkovsek, Roope Palmroos, and Contributors.
# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/scatter
# It provides a `Project on Terrain3D` modifier, which allows Scatter
# It provides a `Project on Terrain3D` modifier, which allows Scatter
# to detect the terrain height from Terrain3D without using collision.
#
# Copy this file into /addons/proton_scatter/src/modifiers
@@ -26,112 +26,112 @@
#
#
#func _init() -> void:
#display_name = "Project On Terrain3D"
#category = "Edit"
#can_restrict_height = false
#global_reference_frame_available = true
#local_reference_frame_available = true
#individual_instances_reference_frame_available = true
#use_global_space_by_default()
#display_name = "Project On Terrain3D"
#category = "Edit"
#can_restrict_height = false
#global_reference_frame_available = true
#local_reference_frame_available = true
#individual_instances_reference_frame_available = true
#use_global_space_by_default()
#
#documentation.add_paragraph(
#"This is a modified version of `Project on Colliders` that queries Terrain3D
#for heights without using collision. It constrains placement by slope or texture.
#documentation.add_paragraph(
#"This is a modified version of `Project on Colliders` that queries Terrain3D
#for heights without using collision. It constrains placement by slope or texture.
#
#This modifier must have terrain_node set to a Terrain3D node.")
#This modifier must have terrain_node set to a Terrain3D node.")
#
#var p := documentation.add_parameter("Terrain Node")
#p.set_type("NodePath")
#p.set_description("Set your Terrain3D node.")
#
#p = documentation.add_parameter("Align with collision normal")
#p.set_type("bool")
#p.set_description(
#"Rotate the transform to align it with the collision normal in case
#the ray cast hit a collider.")
#
#p = documentation.add_parameter("Enable Texture Filtering")
#p.set_type("bool")
#p.set_description(
#"If enabled, objects will only be placed based on the ground texture specified.")
#
#p = documentation.add_parameter("Target Texture ID")
#p.set_type("int")
#p.set_description(
#"The ID of the texture to place objects on (0-31). Objects will only be placed on this texture.")
#
#p = documentation.add_parameter("Not Target Texture")
#p.set_type("bool")
#p.set_description(
#"If true, objects will be placed on all textures EXCEPT the target texture.")
#
#p = documentation.add_parameter("Texture Threshold")
#p.set_type("float")
#p.set_description("The blend value required for placement on the texture.")
#var p := documentation.add_parameter("Terrain Node")
#p.set_type("NodePath")
#p.set_description("Set your Terrain3D node.")
#
#p = documentation.add_parameter("Align with collision normal")
#p.set_type("bool")
#p.set_description(
#"Rotate the transform to align it with the collision normal in case
#the ray cast hit a collider.")
#
#p = documentation.add_parameter("Enable Texture Filtering")
#p.set_type("bool")
#p.set_description(
#"If enabled, objects will only be placed based on the ground texture specified.")
#
#p = documentation.add_parameter("Target Texture ID")
#p.set_type("int")
#p.set_description(
#"The ID of the texture to place objects on (0-31). Objects will only be placed on this texture.")
#
#p = documentation.add_parameter("Not Target Texture")
#p.set_type("bool")
#p.set_description(
#"If true, objects will be placed on all textures EXCEPT the target texture.")
#
#p = documentation.add_parameter("Texture Threshold")
#p.set_type("float")
#p.set_description("The blend value required for placement on the texture.")
