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
+1
View File
@@ -17,6 +17,7 @@ const COLORS := {
const WIND_SHADER := preload("res://world/jajce/materials/wind.gdshader")
func _ready() -> void:
for child in get_children():
child.queue_free()
+2
View File
@@ -4,9 +4,11 @@ extends Camera3D
@export var orbit_speed := 0.025
@export var animate_orbit := true
func _ready() -> void:
look_at(focus_point, Vector3.UP)
func _process(delta: float) -> void:
if not animate_orbit:
return
+3 -1
View File
@@ -2,9 +2,11 @@ extends Node3D
@onready var terrain: Terrain3D = $TerrainRoot/Terrain3D
func _ready() -> void:
call_deferred("_initialize_world_presentation")
func _initialize_world_presentation() -> void:
var active_camera := get_viewport().get_camera_3d()
if active_camera != null:
@@ -16,7 +18,7 @@ func _initialize_world_presentation() -> void:
for child in $VillageRoot.get_children():
groups_to_snap.append(child)
for item in groups_to_snap:
var pos := item.global_position
var pos: Vector3 = item.global_position
var h: float = terrain.data.get_height(pos)
if not is_nan(h):
item.global_position.y = h