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
+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