#
#
#func _process_transforms(transforms, domain, _seed) -> void:
#if transforms.is_empty():
#return
#if transforms.is_empty():
#return
#
#if terrain_node:
#_terrain = domain.get_root().get_node_or_null(terrain_node)
#if terrain_node:
#_terrain = domain.get_root().get_node_or_null(terrain_node)
#
#if not _terrain:
#warning += """No Terrain3D node found"""
#return
#if not _terrain:
#warning += """No Terrain3D node found"""
#return
#
#if not _terrain.data:
#warning += """Terrain3DData is not initialized"""
#return
#if not _terrain.data:
#warning += """Terrain3DData is not initialized"""
#return
#
## Review transforms
#var gt: Transform3D = domain.get_global_transform()
#var gt_inverse := gt.affine_inverse()
#var new_transforms_array: Array[Transform3D] = []
#var remapped_max_slope: float = remap(max_slope, 0.0, 90.0, 0.0, 1.0)
#for i in transforms.list.size():
#var t: Transform3D = transforms.list[i]
#
#var location: Vector3 = (gt * t).origin
#var height: float = _terrain.data.get_height(location)
#if is_nan(height):
#continue
#
#var normal: Vector3 = _terrain.data.get_normal(location)
#if not abs(Vector3.UP.dot(normal)) >= (1.0 - remapped_max_slope):
#continue
#
#if enable_texture_filtering:
#var texture_info: Vector3 = _terrain.data.get_texture_id(location)
#var base_id: int = int(texture_info.x)
#var overlay_id: int = int(texture_info.y)
#var blend_value: float = texture_info.z
## Skip if overlay or blend != target texture, unless inverted
#if ((overlay_id != target_texture_id or blend_value < texture_threshold) and \
#(base_id != target_texture_id or blend_value >= texture_threshold)) != not_target_texture:
#continue
## Review transforms
#var gt: Transform3D = domain.get_global_transform()
#var gt_inverse := gt.affine_inverse()
#var new_transforms_array: Array[Transform3D] = []
#var remapped_max_slope: float = remap(max_slope, 0.0, 90.0, 0.0, 1.0)
#for i in transforms.list.size():
#var t: Transform3D = transforms.list[i]
#
#if align_with_collision_normal and not is_nan(normal.x):
#t.basis.y = normal
#t.basis.x = -t.basis.z.cross(normal)
#t.basis = t.basis.orthonormalized()
#var location: Vector3 = (gt * t).origin
#var height: float = _terrain.data.get_height(location)
#if is_nan(height):
#continue
#
#t.origin.y = height - gt.origin.y
#new_transforms_array.push_back(t)
#var normal: Vector3 = _terrain.data.get_normal(location)
#if not abs(Vector3.UP.dot(normal)) >= (1.0 - remapped_max_slope):
#continue
#
#transforms.list.clear()
#transforms.list.append_array(new_transforms_array)
#if enable_texture_filtering:
#var texture_info: Vector3 = _terrain.data.get_texture_id(location)
#var base_id: int = int(texture_info.x)
#var overlay_id: int = int(texture_info.y)
#var blend_value: float = texture_info.z
## Skip if overlay or blend != target texture, unless inverted
#if ((overlay_id != target_texture_id or blend_value < texture_threshold) and \
#(base_id != target_texture_id or blend_value >= texture_threshold)) != not_target_texture:
#continue
#
#if transforms.is_empty():
#warning += """All transforms have been removed. Possible reasons include: \n"""
#if enable_texture_filtering:
#warning += """+ No matching texture found at any position.
#+ Texture threshold may be too high.
#"""
#warning += """+ No collider is close enough to the shapes.
#+ Ray length is too short.
#+ Ray direction is incorrect.
#+ Collision mask is not set properly.
#+ Max slope is too low.
#"""
#if align_with_collision_normal and not is_nan(normal.x):
#t.basis.y = normal
#t.basis.x = -t.basis.z.cross(normal)
#t.basis = t.basis.orthonormalized()
#
#t.origin.y = height - gt.origin.y
#new_transforms_array.push_back(t)
#
#transforms.list.clear()
#transforms.list.append_array(new_transforms_array)
#
#if transforms.is_empty():
#warning += """All transforms have been removed. Possible reasons include: \n"""
#if enable_texture_filtering:
#warning += """+ No matching texture found at any position.
#+ Texture threshold may be too high.
#"""
#warning += """+ No collider is close enough to the shapes.
#+ Ray length is too short.
#+ Ray direction is incorrect.
#+ Collision mask is not set properly.
#+ Max slope is too low.
#"""