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
+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)