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:
+15
-11
@@ -5,7 +5,7 @@ var terrain: Terrain3D
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func _ready() -> void:
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$UI.player = $Player
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if has_node("RunThisSceneLabel3D"):
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$RunThisSceneLabel3D.queue_free()
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@@ -20,20 +20,22 @@ func _ready() -> void:
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func create_terrain() -> Terrain3D:
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# Create textures
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var green_gr := Gradient.new()
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green_gr.set_color(0, Color.from_hsv(100./360., .35, .3))
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green_gr.set_color(1, Color.from_hsv(120./360., .4, .37))
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green_gr.set_color(0, Color.from_hsv(100. / 360., .35, .3))
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green_gr.set_color(1, Color.from_hsv(120. / 360., .4, .37))
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var green_ta: Terrain3DTextureAsset = await create_texture_asset("Grass", green_gr, 1024)
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green_ta.uv_scale = 0.1
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green_ta.detiling_rotation = 0.1
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var brown_gr := Gradient.new()
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brown_gr.set_color(0, Color.from_hsv(30./360., .4, .3))
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brown_gr.set_color(1, Color.from_hsv(30./360., .4, .4))
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brown_gr.set_color(0, Color.from_hsv(30. / 360., .4, .3))
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brown_gr.set_color(1, Color.from_hsv(30. / 360., .4, .4))
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var brown_ta: Terrain3DTextureAsset = await create_texture_asset("Dirt", brown_gr, 1024)
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brown_ta.uv_scale = 0.03
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green_ta.detiling_rotation = 0.1
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var grass_ma: Terrain3DMeshAsset = create_mesh_asset("Grass", Color.from_hsv(120./360., .4, .37))
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var grass_ma: Terrain3DMeshAsset = create_mesh_asset(
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"Grass", Color.from_hsv(120. / 360., .4, .37)
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)
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# Create a terrain
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var terrain := Terrain3D.new()
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@@ -77,11 +79,13 @@ func create_terrain() -> Terrain3D:
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return terrain
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func create_texture_asset(asset_name: String, gradient: Gradient, texture_size: int = 512) -> Terrain3DTextureAsset:
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func create_texture_asset(
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asset_name: String, gradient: Gradient, texture_size: int = 512
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) -> Terrain3DTextureAsset:
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# Create noise map
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var fnl := FastNoiseLite.new()
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fnl.frequency = 0.004
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# Create albedo noise texture
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var alb_noise_tex := NoiseTexture2D.new()
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alb_noise_tex.width = texture_size
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@@ -96,7 +100,7 @@ func create_texture_asset(asset_name: String, gradient: Gradient, texture_size:
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for x in alb_noise_img.get_width():
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for y in alb_noise_img.get_height():
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var clr: Color = alb_noise_img.get_pixel(x, y)
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clr.a = clr.v # Noise as height
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clr.a = clr.v # Noise as height
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alb_noise_img.set_pixel(x, y, clr)
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alb_noise_img.generate_mipmaps()
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var albedo := ImageTexture.create_from_image(alb_noise_img)
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@@ -113,7 +117,7 @@ func create_texture_asset(asset_name: String, gradient: Gradient, texture_size:
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for x in nrm_noise_img.get_width():
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for y in nrm_noise_img.get_height():
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var normal_rgh: Color = nrm_noise_img.get_pixel(x, y)
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normal_rgh.a = 0.8 # Roughness
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normal_rgh.a = 0.8 # Roughness
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nrm_noise_img.set_pixel(x, y, normal_rgh)
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nrm_noise_img.generate_mipmaps()
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var normal := ImageTexture.create_from_image(nrm_noise_img)
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