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
+2 -2
View File
@@ -22,8 +22,8 @@ func _input(p_event: InputEvent) -> void:
return
func rotate_camera(p_relative:Vector2) -> void:
func rotate_camera(p_relative: Vector2) -> void:
_camera_yaw.rotation.y -= p_relative.x * mouse_sensitivity
_camera_yaw.orthonormalize()
_camera_pitch.rotation.x += p_relative.y * mouse_sensitivity * CAMERA_RATIO * mouse_y_inversion
_camera_pitch.rotation.x += p_relative.y * mouse_sensitivity * CAMERA_RATIO * mouse_y_inversion
_camera_pitch.rotation.x = clamp(_camera_pitch.rotation.x, CAMERA_MIN_PITCH, CAMERA_MAX_PITCH)
+1 -1
View File
@@ -12,7 +12,7 @@ func _on_body_entered(body: Node3D) -> void:
if env:
var tween: Tween = get_tree().create_tween()
tween.tween_property(env.environment, "ambient_light_energy", .1, .33)
func _on_body_exited(body: Node3D) -> void:
if body.name == "Player":
+15 -11
View File
@@ -5,7 +5,7 @@ var terrain: Terrain3D
func _ready() -> void:
$UI.player = $Player
if has_node("RunThisSceneLabel3D"):
$RunThisSceneLabel3D.queue_free()
@@ -20,20 +20,22 @@ func _ready() -> void:
func create_terrain() -> Terrain3D:
# Create textures
var green_gr := Gradient.new()
green_gr.set_color(0, Color.from_hsv(100./360., .35, .3))
green_gr.set_color(1, Color.from_hsv(120./360., .4, .37))
green_gr.set_color(0, Color.from_hsv(100. / 360., .35, .3))
green_gr.set_color(1, Color.from_hsv(120. / 360., .4, .37))
var green_ta: Terrain3DTextureAsset = await create_texture_asset("Grass", green_gr, 1024)
green_ta.uv_scale = 0.1
green_ta.detiling_rotation = 0.1
var brown_gr := Gradient.new()
brown_gr.set_color(0, Color.from_hsv(30./360., .4, .3))
brown_gr.set_color(1, Color.from_hsv(30./360., .4, .4))
brown_gr.set_color(0, Color.from_hsv(30. / 360., .4, .3))
brown_gr.set_color(1, Color.from_hsv(30. / 360., .4, .4))
var brown_ta: Terrain3DTextureAsset = await create_texture_asset("Dirt", brown_gr, 1024)
brown_ta.uv_scale = 0.03
green_ta.detiling_rotation = 0.1
var grass_ma: Terrain3DMeshAsset = create_mesh_asset("Grass", Color.from_hsv(120./360., .4, .37))
var grass_ma: Terrain3DMeshAsset = create_mesh_asset(
"Grass", Color.from_hsv(120. / 360., .4, .37)
)
# Create a terrain
var terrain := Terrain3D.new()
@@ -77,11 +79,13 @@ func create_terrain() -> Terrain3D:
return terrain
func create_texture_asset(asset_name: String, gradient: Gradient, texture_size: int = 512) -> Terrain3DTextureAsset:
func create_texture_asset(
asset_name: String, gradient: Gradient, texture_size: int = 512
) -> Terrain3DTextureAsset:
# Create noise map
var fnl := FastNoiseLite.new()
fnl.frequency = 0.004
# Create albedo noise texture
var alb_noise_tex := NoiseTexture2D.new()
alb_noise_tex.width = texture_size
@@ -96,7 +100,7 @@ func create_texture_asset(asset_name: String, gradient: Gradient, texture_size:
for x in alb_noise_img.get_width():
for y in alb_noise_img.get_height():
var clr: Color = alb_noise_img.get_pixel(x, y)
clr.a = clr.v # Noise as height
clr.a = clr.v # Noise as height
alb_noise_img.set_pixel(x, y, clr)
alb_noise_img.generate_mipmaps()
