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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@@ -3,10 +3,12 @@
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@tool
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extends Terrain3D
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@export var clear_all: bool = false : set = reset_settings
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@export var clear_terrain: bool = false : set = reset_terrain
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@export var update_height_range: bool = false : set = update_heights
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@export var clear_all: bool = false:
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set = reset_settings
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@export var clear_terrain: bool = false:
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set = reset_terrain
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@export var update_height_range: bool = false:
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set = update_heights
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func reset_settings(p_value) -> void:
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@@ -27,7 +29,7 @@ func reset_settings(p_value) -> void:
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func reset_terrain(p_value) -> void:
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data_directory = ""
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for region:Terrain3DRegion in data.get_regions_active():
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for region: Terrain3DRegion in data.get_regions_active():
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data.remove_region(region, false)
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data.update_maps(Terrain3DRegion.TYPE_MAX, true, false)
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@@ -42,15 +44,19 @@ func update_heights(p_value) -> void:
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@export_global_file var height_file_name: String = ""
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@export_global_file var control_file_name: String = ""
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@export_global_file var color_file_name: String = ""
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@export var import_position: Vector2i = Vector2i(0, 0) : set = set_import_position
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@export var import_position: Vector2i = Vector2i(0, 0):
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set = set_import_position
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@export var import_scale: float = 1.0
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@export var height_offset: float = 0.0
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@export var r16_range: Vector2 = Vector2(0, 1)
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@export var r16_size: Vector2i = Vector2i(1024, 1024) : set = set_r16_size
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@export var run_import: bool = false : set = start_import
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@export var r16_size: Vector2i = Vector2i(1024, 1024):
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set = set_r16_size
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@export var run_import: bool = false:
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set = start_import
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@export_dir var destination_directory: String = ""
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@export var save_to_disk: bool = false : set = save_data
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@export var save_to_disk: bool = false:
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set = save_data
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func set_import_position(p_value: Vector2i) -> void:
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@@ -65,14 +71,21 @@ func set_r16_size(p_value: Vector2i) -> void:
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func start_import(p_value: bool) -> void:
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if p_value:
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print("Terrain3DImporter: Importing files:\n\t%s\n\t%s\n\t%s" % [ height_file_name, control_file_name, color_file_name])
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print(
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(
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"Terrain3DImporter: Importing files:\n\t%s\n\t%s\n\t%s"
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% [height_file_name, control_file_name, color_file_name]
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)
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)
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var imported_images: Array[Image]
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imported_images.resize(Terrain3DRegion.TYPE_MAX)
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var min_max := Vector2(0, 1)
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var img: Image
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if height_file_name:
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img = Terrain3DUtil.load_image(height_file_name, ResourceLoader.CACHE_MODE_IGNORE, r16_range, r16_size)
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img = Terrain3DUtil.load_image(
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height_file_name, ResourceLoader.CACHE_MODE_IGNORE, r16_range, r16_size
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)
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min_max = Terrain3DUtil.get_min_max(img)
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imported_images[Terrain3DRegion.TYPE_HEIGHT] = img
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if control_file_name:
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@@ -100,9 +113,10 @@ func save_data(p_value: bool) -> void:
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enum { TYPE_HEIGHT, TYPE_CONTROL, TYPE_COLOR }
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@export_enum("Height:0", "Control:1", "Color:2") var map_type: int = TYPE_HEIGHT
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@export var file_name_out: String = ""
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@export var run_export: bool = false : set = start_export
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@export var run_export: bool = false:
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set = start_export
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func start_export(p_value: bool) -> void:
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var err: int = data.export_image(file_name_out, map_type)
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print("Terrain3DImporter: Export error status: ", err, " ", error_string(err))
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