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).
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@@ -2,15 +2,12 @@
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# Multipicker for Terrain3D
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extends HBoxContainer
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signal pressed
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signal value_changed
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const ICON_PICKER_CHECKED: String = "res://addons/terrain_3d/icons/picker_checked.svg"
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const MAX_POINTS: int = 2
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var icon_picker: Texture2D
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var icon_picker_checked: Texture2D
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var points: PackedVector3Array
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@@ -20,9 +17,9 @@ var picking_index: int = -1
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func _enter_tree() -> void:
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icon_picker = get_theme_icon("ColorPick", "EditorIcons")
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icon_picker_checked = load(ICON_PICKER_CHECKED)
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points.resize(MAX_POINTS)
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for i in range(MAX_POINTS):
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var button := Button.new()
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button.icon = icon_picker
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@@ -30,7 +27,7 @@ func _enter_tree() -> void:
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button.set_meta(&"point_index", i)
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button.pressed.connect(_on_button_pressed.bind(i))
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add_child(button)
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_update_buttons()
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@@ -49,7 +46,7 @@ func _update_buttons() -> void:
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func _update_button(button: Button) -> void:
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var index: int = button.get_meta(&"point_index")
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if points[index] != Vector3.ZERO:
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button.icon = icon_picker_checked
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else:
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@@ -69,7 +66,7 @@ func all_points_selected() -> bool:
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func add_point(p_value: Vector3) -> void:
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if points.has(p_value):
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return
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# If manually selecting a point individually
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if picking_index != -1:
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points[picking_index] = p_value
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