var albedo := ImageTexture.create_from_image(alb_noise_img)
@@ -113,7 +117,7 @@ func create_texture_asset(asset_name: String, gradient: Gradient, texture_size:
for x in nrm_noise_img.get_width():
for y in nrm_noise_img.get_height():
var normal_rgh: Color = nrm_noise_img.get_pixel(x, y)
normal_rgh.a = 0.8 # Roughness
normal_rgh.a = 0.8 # Roughness
nrm_noise_img.set_pixel(x, y, normal_rgh)
nrm_noise_img.generate_mipmaps()
var normal := ImageTexture.create_from_image(nrm_noise_img)
+13 -12
View File
@@ -9,15 +9,16 @@ func _ready():
$UI.player = $Player
# Load Sky3D into the demo environment if enabled
if Engine.is_editor_hint() and has_node("Environment") and \
Engine.get_singleton(&"EditorInterface").is_plugin_enabled("sky_3d"):
$Environment.queue_free()
var sky3d = load("res://addons/sky_3d/src/Sky3D.gd").new()
sky3d.name = "Sky3D"
add_child(sky3d, true)
move_child(sky3d, 1)
sky3d.owner = self
sky3d.current_time = 10
sky3d.enable_editor_time = false
if (
Engine.is_editor_hint()
and has_node("Environment")
and Engine.get_singleton(&"EditorInterface").is_plugin_enabled("sky_3d")
):
$Environment.queue_free()
var sky3d = load("res://addons/sky_3d/src/Sky3D.gd").new()
sky3d.name = "Sky3D"
add_child(sky3d, true)
move_child(sky3d, 1)
sky3d.owner = self
sky3d.current_time = 10
sky3d.enable_editor_time = false
+5 -3
View File
@@ -23,7 +23,9 @@ func _process(p_delta: float) -> void:
func is_on_nav_mesh() -> bool:
var closest_point := NavigationServer3D.map_get_closest_point(nav_agent.get_navigation_map(), global_position)
var closest_point := NavigationServer3D.map_get_closest_point(
nav_agent.get_navigation_map(), global_position
)
return global_position.distance_squared_to(closest_point) < nav_agent.path_max_distance ** 2
@@ -37,9 +39,9 @@ func _physics_process(p_delta: float) -> void:
var velocity_xz := (next_path_position - current_agent_position).normalized() * MOVE_SPEED
velocity.x = velocity_xz.x
velocity.z = velocity_xz.z
velocity.y -= 40 * p_delta
if nav_agent.avoidance_enabled:
nav_agent.set_velocity(velocity)
else:
+19 -19
View File
@@ -2,7 +2,7 @@ extends CharacterBody3D
@export var MOVE_SPEED: float = 50.0
@export var JUMP_SPEED: float = 2.0
@export var first_person: bool = false :
@export var first_person: bool = false:
set(p_value):
first_person = p_value
if first_person:
@@ -13,17 +13,17 @@ extends CharacterBody3D
$Body.visible = true
create_tween().tween_property($CameraManager/Arm, "spring_length", 6.0, .33)
@export var gravity_enabled: bool = true :
@export var gravity_enabled: bool = true:
set(p_value):
gravity_enabled = p_value
if not gravity_enabled:
velocity.y = 0
@export var collision_enabled: bool = true :
@export var collision_enabled: bool = true:
set(p_value):
collision_enabled = p_value
$CollisionShapeBody.disabled = ! collision_enabled
$CollisionShapeRay.disabled = ! collision_enabled
$CollisionShapeBody.disabled = !collision_enabled
$CollisionShapeRay.disabled = !collision_enabled
func _physics_process(p_delta) -> void:
@@ -41,18 +41,18 @@ func _physics_process(p_delta) -> void:
# Returns the input vector relative to the camera. Forward is always the direction the camera is facing
func get_camera_relative_input() -> Vector3:
var input_dir: Vector3 = Vector3.ZERO
if Input.is_key_pressed(KEY_A): # Left
if Input.is_key_pressed(KEY_A): # Left
input_dir -= %Camera3D.global_transform.basis.x
if Input.is_key_pressed(KEY_D): # Right
if Input.is_key_pressed(KEY_D): # Right
input_dir += %Camera3D.global_transform.basis.x
if Input.is_key_pressed(KEY_W): # Forward
if Input.is_key_pressed(KEY_W): # Forward
input_dir -= %Camera3D.global_transform.basis.z
if Input.is_key_pressed(KEY_S): # Backward
if Input.is_key_pressed(KEY_S): # Backward
input_dir += %Camera3D.global_transform.basis.z
if Input.is_key_pressed(KEY_E) or Input.is_key_pressed(KEY_SPACE): # Up
velocity.y += JUMP_SPEED + MOVE_SPEED*.016
if Input.is_key_pressed(KEY_Q): # Down
velocity.y -= JUMP_SPEED + MOVE_SPEED*.016
if Input.is_key_pressed(KEY_E) or Input.is_key_pressed(KEY_SPACE): # Up
velocity.y += JUMP_SPEED + MOVE_SPEED * .016
if Input.is_key_pressed(KEY_Q): # Down
velocity.y -= JUMP_SPEED + MOVE_SPEED * .016
if Input.is_key_pressed(KEY_KP_ADD) or Input.is_key_pressed(KEY_EQUAL):
MOVE_SPEED = clamp(MOVE_SPEED + .5, 5, 9999)
if Input.is_key_pressed(KEY_KP_SUBTRACT) or Input.is_key_pressed(KEY_MINUS):
@@ -66,16 +66,16 @@ func _input(p_event: InputEvent) -> void:
MOVE_SPEED = clamp(MOVE_SPEED + 5, 5, 9999)
elif p_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
MOVE_SPEED = clamp(MOVE_SPEED - 5, 5, 9999)
elif p_event is InputEventKey:
if p_event.pressed:
if p_event.keycode == KEY_V:
first_person = ! first_person
first_person = !first_person
elif p_event.keycode == KEY_G:
gravity_enabled = ! gravity_enabled
gravity_enabled = !gravity_enabled
elif p_event.keycode == KEY_C:
collision_enabled = ! collision_enabled
collision_enabled = !collision_enabled
# Else if up/down released
elif p_event.keycode in [ KEY_Q, KEY_E, KEY_SPACE ]:
elif p_event.keycode in [KEY_Q, KEY_E, KEY_SPACE]:
velocity.y = 0
+27 -20
View File
@@ -2,11 +2,16 @@ extends Node
signal bake_finished
@export var enabled: bool = true : set = set_enabled
@export var enter_cost: float = 0.0 : set = set_enter_cost
@export var travel_cost: float = 1.0 : set = set_travel_cost
@export_flags_3d_navigation var navigation_layers: int = 1 : set = set_navigation_layers
@export var template: NavigationMesh : set = set_template
@export var enabled: bool = true:
set = set_enabled
@export var enter_cost: float = 0.0:
set = set_enter_cost
@export var travel_cost: float = 1.0:
set = set_travel_cost
@export_flags_3d_navigation var navigation_layers: int = 1:
set = set_navigation_layers
@export var template: NavigationMesh:
set = set_template
@export var terrain: Terrain3D
@export var player: Node3D
@export var mesh_size := Vector3(256, 512, 256)
@@ -16,7 +21,7 @@ signal bake_finished
@export var log_timing: bool = false
var _scene_geometry: NavigationMeshSourceGeometryData3D
var _current_center := Vector3(INF,INF,INF)
var _current_center := Vector3(INF, INF, INF)
var _bake_task_id: int = -1
var _bake_task_timer: float = 0.0
@@ -30,16 +35,16 @@ func _ready():
_nav_region.enabled = enabled
_nav_region.enter_cost = enter_cost
_nav_region.travel_cost = travel_cost
# Enabling edge connections comes with a performance penalty that causes hitches whenever
# the nav mesh is updated. The navigation server has to compare each edge, and it does this on
# the main thread.
_nav_region.use_edge_connections = false
add_child(_nav_region)
_update_map_cell_size()
# If you're using ProtonScatter, you will want to delay this next call until after all
# your scatter nodes have finished setting up. Here, we just defer one frame so that nodes
# after this one in the tree get set up first
@@ -92,19 +97,19 @@ func _update_map_cell_size() -> void:
func _process(p_delta: float) -> void:
if _bake_task_id != -1:
_bake_task_timer += p_delta
if not player or _bake_task_id != -1:
return
if _bake_cooldown_timer > 0.0:
_bake_cooldown_timer -= p_delta
return
var track_pos := player.global_position
if player is CharacterBody3D:
# Center on where the player is likely _going to be_:
track_pos += player.velocity * bake_cooldown
if track_pos.distance_squared_to(_current_center) >= min_rebake_distance * min_rebake_distance:
_current_center = track_pos
_rebake(_current_center)
@@ -112,7 +117,9 @@ func _process(p_delta: float) -> void:
func _rebake(p_center: Vector3) -> void:
assert(template != null)
_bake_task_id = WorkerThreadPool.add_task(_task_bake.bind(p_center), false, "RuntimeNavigationBaker")
_bake_task_id = WorkerThreadPool.add_task(
_task_bake.bind(p_center), false, "RuntimeNavigationBaker"
)
_bake_task_timer = 0.0
_bake_cooldown_timer = bake_cooldown
@@ -123,13 +130,13 @@ func _task_bake(p_center: Vector3) -> void:
nav_mesh.filter_baking_aabb_offset = p_center
var source_geometry: NavigationMeshSourceGeometryData3D
source_geometry = _scene_geometry.duplicate()
if terrain:
var aabb: AABB = nav_mesh.filter_baking_aabb
aabb.position += nav_mesh.filter_baking_aabb_offset
var faces: PackedVector3Array = terrain.generate_nav_mesh_source_geometry(aabb, false)
source_geometry.add_faces(faces, Transform3D.IDENTITY)
if source_geometry.has_data():
NavigationServer3D.bake_from_source_geometry_data(nav_mesh, source_geometry)
_bake_finished.call_deferred(nav_mesh)
@@ -140,12 +147,12 @@ func _task_bake(p_center: Vector3) -> void:
func _bake_finished(p_nav_mesh: NavigationMesh) -> void:
if log_timing:
print("Navigation bake took ", _bake_task_timer, "s")
_bake_task_timer = 0.0
_bake_task_id = -1
if p_nav_mesh:
_nav_region.navigation_mesh = p_nav_mesh
bake_finished.emit()
assert(!NavigationServer3D.region_get_use_edge_connections(_nav_region.get_region_rid()))
+9 -8
View File
@@ -1,6 +1,5 @@
extends Control
var player: Node
var visible_mode: int = 1
@@ -11,7 +10,7 @@ func _init() -> void:
func _process(p_delta) -> void:
$Label.text = "FPS: %d\n" % Engine.get_frames_per_second()
if(visible_mode == 1):
if visible_mode == 1:
$Label.text += "Move Speed: %.1f\n" % player.MOVE_SPEED if player else ""
$Label.text += "Position: %.1v\n" % player.global_position if player else ""
$Label.text += """
@@ -37,12 +36,12 @@ func _unhandled_key_input(p_event: InputEvent) -> void:
KEY_F8:
get_tree().quit()
KEY_F9:
visible_mode = (visible_mode + 1 ) % 3
visible_mode = (visible_mode + 1) % 3
$Label/Panel.visible = (visible_mode == 1)
visible = visible_mode > 0
KEY_F10:
var vp = get_viewport()
vp.debug_draw = (vp.debug_draw + 1 ) % 6
vp.debug_draw = (vp.debug_draw + 1) % 6
get_viewport().set_input_as_handled()
KEY_F11:
toggle_fullscreen()
@@ -53,11 +52,13 @@ func _unhandled_key_input(p_event: InputEvent) -> void:
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
get_viewport().set_input_as_handled()
func toggle_fullscreen() -> void:
if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN or \
DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
if (
DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN
or DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN
):
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
DisplayServer.window_set_size(Vector2(1280, 720))
else: