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85 Commits

Author SHA1 Message Date
2b74c9e70c added CSG toolkit
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2026-02-06 18:35:38 +01:00
77d405687c more lights in tutorial and better wall run detection I believe
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2026-02-06 16:42:01 +01:00
4c1831762b added a max velocity for player and fixed the multiple back inputs in menus 2026-02-06 15:12:36 +01:00
6d967bf2bf extended enemy dashthrough improvement to aimed dash behaviour
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2026-02-06 12:10:21 +01:00
e87a228dd2 fixed dashing through terrain so easily when targeting enemy 2026-02-06 11:52:29 +01:00
e8ff01e097 fixed toolbox menu issue 2026-02-06 11:02:38 +01:00
66a71067cc fixed a few issues and also tuto triggers
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2026-02-05 17:26:20 +01:00
7a938b245e refresh level selection
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2026-02-05 17:06:32 +01:00
52ebc68a02 put the player back in its place
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2026-02-05 17:04:45 +01:00
2a604fb06a tutorial levels with enemies
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2026-02-05 16:52:53 +01:00
1f904cdb13 final tuto movement
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2026-02-05 15:26:40 +01:00
db93e8f68e base movement tutorial done
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2026-02-05 10:44:32 +01:00
4c302be16b more tutorial 2026-02-05 10:06:25 +01:00
013545af8a more tutorial 2026-02-05 10:06:12 +01:00
9f5769bb76 testing ci
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2026-02-05 08:36:41 +01:00
8a7ad9d418 test ci 2026-02-05 08:32:16 +01:00
f589ef8dec basic movement tutorial 2026-02-05 08:30:35 +01:00
55a12ec7cd new sky and greybox materials 2026-02-04 13:11:00 +01:00
fad528faa1 refactored the way levels are listed in the toolbox
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2026-02-04 11:57:30 +01:00
cd519e528f complete project reorganization
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2026-02-04 11:20:00 +01:00
b6e8d0b590 fixed jolt issue 2026-02-04 10:34:43 +01:00
03f72f3715 name change 2026-02-04 10:33:45 +01:00
15ab9edab1 fixed a wallhanging bug and explosion shader precompilation to alleviate stuttering 2026-02-04 10:32:44 +01:00
0e412c2a42 fixed level loading and starting to setup proper gyms, zoos and playtest levels
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2026-02-03 16:31:37 +01:00
8a3faff7d0 small refacto of dash actions 2026-02-03 15:10:22 +01:00
3525f0e3eb added a parry button and animation that lets player chose their enemy hit behaviour
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2026-01-30 13:19:28 +01:00
cc973b9f0d fixed spawners
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2026-01-28 19:14:05 +01:00
8a552f7993 #minor CI FIXED
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2026-01-28 18:28:40 +01:00
93841bc85d manually uploading to itch
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2026-01-28 18:15:15 +01:00
9ba8847626 changing itch action
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2026-01-28 17:56:59 +01:00
51b7328310 changing itch action
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2026-01-28 17:54:06 +01:00
fdc352596d were getting there...
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2026-01-28 17:39:23 +01:00
89ba5cc985 trying the the fix on export again and trying to cache lfs objects again
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2026-01-28 17:25:28 +01:00
fdc79166a0 testing ci
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2026-01-28 16:22:38 +01:00
b84487336b testing ci 2026-01-28 16:20:44 +01:00
e4ab103c4d testing ci
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2026-01-28 15:33:56 +01:00
3b6cf0252b testing ci
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2026-01-28 15:29:31 +01:00
e908cd3085 testing ci
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2026-01-28 15:19:04 +01:00
6b23fdbd26 testing ci
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2026-01-28 15:13:11 +01:00
ea6258ff19 testing ci
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2026-01-28 15:05:12 +01:00
5e54f0f83b testing ci
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2026-01-28 15:00:24 +01:00
f00439a430 testing ci
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2026-01-28 13:08:24 +01:00
02ec230b3f testing ci
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2026-01-28 12:48:28 +01:00
867554b835 testing ci
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2026-01-28 12:45:13 +01:00
a4835eeb3c testing ci
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2026-01-28 12:34:26 +01:00
55b877226e testing ci
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2026-01-28 10:49:08 +01:00
d7d33d0dac testing ci
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2026-01-28 10:47:15 +01:00
f92c6d282f testing ci
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2026-01-28 10:43:32 +01:00
2d41523668 testing ci
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2026-01-28 10:38:56 +01:00
34b04a365a testing ci
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2026-01-28 10:38:21 +01:00
d0ac644e14 testing ci
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2026-01-28 10:28:07 +01:00
510a3200d1 testing ci
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2026-01-28 10:17:05 +01:00
bef601941c testing ci
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2026-01-28 10:14:25 +01:00
b6605d6293 testing ci
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2026-01-28 10:10:51 +01:00
1b6742ea45 testing ci
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2026-01-28 10:06:32 +01:00
405e487881 testing ci
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2026-01-28 09:53:22 +01:00
af1f6da98d updating project files
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2026-01-28 09:50:10 +01:00
119850a7b4 testing ci
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2026-01-28 09:33:21 +01:00
b198aba09b updating state chart addon
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2026-01-27 19:13:53 +01:00
37165d1562 fuck tests I guess
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2026-01-27 19:04:52 +01:00
5684561b66 fuck tests I guess 2026-01-27 19:04:34 +01:00
2678cac0e6 FUUUUCK FUUUUUUUUUUCK
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2026-01-27 19:01:05 +01:00
230b409abe FUUUUCK FUUUUUUUUUUCK
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2026-01-27 18:56:12 +01:00
a6c80206c9 trying to fix syntax error in checkout action
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2026-01-27 18:53:03 +01:00
1a73f23670 trying to fix syntax error in checkout action
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2026-01-27 18:52:04 +01:00
38e62dcbb3 trying to fix syntax error in checkout action
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2026-01-27 18:48:37 +01:00
19bdc143c1 trying to fix syntax error in checkout action
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2026-01-27 18:44:03 +01:00
1709554e72 changing GDUnit dependency because 4.6 not yet supported
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2026-01-27 18:07:54 +01:00
5c2e9408c5 caching improvements
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2026-01-27 17:59:10 +01:00
caeae26a09 fixed camera and sword animation issue and upgraded to Godot 4.6
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2026-01-27 17:47:19 +01:00
056a68b0ad small death animation and toolbox
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2026-01-27 16:42:31 +01:00
f1f0febf29 death and restart menu working 2026-01-27 15:11:43 +01:00
916a6e7153 some editor icons and a base level scene
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2026-01-27 10:35:35 +01:00
ddf1bd019b better healthbars and one for the player as well
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2026-01-26 18:09:29 +01:00
2fdc9c7ca8 instanciating explosion on slam
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2026-01-26 16:34:18 +01:00
d79ca44972 everything should work fine now
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2026-01-26 09:26:54 +01:00
148aea9bb4 trying to remove ad unit addon from build job because it breaks
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2026-01-26 09:18:28 +01:00
bdce8b969c reinstalling GDUnit from assetlib
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2026-01-26 09:05:55 +01:00
4095f818f6 gdunit addon post import by godot
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2026-01-26 08:59:34 +01:00
72bf3d4cc5 making sure the issue comes from GDUnit addon folder
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2026-01-26 08:51:14 +01:00
51907a1f01 trying to fix Export
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2026-01-26 08:41:48 +01:00
c5c4ceb032 trying to fix Export
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2026-01-26 08:30:31 +01:00
64957334de trying to fix Export
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2026-01-26 08:29:43 +01:00
7323b6e814 trying to fix Export
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2026-01-26 08:12:23 +01:00
24f9801093 trying to fix Export
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2026-01-26 07:58:33 +01:00
2857 changed files with 50753 additions and 22600 deletions

View File

@@ -10,50 +10,31 @@ on:
- "**"
env:
GODOT_VERSION: 4.6
GAME_NAME: MovementTests
ITCHIO_USERNAME: Minimata
ITCHIO_GAMEID: MovementTests
jobs:
Export:
runs-on: ubuntu-latest
runs-on: godot
steps:
- name: Install node, xvfb and curl
run: |
apt update && apt -y install curl nodejs xvfb
- name: Checkout with LFS
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
- name: Checkout
uses: actions/checkout@v6
with:
lfs: false
persist-credentials: true
- name: Checkout LFS
run: |
git lfs install --local
AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
git lfs pull
- name: Launch Godot
- name: Run tests
uses: godot-gdunit-labs/gdUnit4-action@v1
with:
godot-version: '4.5.1'
godot-version: ${GODOT_VERSION}
godot-net: true
godot-force-mono: true
dotnet-version: 'net9.0'
version: 'v6.0.3'
paths: |
res://tests/
timeout: 1
publish-report: false
upload-report: false
- name: Test action
run: echo ${{ github.workspace }}
- name: Upload test report
uses: actions/upload-artifact@v3-node20
with:

View File

@@ -8,6 +8,7 @@ on:
- "**"
env:
GODOT_VERSION: 4.6
GAME_NAME: MovementTests
ITCHIO_USERNAME: Minimata
ITCHIO_GAMEID: MovementTests
@@ -21,6 +22,7 @@ jobs:
- name: Check out repository code
uses: actions/checkout@v4
with:
token: ${{ secrets.TOKEN }}
lfs: false
- name: Remove buggy pre-push hook
run: |
@@ -36,91 +38,79 @@ jobs:
INITIAL_VERSION: 0.1.0
DEFAULT_BUMP: patch
# Test:
# runs-on: ubuntu-latest
# steps:
# - name: Install node, xvfb and curl
# run: |
# apt update && apt -y install curl nodejs xvfb
#
# - name: Checkout
# uses: actions/checkout@v6
# with:
# lfs: false
# persist-credentials: true
#
# - name: Checkout LFS
# run: |
# git lfs install --local
# AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
# AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
# git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
# git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
# git lfs pull
#
# - name: Launch Godot
# uses: godot-gdunit-labs/gdUnit4-action@v1
# with:
# godot-version: '4.5.1'
# godot-net: true
# godot-force-mono: true
# dotnet-version: 'net9.0'
# version: 'v6.0.3'
# paths: |
# res://tests/
# timeout: 1
# publish-report: false
# upload-report: false
#
# - name: Upload test report
# uses: actions/upload-artifact@v3-node20
# with:
# name: Test Report
# path: ${{ github.workspace }}/reports/test-result.html
Test:
runs-on: godot
# env:
# RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
steps:
- name: Checkout with LFS
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
- name: Run tests
uses: godot-gdunit-labs/gdUnit4-action@v1
with:
godot-version: ${GODOT_VERSION}
godot-net: true
godot-force-mono: true
dotnet-version: 'net9.0'
paths: |
res://tests/
timeout: 1
publish-report: false
upload-report: false
- name: Upload test report
uses: actions/upload-artifact@v3-node20
with:
name: Test Report
path: ${{ github.workspace }}/reports/test-result.html
Export:
runs-on: ubuntu-latest
runs-on: godot
needs:
- BumpTag
# - Test # Wait for tests to finish
container:
image: barichello/godot-ci:mono-4.5
steps:
- name: Install node, curl and zip
run: |
apt update && apt -y install curl zip nodejs
- name: Checkout with LFS
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
- name: Checkout
uses: actions/checkout@v6
- name: Setup Godot
id: setup-godot
uses: https://git.game-dev.space/minimata/setup-godot.git@main
with:
lfs: false
persist-credentials: true
- name: Checkout LFS
godot-version: '4.6'
dotnet-version: 'net9.0'
- name: Remove GDUnit addon
run: |
git lfs install --local
AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
git lfs pull
- name: Import resources and build solution
run: |
godot --headless --editor --build-solutions --quit --import --path $PWD
rm -rf ${{ gitea.workspace }}/addons/gdUnit4
- name: Build Windows
run: |
mkdir -v -p build/windows
godot --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
zip -r Windows.zip build/windows
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
itchUsername: ${{ env.ITCHIO_USERNAME }}
itchGameId: ${{ env.ITCHIO_GAMEID }}
buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
gameData: Windows.zip
buildChannel: windows
- name: Setup Butler
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
run: |
mkdir ./tools 2>/dev/null || true
pushd tools
curl -sSLfo ./butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default"
unzip butler.zip
chmod +x ./butler
popd
./tools/butler -V
- name: Upload to itch.io
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
run: |
versionArgument="--userversion ${{ needs.BumpTag.outputs.tag_name }}"
./tools/butler push \
"Windows.zip" \
${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:windows ${versionArgument}

View File

@@ -8,6 +8,7 @@ on:
- "**"
env:
GODOT_VERSION: 4.6
GAME_NAME: MovementTests
ITCHIO_USERNAME: Minimata
ITCHIO_GAMEID: MovementTests
@@ -26,92 +27,90 @@ jobs:
separator: '/'
Release:
runs-on: ubuntu-latest
runs-on: godot
if: ${{ contains(gitea.ref_name, 'release/') }}
needs: ReleaseName
container:
image: barichello/godot-ci:mono-4.5
steps:
- name: Install node, curl and zip
run: |
apt update && apt -y install curl zip nodejs
- name: Checkout with LFS
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
- name: Checkout
uses: actions/checkout@v6
- name: Setup Godot
id: setup-godot
uses: https://git.game-dev.space/minimata/setup-godot.git@main
with:
lfs: false
persist-credentials: true
- name: Checkout LFS
godot-version: '4.6'
dotnet-version: 'net9.0'
- name: Setup Butler
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
run: |
git lfs install --local
AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
git lfs pull
- name: Import resources and build solution
run: |
godot --headless --editor --build-solutions --quit --import --path $PWD
mkdir ./tools 2>/dev/null || true
pushd tools
curl -sSLfo ./butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default"
unzip butler.zip
chmod +x ./butler
popd
./tools/butler -V
- name: Build Windows
run: |
mkdir -v -p build/windows
godot --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
zip -r Windows.zip build/windows
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
itchUsername: ${{ env.ITCHIO_USERNAME }}
itchGameId: ${{ env.ITCHIO_GAMEID }}
buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
gameData: Windows.zip
buildChannel: windows
- name: Upload Windows to itch.io
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
run: |
versionArgument="--userversion ${{ needs.ReleaseName.outputs.release_name }}"
./tools/butler push \
"Windows.zip" \
${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:windows ${versionArgument}
- name: Build Windows ARM
run: |
mkdir -v -p build/windowsArm
godot --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
zip -r WindowsArm.zip build/windowsArm
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
itchUsername: ${{ env.ITCHIO_USERNAME }}
itchGameId: ${{ env.ITCHIO_GAMEID }}
buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
gameData: WindowsArm.zip
buildChannel: windows-arm
- name: Upload Windows to itch.io
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
run: |
versionArgument="--userversion ${{ needs.ReleaseName.outputs.release_name }}"
./tools/butler push \
"WindowsArm.zip" \
${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:windows-arm ${versionArgument}
- name: Linux Build
run: |
mkdir -v -p build/linux
godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
zip -r Linux.zip build/linux
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
itchUsername: ${{ env.ITCHIO_USERNAME }}
itchGameId: ${{ env.ITCHIO_GAMEID }}
buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
gameData: Linux.zip
buildChannel: linux
- name: Upload Windows to itch.io
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
run: |
versionArgument="--userversion ${{ needs.ReleaseName.outputs.release_name }}"
./tools/butler push \
"Linux.zip" \
${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:linux ${versionArgument}
- name: Mac Build
run: |
mkdir -v -p build/mac
godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
zip -r Mac.zip build/mac
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
itchUsername: ${{ env.ITCHIO_USERNAME }}
itchGameId: ${{ env.ITCHIO_GAMEID }}
buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
gameData: Mac.zip
buildChannel: mac
- name: Upload Windows to itch.io
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
run: |
versionArgument="--userversion ${{ needs.ReleaseName.outputs.release_name }}"
./tools/butler push \
"Mac.zip" \
${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:mac ${versionArgument}

View File

@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.5.0">
<Project Sdk="Godot.NET.Sdk/4.6.0">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
@@ -131,9 +131,9 @@
</ItemGroup>
<!-- gdUnit4 package dependencies -->
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0"/>
<PackageReference Include="gdUnit4.api" Version="5.1.0-rc3"/>
<PackageReference Include="gdUnit4.test.adapter" Version="3.0.0"/>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0" />
<PackageReference Include="gdUnit4.api" Version="5.1.0-rc3" />
<PackageReference Include="gdUnit4.test.adapter" Version="3.0.0" />
<PackageReference Include="gdUnit4.analyzers" Version="1.0.0">
<PrivateAssets>none</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>

142
Movement tests.csproj.old.1 Normal file
View File

@@ -0,0 +1,142 @@
<Project Sdk="Godot.NET.Sdk/4.5.0">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>Movementtests</RootNamespace>
</PropertyGroup>
<ItemGroup>
<Content Include=".runsettings" />
<Content Include="export_presets.cfg" />
<Content Include="menus\assets\git_logo\Git-Logo-2Color.png" />
<Content Include="menus\assets\git_logo\Git-Logo-2Color.png.import" />
<Content Include="menus\assets\git_logo\LICENSE.txt" />
<Content Include="menus\assets\godot_engine_logo\LICENSE.txt" />
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png" />
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png.import" />
<Content Include="menus\assets\icon.png" />
<Content Include="menus\assets\icon.png.import" />
<Content Include="menus\ATTRIBUTION.md" />
<Content Include="menus\resources\themes\expedition.tres" />
<Content Include="menus\resources\themes\gravity.tres" />
<Content Include="menus\resources\themes\grow.tres" />
<Content Include="menus\resources\themes\lab.tres" />
<Content Include="menus\resources\themes\lore.tres" />
<Content Include="menus\resources\themes\steal_this_theme.tres" />
<Content Include="menus\scenes\credits\scrollable_credits.gd" />
<Content Include="menus\scenes\credits\scrollable_credits.gd.uid" />
<Content Include="menus\scenes\credits\scrollable_credits.tscn" />
<Content Include="menus\scenes\credits\scrolling_credits.gd" />
<Content Include="menus\scenes\credits\scrolling_credits.gd.uid" />
<Content Include="menus\scenes\credits\scrolling_credits.tscn" />
<Content Include="menus\scenes\end_credits\end_credits.gd" />
<Content Include="menus\scenes\end_credits\end_credits.gd.uid" />
<Content Include="menus\scenes\end_credits\end_credits.tscn" />
<Content Include="menus\scenes\game_scene\configurable_sub_viewport.gd" />
<Content Include="menus\scenes\game_scene\configurable_sub_viewport.gd.uid" />
<Content Include="menus\scenes\game_scene\game_ui.tscn" />
<Content Include="menus\scenes\game_scene\input_display_label.gd" />
<Content Include="menus\scenes\game_scene\input_display_label.gd.uid" />
<Content Include="menus\scenes\game_scene\levels\level.gd" />
<Content Include="menus\scenes\game_scene\levels\level.gd.uid" />
<Content Include="menus\scenes\game_scene\levels\level_1.tscn" />
<Content Include="menus\scenes\game_scene\levels\level_2.tscn" />
<Content Include="menus\scenes\game_scene\levels\level_3.tscn" />
<Content Include="menus\scenes\game_scene\tutorials\tutorial_1.tscn" />
<Content Include="menus\scenes\game_scene\tutorials\tutorial_2.tscn" />
<Content Include="menus\scenes\game_scene\tutorials\tutorial_3.tscn" />
<Content Include="menus\scenes\game_scene\tutorial_manager.gd" />
<Content Include="menus\scenes\game_scene\tutorial_manager.gd.uid" />
<Content Include="menus\scenes\loading_screen\level_loading_screen.tscn" />
<Content Include="menus\scenes\loading_screen\loading_screen.gd" />
<Content Include="menus\scenes\loading_screen\loading_screen.gd.uid" />
<Content Include="menus\scenes\loading_screen\loading_screen.tscn" />
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.gd" />
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.gd.uid" />
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.tscn" />
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.gd" />
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.gd.uid" />
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.tscn" />
<Content Include="menus\scenes\menus\main_menu\main_menu.gd" />
<Content Include="menus\scenes\menus\main_menu\main_menu.gd.uid" />
<Content Include="menus\scenes\menus\main_menu\main_menu.tscn" />
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.gd" />
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.gd.uid" />
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.tscn" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_input_option_control.gd" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_input_option_control.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_input_option_control.tscn" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_options_menu.gd" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_options_menu.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_options_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.gd" />
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.gd" />
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.tscn" />
<Content Include="menus\scenes\menus\options_menu\input\input_extras_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.gd" />
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu_with_mouse_sensitivity.tscn" />
<Content Include="menus\scenes\menus\options_menu\master_options_menu.gd" />
<Content Include="menus\scenes\menus\options_menu\master_options_menu.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\master_options_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\master_options_menu_with_tabs.tscn" />
<Content Include="menus\scenes\menus\options_menu\mini_options_menu.gd" />
<Content Include="menus\scenes\menus\options_menu\mini_options_menu.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\mini_options_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\mini_options_menu_with_reset.gd" />
<Content Include="menus\scenes\menus\options_menu\mini_options_menu_with_reset.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\mini_options_menu_with_reset.tscn" />
<Content Include="menus\scenes\menus\options_menu\video\video_options_menu.gd" />
<Content Include="menus\scenes\menus\options_menu\video\video_options_menu.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\video\video_options_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\video\video_options_menu_with_extras.tscn" />
<Content Include="menus\scenes\opening\opening.gd" />
<Content Include="menus\scenes\opening\opening.gd.uid" />
<Content Include="menus\scenes\opening\opening.tscn" />
<Content Include="menus\scenes\opening\opening_with_logo.tscn" />
<Content Include="menus\scenes\overlaid_menus\game_won_menu.gd" />
<Content Include="menus\scenes\overlaid_menus\game_won_menu.gd.uid" />
<Content Include="menus\scenes\overlaid_menus\game_won_menu.tscn" />
<Content Include="menus\scenes\overlaid_menus\level_lost_menu.gd" />
<Content Include="menus\scenes\overlaid_menus\level_lost_menu.gd.uid" />
<Content Include="menus\scenes\overlaid_menus\level_lost_menu.tscn" />
<Content Include="menus\scenes\overlaid_menus\level_won_menu.gd" />
<Content Include="menus\scenes\overlaid_menus\level_won_menu.gd.uid" />
<Content Include="menus\scenes\overlaid_menus\level_won_menu.tscn" />
<Content Include="menus\scenes\overlaid_menus\mini_options_overlaid_menu.tscn" />
<Content Include="menus\scenes\overlaid_menus\overlaid_menu.gd" />
<Content Include="menus\scenes\overlaid_menus\overlaid_menu.gd.uid" />
<Content Include="menus\scenes\overlaid_menus\overlaid_menu.tscn" />
<Content Include="menus\scenes\overlaid_menus\overlaid_menu_container.gd" />
<Content Include="menus\scenes\overlaid_menus\overlaid_menu_container.gd.uid" />
<Content Include="menus\scenes\overlaid_menus\overlaid_menu_container.tscn" />
<Content Include="menus\scenes\overlaid_menus\pause_menu.gd" />
<Content Include="menus\scenes\overlaid_menus\pause_menu.gd.uid" />
<Content Include="menus\scenes\overlaid_menus\pause_menu.tscn" />
<Content Include="menus\scripts\game_state.gd" />
<Content Include="menus\scripts\game_state.gd.uid" />
<Content Include="menus\scripts\level_list_and_state_manager.gd" />
<Content Include="menus\scripts\level_list_and_state_manager.gd.uid" />
<Content Include="menus\scripts\level_state.gd" />
<Content Include="menus\scripts\level_state.gd.uid" />
</ItemGroup>
<ItemGroup>
<Folder Include="addons\" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="RustyOptions" Version="0.10.1" />
</ItemGroup>
<!-- gdUnit4 package dependencies -->
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0"/>
<PackageReference Include="gdUnit4.api" Version="5.1.0-rc3"/>
<PackageReference Include="gdUnit4.test.adapter" Version="3.0.0"/>
<PackageReference Include="gdUnit4.analyzers" Version="1.0.0">
<PrivateAssets>none</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
</ItemGroup>
</Project>

View File

@@ -0,0 +1,42 @@
# CSG Toolkit Settings
The CSG Toolkit now uses Godot's built-in **ProjectSettings** system instead of a custom configuration file.
## Accessing Settings
Settings can be accessed in two ways:
1. **Through the CSG Toolkit config window** (recommended for users)
- Click the config button in the CSG Toolkit sidebar
- Modify settings using the UI
- Click "Save" to persist changes
2. **Directly in Project Settings** (for advanced users)
- Go to Project → Project Settings
- Navigate to the "Addons" section
- Look for `addons/csg_toolkit/*` settings
## Available Settings
| Setting | Type | Default | Description |
|---------|------|---------|-------------|
| `addons/csg_toolkit/default_behavior` | Enum | Sibling | Default insertion behavior (Sibling or Child) |
| `addons/csg_toolkit/action_key` | Key | Shift | Primary action key for shortcuts |
| `addons/csg_toolkit/secondary_action_key` | Key | Alt | Secondary action key for behavior inversion |
| `addons/csg_toolkit/auto_hide` | Boolean | true | Auto-hide sidebar when no CSG nodes selected |
## Migration from Old Config
If you were using an older version with `csg_toolkit_config.cfg`:
- The old config file is no longer used
- Settings are now stored in `project.godot`
- Settings will be initialized with defaults on first run
- You'll need to reconfigure your preferences if migrating
## Advantages of ProjectSettings
- Settings are version-controlled with your project
- Visible and editable in Project Settings editor
- Better integration with Godot's editor
- No separate config file to manage
- Settings persist per-project automatically

View File

@@ -0,0 +1,57 @@
@tool
class_name CsgToolkit extends EditorPlugin
@onready var config: CsgTkConfig:
get:
return get_tree().root.get_node_or_null(AUTOLOAD_NAME) as CsgTkConfig
var sidebar: CSGSideToolkitBar
var topbar: CSGTopToolkitBar
var shortcut_manager: CsgShortcutManager
const AUTOLOAD_NAME = "CsgToolkitAutoload"
static var csg_plugin_path
static var undo_manager: EditorUndoRedoManager
func _enter_tree():
# Config
add_autoload_singleton(AUTOLOAD_NAME, "res://addons/csg_toolkit/scripts/csg_toolkit_config.gd")
csg_plugin_path = get_path()
undo_manager = get_undo_redo()
# Nodes
add_custom_type("CSGRepeater3D", "CSGCombiner3D", preload("res://addons/csg_toolkit/scripts/csg_repeater_3d.gd"), null)
add_custom_type("CSGSpreader3D", "CSGCombiner3D", preload("res://addons/csg_toolkit/scripts/csg_spreader_3d.gd"), null)
# Sidebar
var sidebarScene = preload("res://addons/csg_toolkit/scenes/csg_side_toolkit_bar.tscn")
sidebar = sidebarScene.instantiate()
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_LEFT, sidebar)
# Ensure sidebar can be found by shortcut manager if needed
sidebar.add_to_group("CSGSideToolkit")
# Topbar
var topbarScene = preload("res://addons/csg_toolkit/scenes/csg_top_toolkit_bar.tscn")
topbar = topbarScene.instantiate()
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, topbar)
# Shortcut Manager
shortcut_manager = CsgShortcutManager.new()
get_tree().root.add_child(shortcut_manager)
shortcut_manager.sidebar = sidebar
func _exit_tree():
remove_custom_type("CSGRepeater3D")
remove_custom_type("CSGSpreader3D")
undo_manager = null
remove_autoload_singleton(AUTOLOAD_NAME)
# Note: ProjectSettings for CSG Toolkit are preserved in project.godot
# They can be manually removed from Project Settings if desired
remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_LEFT, sidebar)
sidebar.free()
remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, topbar)
topbar.free()
if shortcut_manager and is_instance_valid(shortcut_manager):
shortcut_manager.queue_free()

View File

@@ -0,0 +1 @@
uid://cmwnf4lkck6mm

View File

@@ -0,0 +1,71 @@
[gd_scene format=3 uid="uid://bltlelosbn4ky"]
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[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Torus" to="." method="_on_torus_pressed"]
[connection signal="pressed" from="ScrollContainer/HBoxContainer/Operation/Union" to="." method="_on_operation_pressed" binds= [0]]
[connection signal="pressed" from="ScrollContainer/HBoxContainer/Operation/Intersection" to="." method="_on_operation_pressed" binds= [1]]
[connection signal="pressed" from="ScrollContainer/HBoxContainer/Operation/Subtraction" to="." method="_on_operation_pressed" binds= [2]]
[connection signal="pressed" from="ScrollContainer/HBoxContainer/Material/MaterialPicker" to="." method="_on_material_picker_pressed"]
[connection signal="pressed" from="ScrollContainer/HBoxContainer/Options/Config" to="." method="_on_config_pressed"]

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[gd_scene load_steps=2 format=3 uid="uid://dgldacs362p7g"]
[ext_resource type="Script" uid="uid://dk6dt8fk1s43s" path="res://addons/csg_toolkit/scripts/csg_top_toolkit_bar.gd" id="1_154hl"]
[node name="HBoxContainer" type="HBoxContainer"]
visible = false
offset_right = 40.0
offset_bottom = 40.0
script = ExtResource("1_154hl")
[node name="Refresh" type="Button" parent="."]
layout_mode = 2
text = "Refresh"
flat = true
[connection signal="pressed" from="Refresh" to="." method="_on_refresh_pressed"]

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[gd_scene format=3 uid="uid://b6adrnqobv5fi"]
[node name="Demo" type="Node3D"]
[node name="CSGBox3D" type="CSGBox3D" parent="."]

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@tool
extends Window
@onready var config: CsgTkConfig:
get: return get_tree().root.get_node(CsgToolkit.AUTOLOAD_NAME) as CsgTkConfig
@onready var default_behavior_option: OptionButton = $MarginContainer/VBoxContainer/HBoxContainer/OptionButton
@onready var action_key_button: Button = $MarginContainer/VBoxContainer/HBoxContainer2/Button
@onready var behvaior_toogle_button: Button = $MarginContainer/VBoxContainer/HBoxContainer4/Button
@onready var auto_hide_switch: CheckBox = $MarginContainer/VBoxContainer/HBoxContainer3/CheckButton
signal key_press(key: InputEventKey)
func _ready():
default_behavior_option.select(config.default_behavior)
action_key_button.text = OS.get_keycode_string(config.action_key)
behvaior_toogle_button.text = OS.get_keycode_string(config.secondary_action_key)
auto_hide_switch.button_pressed = config.auto_hide
func _on_option_button_item_selected(index):
match index:
0: config.default_behavior = CsgTkConfig.CSGBehavior.SIBLING
1: config.default_behavior = CsgTkConfig.CSGBehavior.CHILD
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed:
key_press.emit(event)
func _on_save_pressed():
config.save_config()
hide()
func _on_button_pressed():
var key_event: InputEventKey = await key_press
config.action_key = key_event.keycode
action_key_button.text = key_event.as_text_key_label()
func _on_second_button_pressed():
var key_event: InputEventKey = await key_press
config.secondary_action_key = key_event.keycode
behvaior_toogle_button.text = key_event.as_text_key_label()
func _on_check_box_toggled(toggled_on):
config.auto_hide = toggled_on

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uid://b7isqiq2asnu6

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@tool
class_name CSGRepeater3D extends CSGCombiner3D
# NOTE: Registered as custom type in plugin (csg_toolkit.gd) inheriting CSGCombiner3D.
# Ensure pattern resource scripts are loaded (Godot should handle via class_name, but we force references for safety):
const _REF_GRID = preload("res://addons/csg_toolkit/scripts/patterns/grid_pattern.gd") # ensure subclass scripts loaded
const _REF_CIRC = preload("res://addons/csg_toolkit/scripts/patterns/circular_pattern.gd")
const _REF_SPIRAL = preload("res://addons/csg_toolkit/scripts/patterns/spiral_pattern.gd")
const _REF_NOISE = preload("res://addons/csg_toolkit/scripts/patterns/noise_pattern.gd")
const REPEATER_NODE_META = "REPEATED_NODE_META"
const MAX_INSTANCES = 20000
var _dirty: bool = false
var _template_node_path: NodePath
@export var template_node_path: NodePath:
get: return _template_node_path
set(value):
_template_node_path = value
_mark_dirty()
var _template_node_scene: PackedScene
@export var template_node_scene: PackedScene:
get: return _template_node_scene
set(value):
_template_node_scene = value
_mark_dirty()
var _hide_template: bool = true
@export var hide_template: bool = true:
get: return _hide_template
set(value):
_hide_template = value
_update_template_visibility()
## repeat & spacing removed (migrated into pattern resources)
@export_group("Pattern Options")
# A single exported pattern resource (`pattern`) defines generation behavior.
@export_group("Variation Options")
# Rotation variation properties now managed via custom property list for collapsible enable group.
var _randomize_rotation: bool = false
var randomize_rotation: bool:
get: return _randomize_rotation
set(value):
_randomize_rotation = value
_mark_dirty()
notify_property_list_changed()
var _randomize_rot_x: bool = false
var randomize_rot_x: bool:
get: return _randomize_rot_x
set(value):
_randomize_rot_x = value
if _randomize_rotation: _mark_dirty()
notify_property_list_changed()
var _randomize_rot_y: bool = false
var randomize_rot_y: bool:
get: return _randomize_rot_y
set(value):
_randomize_rot_y = value
if _randomize_rotation: _mark_dirty()
notify_property_list_changed()
var _randomize_rot_z: bool = false
var randomize_rot_z: bool:
get: return _randomize_rot_z
set(value):
_randomize_rot_z = value
if _randomize_rotation: _mark_dirty()
notify_property_list_changed()
# Per-axis rotation variance in degrees (0 = full 0..360 random for that axis; >0 jitters around original)
var _rotation_variance_x_deg: float = 0.0
var rotation_variance_x_deg: float:
get: return _rotation_variance_x_deg
set(value):
_rotation_variance_x_deg = clamp(value, 0.0, 360.0)
if _randomize_rotation and _randomize_rot_x: _mark_dirty()
var _rotation_variance_y_deg: float = 0.0
var rotation_variance_y_deg: float:
get: return _rotation_variance_y_deg
set(value):
_rotation_variance_y_deg = clamp(value, 0.0, 360.0)
if _randomize_rotation and _randomize_rot_y: _mark_dirty()
var _rotation_variance_z_deg: float = 0.0
var rotation_variance_z_deg: float:
get: return _rotation_variance_z_deg
set(value):
_rotation_variance_z_deg = clamp(value, 0.0, 360.0)
if _randomize_rotation and _randomize_rot_z: _mark_dirty()
var _randomize_scale: bool = false
var randomize_scale: bool:
get: return _randomize_scale
set(value):
_randomize_scale = value
_mark_dirty()
notify_property_list_changed()
var _scale_variance: float = 0.0
var scale_variance: float:
get: return _scale_variance
set(value):
_scale_variance = clamp(value, 0.0, 1.0)
if _randomize_scale:
_mark_dirty()
# Per-axis scale variance (if zero => use global variance when axis toggle active)
var _scale_variance_x: float = 0.0
var scale_variance_x: float:
get: return _scale_variance_x
set(value):
_scale_variance_x = clamp(value, 0.0, 1.0)
if _randomize_scale and _randomize_scale_x: _mark_dirty()
var _scale_variance_y: float = 0.0
var scale_variance_y: float:
get: return _scale_variance_y
set(value):
_scale_variance_y = clamp(value, 0.0, 1.0)
if _randomize_scale and _randomize_scale_y: _mark_dirty()
var _scale_variance_z: float = 0.0
var scale_variance_z: float:
get: return _scale_variance_z
set(value):
_scale_variance_z = clamp(value, 0.0, 1.0)
if _randomize_scale and _randomize_scale_z: _mark_dirty()
# Per-axis scale randomization toggles (optional if none enabled acts as uniform variance on all axes)
var _randomize_scale_x: bool = false
var randomize_scale_x: bool:
get: return _randomize_scale_x
set(value):
_randomize_scale_x = value
if _randomize_scale: _mark_dirty()
notify_property_list_changed()
var _randomize_scale_y: bool = false
var randomize_scale_y: bool:
get: return _randomize_scale_y
set(value):
_randomize_scale_y = value
if _randomize_scale: _mark_dirty()
notify_property_list_changed()
var _randomize_scale_z: bool = false
var randomize_scale_z: bool:
get: return _randomize_scale_z
set(value):
_randomize_scale_z = value
if _randomize_scale: _mark_dirty()
notify_property_list_changed()
var _position_jitter: float = 0.0
@export var position_jitter: float = 0.0:
get: return _position_jitter
set(value):
_position_jitter = max(0.0, value)
_mark_dirty()
var _random_seed: int = 0
@export var random_seed: int = 0:
get: return _random_seed
set(value):
_random_seed = value
_mark_dirty()
# Estimated instance count (read-only in inspector; updated internally)
@export var estimated_instances: int = 0
var rng: RandomNumberGenerator
var _generation_in_progress := false
var _pattern: CSGPattern
@export var pattern: CSGPattern:
get: return _pattern
set(value):
if value == _pattern:
return
# Reject non-CSGPattern resources
if value != null and not (value is CSGPattern):
push_warning("Assigned pattern is not a CSGPattern-derived resource; ignoring.")
return
# Prevent assigning the abstract base directly (must use subclass)
if value != null and value.get_class() == "CSGPattern":
push_warning("Cannot assign base CSGPattern directly. Please use a concrete pattern (Grid, Circular, Spiral...).")
return
# Disconnect old
if _pattern and _pattern.is_connected("changed", Callable(self, "_on_pattern_changed")):
_pattern.disconnect("changed", Callable(self, "_on_pattern_changed"))
_pattern = value
if _pattern and not _pattern.is_connected("changed", Callable(self, "_on_pattern_changed")):
_pattern.connect("changed", Callable(self, "_on_pattern_changed"))
_mark_dirty()
func _ready():
rng = RandomNumberGenerator.new()
# Provide a default pattern if none assigned (through setter for signal wiring).
if pattern == null:
pattern = CSGGridPattern.new()
_mark_dirty()
# Generate instances in-game on ready
if not Engine.is_editor_hint():
call_deferred("repeat_template")
func _on_pattern_changed():
# Called when the assigned pattern resource's exported properties are edited in inspector.
_mark_dirty()
func _process(_delta):
if not Engine.is_editor_hint(): return
if _dirty and not _generation_in_progress:
_dirty = false
call_deferred("repeat_template")
func _exit_tree():
# Clean up any remaining repeated nodes
clear_children()
func _mark_dirty():
_dirty = true
func _update_template_visibility():
if not is_inside_tree():
return
var template_node = get_node_or_null(template_node_path)
if template_node and template_node is Node3D:
template_node.visible = not _hide_template
func clear_children():
# Clear existing children except the template node
var children_to_remove = []
for child in get_children(true):
if child.has_meta(REPEATER_NODE_META):
children_to_remove.append(child)
# Remove children immediately for better performance
for child in children_to_remove:
remove_child(child)
child.queue_free()
func repeat_template():
if _generation_in_progress:
return
_generation_in_progress = true
clear_children()
var template_node = get_node_or_null(template_node_path)
var using_scene = false
# Determine template source
if not template_node:
if not template_node_scene or not template_node_scene.can_instantiate():
_generation_in_progress = false
return
template_node = template_node_scene.instantiate()
using_scene = true
add_child(template_node)
# Use pattern estimation for cap check
var template_size := _get_template_size(template_node)
var ctx_cap := {"template_size": template_size, "rng": rng, "position_jitter": _position_jitter}
var estimate := 0
if pattern:
estimate = pattern.get_estimated_count(ctx_cap)
if estimate <= 1:
if using_scene:
remove_child(template_node)
template_node.queue_free()
_generation_in_progress = false
return
if estimate > MAX_INSTANCES:
push_warning("CSGRepeater3D: Estimated count %s exceeds cap %s. Aborting generation." % [estimate, MAX_INSTANCES])
_generation_in_progress = false
return
rng.seed = _random_seed
# template_size already computed earlier (template_size variable)
var positions = _generate_positions(template_size)
estimated_instances = positions.size() - 1
for i in range(positions.size()):
var position = positions[i]
if i == 0 and position.is_zero_approx():
continue
var instance = template_node.duplicate()
if instance == null:
continue
instance.set_meta(REPEATER_NODE_META, true)
instance.transform.origin = position
# Ensure instance is visible regardless of template visibility
if instance is Node3D:
instance.visible = true
_apply_variations(instance)
add_child(instance)
if using_scene:
remove_child(template_node)
template_node.queue_free()
else:
_update_template_visibility()
_generation_in_progress = false
func _generate_positions(template_size: Vector3) -> Array:
var ctx: Dictionary = {"template_size": template_size, "rng": rng, "position_jitter": _position_jitter}
if pattern == null:
return []
return pattern.generate(ctx)
# -- Geometry-based spacing helpers -------------------------------------------------
func _get_template_size(template_node: Node) -> Vector3:
if template_node == null or not (template_node is Node3D):
return Vector3.ONE
var aabb := _get_combined_aabb(template_node)
var size: Vector3 = aabb.size
if size.x <= 0.0001: size.x = 1.0
if size.y <= 0.0001: size.y = 1.0
if size.z <= 0.0001: size.z = 1.0
return size
func _get_combined_aabb(node: Node) -> AABB:
var found := false
var combined := AABB()
if node is Node3D and node.has_method("get_aabb"):
var aabb = node.get_aabb()
combined = aabb
found = true
for child in node.get_children():
if child is Node3D:
var child_aabb = _get_combined_aabb(child)
if child_aabb.size != Vector3.ZERO:
if not found:
combined = child_aabb
found = true
else:
combined = combined.merge(child_aabb)
return combined if found else AABB(Vector3.ZERO, Vector3.ZERO)
func _apply_material_recursive(node: Node, material: Material):
if node is CSGShape3D:
node.material_override = material
for child in node.get_children():
_apply_material_recursive(child, material)
func _apply_variations(instance: Node3D):
if _randomize_rotation:
var final_rot := instance.rotation
if _randomize_rot_x:
if _rotation_variance_x_deg > 0.0:
final_rot.x += rng.randf_range(-deg_to_rad(_rotation_variance_x_deg), deg_to_rad(_rotation_variance_x_deg))
else:
final_rot.x = rng.randf() * TAU
if _randomize_rot_y:
if _rotation_variance_y_deg > 0.0:
final_rot.y += rng.randf_range(-deg_to_rad(_rotation_variance_y_deg), deg_to_rad(_rotation_variance_y_deg))
else:
final_rot.y = rng.randf() * TAU
if _randomize_rot_z:
if _rotation_variance_z_deg > 0.0:
final_rot.z += rng.randf_range(-deg_to_rad(_rotation_variance_z_deg), deg_to_rad(_rotation_variance_z_deg))
else:
final_rot.z = rng.randf() * TAU
instance.rotation = final_rot
if _randomize_scale:
# If any axis toggles are on, apply independent variance per axis; else uniform.
var use_axes = _randomize_scale_x or _randomize_scale_y or _randomize_scale_z
if use_axes:
var sx = instance.scale.x
var sy = instance.scale.y
var sz = instance.scale.z
if _randomize_scale_x:
var vx = (_scale_variance_x if _scale_variance_x > 0.0 else _scale_variance)
sx *= max(0.1, 1.0 + rng.randf_range(-vx, vx))
if _randomize_scale_y:
var vy = (_scale_variance_y if _scale_variance_y > 0.0 else _scale_variance)
sy *= max(0.1, 1.0 + rng.randf_range(-vy, vy))
if _randomize_scale_z:
var vz = (_scale_variance_z if _scale_variance_z > 0.0 else _scale_variance)
sz *= max(0.1, 1.0 + rng.randf_range(-vz, vz))
instance.scale = Vector3(sx, sy, sz)
else:
var scale_factor = max(0.1, 1.0 + rng.randf_range(-_scale_variance, _scale_variance))
instance.scale *= scale_factor
func regenerate():
_mark_dirty()
# -- Custom property list (Godot 4.5 group enable support) -------------------------
func _get_property_list() -> Array:
var props: Array = []
# Keep default exported properties (engine already exposes them). Only inject
# the rotation variation cluster with group enable + subgroup organization.
# Group header for random rotation feature.
# Variation Options parent group
props.append({
"name": "Variation Options",
"type": TYPE_NIL,
"usage": PROPERTY_USAGE_GROUP
})
# Rotation subgroup under Variation Options
props.append({
"name": "Rotation Randomization",
"type": TYPE_NIL,
"usage": PROPERTY_USAGE_SUBGROUP
})
# Enabling checkbox on group header via PROPERTY_HINT_GROUP_ENABLE.
props.append({
"name": "randomize_rotation",
"type": TYPE_BOOL,
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR,
"hint": PROPERTY_HINT_GROUP_ENABLE
})
# Per-axis random toggles
props.append(_prop_bool("randomize_rot_x"))
if _randomize_rotation and _randomize_rot_x:
props.append({
"name": "rotation_variance_x_deg",
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,360,0.1,degrees",
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
})
props.append(_prop_bool("randomize_rot_y"))
if _randomize_rotation and _randomize_rot_y:
props.append({
"name": "rotation_variance_y_deg",
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,360,0.1,degrees",
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
})
props.append(_prop_bool("randomize_rot_z"))
if _randomize_rotation and _randomize_rot_z:
props.append({
"name": "rotation_variance_z_deg",
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,360,0.1,degrees",
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
})
# Subgroup for locked rotations (should reside inside Rotation Randomization group)
# (Locked rotations removed as per user request)
# Scale variation subgroup under Variation Options
props.append({
"name": "Scale Variation",
"type": TYPE_NIL,
"usage": PROPERTY_USAGE_SUBGROUP
})
props.append({
"name": "randomize_scale",
"type": TYPE_BOOL,
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR,
"hint": PROPERTY_HINT_GROUP_ENABLE
})
props.append(_prop_float_range("scale_variance", "0,1,0.01"))
props.append(_prop_bool("randomize_scale_x"))
if _randomize_scale and _randomize_scale_x:
props.append(_prop_float_range("scale_variance_x", "0,1,0.01"))
props.append(_prop_bool("randomize_scale_y"))
if _randomize_scale and _randomize_scale_y:
props.append(_prop_float_range("scale_variance_y", "0,1,0.01"))
props.append(_prop_bool("randomize_scale_z"))
if _randomize_scale and _randomize_scale_z:
props.append(_prop_float_range("scale_variance_z", "0,1,0.01"))
return props
func _prop_bool(name: String) -> Dictionary:
return {
"name": name,
"type": TYPE_BOOL,
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
}
func _prop_float_deg(name: String, value: float) -> Dictionary:
return {
"name": name,
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "-360,360,0.1,degrees",
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
}
func _prop_float_range(name: String, hint_str: String) -> Dictionary:
return {
"name": name,
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": hint_str,
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
}
func get_instance_count() -> int:
if pattern == null:
return 0
var ctx := {"template_size": Vector3.ONE, "rng": rng, "position_jitter": _position_jitter}
return max(0, pattern.get_estimated_count(ctx) - 1)
func apply_template():
if get_child_count() == 0:
return
var stack = []
stack.append_array(get_children())
while stack.size() > 0:
var node = stack.pop_back()
node.set_owner(owner)
stack.append_array(node.get_children())
# Alias for clarity in UI
func bake_instances():
apply_template()

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uid://c68dxahp0v5xg

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@tool
extends Node
class_name CsgShortcutManager
# Provides global key handling for quick CSG creation & operation switching (Layers 1 & 2)
# Delegates actual creation to the sidebar instance to reuse UndoRedo + material logic.
var sidebar: CSGSideToolkitBar
var config: CsgTkConfig
# Mapping shape keycode -> factory id (string used for log / optional future use)
var _shape_key_map: Dictionary = {
KEY_B: CSGBox3D,
KEY_S: CSGSphere3D,
KEY_C: CSGCylinder3D,
KEY_T: CSGTorus3D,
KEY_M: CSGMesh3D,
KEY_P: CSGPolygon3D,
}
# Layer 2 operation selection numbers
var _op_number_map: Dictionary = {
KEY_1: 0, # Union
KEY_2: 1, # Intersection
KEY_3: 2, # Subtraction
}
# Optional cycle order
var _op_cycle: Array = [0,1,2]
var _cycle_index := 0
func _enter_tree():
set_process_unhandled_key_input(true)
func _unhandled_key_input(event: InputEvent):
if not event is InputEventKey: return
var ev := event as InputEventKey
if not ev.pressed or ev.echo: return
if config == null:
config = get_tree().root.get_node_or_null(CsgToolkit.AUTOLOAD_NAME) as CsgTkConfig
if sidebar == null:
# Try to find existing sidebar if not explicitly set
var candidates = get_tree().get_nodes_in_group("CSGSideToolkit")
if candidates.size() > 0:
sidebar = candidates[0]
# Prevent interfering with text input fields
var focus_owner = get_viewport().gui_get_focus_owner()
if focus_owner and (focus_owner is LineEdit or focus_owner is TextEdit):
return
# Operation & shape shortcuts only trigger when primary action key is held (secondary key reserved for behavior inversion in creation)
if Input.is_key_pressed(config.action_key):
if ev.physical_keycode in _op_number_map:
var op_val = _op_number_map[ev.physical_keycode]
sidebar.set_operation(op_val)
_print_feedback("Op -> %s" % _op_label(op_val))
return
# Cycle operation with backtick (`) or TAB
if ev.physical_keycode in [KEY_APOSTROPHE, KEY_QUOTELEFT, KEY_TAB]:
_cycle_index = (_cycle_index + 1) % _op_cycle.size()
var cyc_op = _op_cycle[_cycle_index]
sidebar.set_operation(cyc_op)
_print_feedback("Op Cycle -> %s" % _op_label(cyc_op))
return
# Direct shape create (Layer 1)
if ev.physical_keycode in _shape_key_map:
_create_shape(_shape_key_map[ev.physical_keycode])
return
func _create_shape(type_ref: Variant):
if sidebar == null:
_print_feedback("No sidebar found for creation")
return
# Delegates to sidebar logic (handles operation, insertion mode, UndoRedo, materials)
sidebar.create_csg(type_ref)
_print_feedback("Create %s (%s)" % [type_ref, _op_label(sidebar.operation)])
func _op_label(op: int) -> String:
match op:
0: return "Union"
1: return "Intersect"
2: return "Subtract"
_: return str(op)
func _print_feedback(msg: String):
print("CSG Toolkit: %s" % msg)

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uid://1bqvx7teqnrl

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@tool
class_name CSGSideToolkitBar extends Control
@onready var config: CsgTkConfig:
get:
return get_tree().root.get_node_or_null(CsgToolkit.AUTOLOAD_NAME) as CsgTkConfig
var operation: CSGShape3D.Operation = CSGShape3D.OPERATION_UNION
var selected_material: BaseMaterial3D
var selected_shader: ShaderMaterial
@onready var picker_button: Button = $ScrollContainer/HBoxContainer/Material/MaterialPicker
func _enter_tree():
EditorInterface.get_selection().selection_changed.connect(_on_selection_changed)
func _exit_tree():
EditorInterface.get_selection().selection_changed.disconnect(_on_selection_changed)
func _on_selection_changed():
if not config.auto_hide:
return
var selection = EditorInterface.get_selection().get_selected_nodes()
if selection.any(func (node): return node is CSGShape3D):
show()
else:
hide()
func _ready():
picker_button.icon_alignment = HORIZONTAL_ALIGNMENT_CENTER
# Connect material picker button if not connected via scene
if not picker_button.pressed.is_connected(_on_material_picker_pressed):
picker_button.pressed.connect(_on_material_picker_pressed)
set_process_unhandled_key_input(true)
func _unhandled_key_input(event: InputEvent):
# Shortcut: action_key + 1/2/3 to set operation (Union / Intersection / Subtraction)
if not (event is InputEventKey):
return
var ev := event as InputEventKey
if ev.pressed and not ev.echo:
# Ensure action key is held (config.action_key)
if Input.is_key_pressed(config.action_key):
match ev.physical_keycode:
KEY_1, KEY_KP_1:
set_operation(0)
_accept_shortcut_feedback("Union")
KEY_2, KEY_KP_2:
set_operation(1)
_accept_shortcut_feedback("Intersection")
KEY_3, KEY_KP_3:
set_operation(2)
_accept_shortcut_feedback("Subtraction")
func _accept_shortcut_feedback(label: String):
# Provide lightweight visual/editor feedback. Avoid static call to non-existent get_status_bar in Godot 4.
# Fallback: print to output.
var ei = EditorInterface
if ei:
# Some editor builds expose status bar via base control's children - skip deep search for now.
print("CSG Operation: %s" % label)
else:
print("CSG Operation: %s" % label)
func _on_box_pressed():
create_csg(CSGBox3D)
func _on_cylinder_pressed():
create_csg(CSGCylinder3D)
func _on_mesh_pressed():
create_csg(CSGMesh3D)
func _on_polygon_pressed():
create_csg(CSGPolygon3D)
func _on_sphere_pressed():
create_csg(CSGSphere3D)
func _on_torus_pressed():
create_csg(CSGTorus3D)
# Operation Toggle (accept optional arg for signal variations)
func _on_operation_pressed(val := 0):
set_operation(val)
func _on_config_pressed():
var config_view_scene = preload("res://addons/csg_toolkit/scenes/config_window.tscn")
var config_view = config_view_scene.instantiate()
config_view.close_requested.connect(func ():
get_tree().root.remove_child(config_view)
config_view.queue_free()
)
get_tree().root.add_child(config_view)
func _request_material():
var dialog = EditorFileDialog.new()
dialog.title = "Select Material"
dialog.display_mode = EditorFileDialog.DISPLAY_LIST
dialog.filters = ["*.tres, *.material, *.res"]
dialog.file_mode = EditorFileDialog.FILE_MODE_OPEN_FILE
dialog.position = ((EditorInterface.get_base_control().size / 2) as Vector2i) - dialog.size
dialog.close_requested.connect(func ():
get_tree().root.remove_child(dialog)
dialog.queue_free()
)
get_tree().root.add_child(dialog)
dialog.show()
var res_path = await dialog.file_selected
var res = ResourceLoader.load(res_path)
if res == null:
return
if res is BaseMaterial3D:
update_material(res)
elif res is ShaderMaterial:
update_shader(res)
else:
return
var previewer = EditorInterface.get_resource_previewer()
previewer.queue_edited_resource_preview(res, self, "_update_picker_icon", null)
func _update_picker_icon(path, preview, thumbnail, userdata):
if preview:
picker_button.icon = preview
func set_operation(val: int):
match val:
0: operation = CSGShape3D.OPERATION_UNION
1: operation = CSGShape3D.OPERATION_INTERSECTION
2: operation = CSGShape3D.OPERATION_SUBTRACTION
_: operation = CSGShape3D.OPERATION_UNION
func update_material(material: BaseMaterial3D):
selected_material = material
selected_shader = null
func update_shader(shader: ShaderMaterial):
selected_material = null
selected_shader = shader
func create_csg(type: Variant):
var selection = EditorInterface.get_selection()
var selected_nodes = selection.get_selected_nodes()
if selected_nodes.is_empty() or !(selected_nodes[0] is CSGShape3D):
push_warning("Select a CSGShape3D to add a new CSG node")
return
var selected_node: CSGShape3D = selected_nodes[0]
var csg: CSGShape3D
match type:
CSGBox3D: csg = CSGBox3D.new()
CSGCylinder3D: csg = CSGCylinder3D.new()
CSGSphere3D: csg = CSGSphere3D.new()
CSGMesh3D: csg = CSGMesh3D.new()
CSGPolygon3D: csg = CSGPolygon3D.new()
CSGTorus3D: csg = CSGTorus3D.new()
csg.operation = operation
if selected_material:
csg.material = selected_material
elif selected_shader:
csg.material = selected_shader
if (selected_node.get_owner() == null):
return
var parent: Node
var add_as_child := false
# Behavior inversion now uses secondary_action_key (e.g. Alt) instead of primary action key
var invert := Input.is_key_pressed(config.secondary_action_key)
if config.default_behavior == CsgTkConfig.CSGBehavior.SIBLING:
add_as_child = invert
else:
add_as_child = !invert
parent = selected_node if add_as_child else selected_node.get_parent()
if parent == null:
return
# Try undo manager path if plugin provided one
if CsgToolkit.undo_manager:
var insert_index := parent.get_child_count()
CsgToolkit.undo_manager.create_action("Add %s" % csg.get_class())
# DO methods
CsgToolkit.undo_manager.add_do_method(self, "_undoable_add_csg", parent, csg, selected_node.get_owner(), selected_node.global_position, insert_index)
CsgToolkit.undo_manager.add_do_method(self, "_select_created_csg", csg)
# UNDO methods
CsgToolkit.undo_manager.add_undo_method(self, "_undoable_remove_csg", parent, csg)
CsgToolkit.undo_manager.add_undo_method(self, "_clear_selection_if", csg)
CsgToolkit.undo_manager.commit_action()
else:
parent.add_child(csg, true)
csg.owner = selected_node.get_owner()
csg.global_position = selected_node.global_position
call_deferred("_select_created_csg", csg)
func _deferred_select(csg: Node):
call_deferred("_select_created_csg", csg)
func _undoable_add_csg(parent: Node, csg: CSGShape3D, owner_ref: Node, global_pos: Vector3, insert_index: int):
if csg.get_parent() != parent:
parent.add_child(csg, true)
if insert_index >= 0 and insert_index < parent.get_child_count():
parent.move_child(csg, insert_index)
csg.owner = owner_ref
csg.global_position = global_pos
func _undoable_remove_csg(parent: Node, csg: CSGShape3D):
if csg.get_parent() == parent:
parent.remove_child(csg)
# Intentionally do NOT free node so redo can re-add it. If you need memory, implement a recreate pattern instead.
func _clear_selection_if(csg: Node):
var selection = EditorInterface.get_selection()
if selection:
var nodes: Array = selection.get_selected_nodes()
if csg in nodes:
selection.remove_node(csg)
func _select_created_csg(csg: Node):
var selection = EditorInterface.get_selection()
selection.clear()
selection.add_node(csg)
func _add_as_child(selected_node: CSGShape3D, csg: CSGShape3D):
selected_node.add_child(csg, true)
csg.owner = selected_node.get_owner()
csg.global_position = selected_node.global_position
func _add_as_sibling(selected_node: CSGShape3D, csg: CSGShape3D):
selected_node.get_parent().add_child(csg, true)
csg.owner = selected_node.get_owner()
csg.global_position = selected_node.global_position
func _on_material_picker_pressed() -> void:
_request_material()

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@tool
class_name CSGSpreader3D extends CSGCombiner3D
const SPREADER_NODE_META = "SPREADER_NODE_META"
const MAX_INSTANCES = 20000
var _dirty: bool = false
var _generation_in_progress := false
var _template_node_path: NodePath
@export var template_node_path: NodePath:
get: return _template_node_path
set(value):
_template_node_path = value
_mark_dirty()
var _hide_template: bool = true
@export var hide_template: bool = true:
get: return _hide_template
set(value):
_hide_template = value
_update_template_visibility()
var _spread_area_3d: Shape3D = null
@export var spread_area_3d: Shape3D = null:
get: return _spread_area_3d
set(value):
_spread_area_3d = value
_mark_dirty()
var _max_count: int = 10
@export var max_count: int = 10:
get: return _max_count
set(value):
_max_count = clamp(value, 1, 100000)
_mark_dirty()
@export_group("Spread Options")
var _noise_threshold: float = 0.5
@export var noise_threshold: float = 0.5:
get: return _noise_threshold
set(value):
_noise_threshold = clamp(value, 0.0, 1.0)
_mark_dirty()
var _seed: int = 0
@export var seed: int = 0:
get: return _seed
set(value):
_seed = value
_mark_dirty()
var _allow_rotation: bool = false
@export var allow_rotation: bool = false:
get: return _allow_rotation
set(value):
_allow_rotation = value
_mark_dirty()
var _allow_scale: bool = false
@export var allow_scale: bool = false:
get: return _allow_scale
set(value):
_allow_scale = value
_mark_dirty()
var _snap_distance = 0
@export var snap_distance = 0:
get: return _snap_distance
set(value):
_snap_distance = value
_mark_dirty()
@export_group("Collision Options")
var _avoid_overlaps: bool = false
@export var avoid_overlaps: bool = false:
get: return _avoid_overlaps
set(value):
_avoid_overlaps = value
_mark_dirty()
var _min_distance: float = 1.0
@export var min_distance: float = 1.0:
get: return _min_distance
set(value):
_min_distance = max(0.0, value)
_mark_dirty()
var _max_placement_attempts: int = 100
@export var max_placement_attempts: int = 100:
get: return _max_placement_attempts
set(value):
_max_placement_attempts = clamp(value, 10, 1000)
_mark_dirty()
@export var estimated_instances: int = 0
var rng: RandomNumberGenerator
func _ready():
rng = RandomNumberGenerator.new()
_mark_dirty()
# Generate instances in-game on ready
if not Engine.is_editor_hint():
call_deferred("spread_template")
func _process(_delta):
if not Engine.is_editor_hint(): return
if _dirty and not _generation_in_progress:
_dirty = false
call_deferred("spread_template")
func _exit_tree():
if not Engine.is_editor_hint():
return
clear_children()
func _mark_dirty():
_dirty = true
func _update_template_visibility():
if not is_inside_tree():
return
var template_node = get_node_or_null(template_node_path)
if template_node and template_node is Node3D:
template_node.visible = not _hide_template
func clear_children():
var children_to_remove = []
for child in get_children(true):
if child.has_meta(SPREADER_NODE_META):
children_to_remove.append(child)
for child in children_to_remove:
remove_child(child)
child.queue_free()
func get_random_position_in_area() -> Vector3:
if spread_area_3d is SphereShape3D:
var radius = spread_area_3d.get_radius()
var u = rng.randf()
var v = rng.randf()
var theta = u * TAU
var phi = acos(2.0 * v - 1.0)
var r = radius * pow(rng.randf(), 1.0/3.0)
return Vector3(r * sin(phi) * cos(theta), r * sin(phi) * sin(theta), r * cos(phi))
if spread_area_3d is BoxShape3D:
var size = spread_area_3d.size
return Vector3(
rng.randf_range(-size.x * 0.5, size.x * 0.5),
rng.randf_range(-size.y * 0.5, size.y * 0.5),
rng.randf_range(-size.z * 0.5, size.z * 0.5)
)
if spread_area_3d is CapsuleShape3D:
var radius = spread_area_3d.get_radius()
var height = spread_area_3d.get_height() * 0.5
if rng.randf() < noise_threshold:
var angle = rng.randf() * TAU
var r = radius * sqrt(rng.randf())
return Vector3(r * cos(angle), rng.randf_range(-height, height), r * sin(angle))
else:
var hemisphere_y = height if rng.randf() < noise_threshold else -height
var u = rng.randf()
var v = rng.randf()
var theta = u * TAU
var phi = acos(1.0 - v)
var r = radius * pow(rng.randf(), 1.0/3.0)
return Vector3(
r * sin(phi) * cos(theta),
hemisphere_y + r * cos(phi) * (1 if hemisphere_y > 0 else -1),
r * sin(phi) * sin(theta)
)
if spread_area_3d is CylinderShape3D:
var radius = spread_area_3d.get_radius()
var height = spread_area_3d.get_height() * 0.5
var angle = rng.randf() * TAU
var r = radius * sqrt(rng.randf())
return Vector3(r * cos(angle), rng.randf_range(-height, height), r * sin(angle))
if spread_area_3d is HeightMapShape3D:
var width = spread_area_3d.map_width
var depth = spread_area_3d.map_depth
if width <= 0 or depth <= 0 or spread_area_3d.map_data.size() == 0:
return Vector3.ZERO
var x = rng.randi_range(0, width - 1)
var z = rng.randi_range(0, depth - 1)
var index = x + z * width
if index < spread_area_3d.map_data.size():
return Vector3(x, spread_area_3d.map_data[index], z)
return Vector3.ZERO
if spread_area_3d is WorldBoundaryShape3D:
var bound = 100.0
return Vector3(rng.randf_range(-bound, bound), 0, rng.randf_range(-bound, bound))
if spread_area_3d is ConvexPolygonShape3D or spread_area_3d is ConcavePolygonShape3D:
var pts = spread_area_3d.points if spread_area_3d.has_method("get_points") else []
if pts.size() == 0:
return Vector3.ZERO
var min_point = pts[0]
var max_point = pts[0]
for p in pts:
min_point = min_point.min(p)
max_point = max_point.max(p)
return Vector3(
rng.randf_range(min_point.x, max_point.x),
rng.randf_range(min_point.y, max_point.y),
rng.randf_range(min_point.z, max_point.z)
)
push_warning("CSGSpreader3D: Shape type not supported")
return Vector3.ZERO
func spread_template():
if _generation_in_progress:
return
_generation_in_progress = true
if not spread_area_3d:
_generation_in_progress = false
return
clear_children()
var template_node = get_node_or_null(template_node_path)
if not template_node:
_generation_in_progress = false
return
rng.seed = _seed
var instances_created = 0
var placed_positions = []
var budget = min(_max_count, MAX_INSTANCES)
if _max_count > MAX_INSTANCES:
push_warning("CSGSpreader3D: max_count %s exceeds cap %s. Limiting." % [_max_count, MAX_INSTANCES])
for i in range(budget):
var noise_value = rng.randf()
if noise_value <= _noise_threshold:
continue
var position_found = false
var final_position = Vector3.ZERO
var attempts = _max_placement_attempts if _avoid_overlaps else 1
for attempt in range(attempts):
var test_position = get_random_position_in_area()
if not _avoid_overlaps:
final_position = test_position
position_found = true
break
var overlap = false
for existing_pos in placed_positions:
if test_position.distance_to(existing_pos) < _min_distance:
overlap = true
break
if not overlap:
final_position = test_position
position_found = true
break
if not position_found:
continue
var instance = template_node.duplicate()
if instance == null:
continue
instance.set_meta(SPREADER_NODE_META, true)
instance.transform.origin = final_position
# Ensure instance is visible regardless of template visibility
if instance is Node3D:
instance.visible = true
placed_positions.append(final_position)
if _allow_rotation:
var rotation_y = rng.randf_range(0, TAU)
instance.rotate_y(rotation_y)
if _allow_scale:
var scale_factor = rng.randf_range(0.5, 2.0)
instance.scale *= scale_factor
add_child(instance)
instances_created += 1
estimated_instances = instances_created
_update_template_visibility()
_generation_in_progress = false
func bake_instances():
if get_child_count() == 0:
return
var stack = []
stack.append_array(get_children())
while stack.size() > 0:
var node = stack.pop_back()
node.set_owner(owner)
stack.append_array(node.get_children())

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@tool
extends Node
class_name CsgTkConfig
# ProjectSettings paths
const SETTING_DEFAULT_BEHAVIOR = "addons/csg_toolkit/default_behavior"
const SETTING_ACTION_KEY = "addons/csg_toolkit/action_key"
const SETTING_SECONDARY_ACTION_KEY = "addons/csg_toolkit/secondary_action_key"
const SETTING_AUTO_HIDE = "addons/csg_toolkit/auto_hide"
# Default values
const DEFAULT_DEFAULT_BEHAVIOR = CSGBehavior.SIBLING
const DEFAULT_ACTION_KEY = KEY_SHIFT
const DEFAULT_SECONDARY_ACTION_KEY = KEY_ALT
const DEFAULT_AUTO_HIDE = true
# Configurable properties
## Default behavior when adding new CSG nodes
var default_behavior: CSGBehavior = CSGBehavior.SIBLING:
get: return _get_setting(SETTING_DEFAULT_BEHAVIOR, DEFAULT_DEFAULT_BEHAVIOR)
set(value): _set_setting(SETTING_DEFAULT_BEHAVIOR, value)
## Key to hold for primary action (e.g., adding CSG nodes)
var action_key: Key = KEY_SHIFT:
get: return _get_setting(SETTING_ACTION_KEY, DEFAULT_ACTION_KEY)
set(value): _set_setting(SETTING_ACTION_KEY, value)
## Key to hold for secondary action (e.g., alternative CSG operations)
var secondary_action_key: Key = KEY_ALT:
get: return _get_setting(SETTING_SECONDARY_ACTION_KEY, DEFAULT_SECONDARY_ACTION_KEY)
set(value): _set_setting(SETTING_SECONDARY_ACTION_KEY, value)
## Whether to auto-hide the CSG toolkit UI when not in use
var auto_hide: bool = true:
get: return _get_setting(SETTING_AUTO_HIDE, DEFAULT_AUTO_HIDE)
set(value): _set_setting(SETTING_AUTO_HIDE, value)
signal config_saved()
enum CSGBehavior { SIBLING, CHILD }
func _enter_tree():
_ensure_settings_exist()
func _ensure_settings_exist():
"""Register settings in ProjectSettings if they don't exist."""
if not ProjectSettings.has_setting(SETTING_DEFAULT_BEHAVIOR):
ProjectSettings.set_setting(SETTING_DEFAULT_BEHAVIOR, DEFAULT_DEFAULT_BEHAVIOR)
ProjectSettings.set_initial_value(SETTING_DEFAULT_BEHAVIOR, DEFAULT_DEFAULT_BEHAVIOR)
ProjectSettings.add_property_info({
"name": SETTING_DEFAULT_BEHAVIOR,
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "Sibling,Child"
})
if not ProjectSettings.has_setting(SETTING_ACTION_KEY):
ProjectSettings.set_setting(SETTING_ACTION_KEY, DEFAULT_ACTION_KEY)
ProjectSettings.set_initial_value(SETTING_ACTION_KEY, DEFAULT_ACTION_KEY)
ProjectSettings.add_property_info({
"name": SETTING_ACTION_KEY,
"type": TYPE_INT,
"hint": PROPERTY_HINT_NONE
})
if not ProjectSettings.has_setting(SETTING_SECONDARY_ACTION_KEY):
ProjectSettings.set_setting(SETTING_SECONDARY_ACTION_KEY, DEFAULT_SECONDARY_ACTION_KEY)
ProjectSettings.set_initial_value(SETTING_SECONDARY_ACTION_KEY, DEFAULT_SECONDARY_ACTION_KEY)
ProjectSettings.add_property_info({
"name": SETTING_SECONDARY_ACTION_KEY,
"type": TYPE_INT,
"hint": PROPERTY_HINT_NONE
})
if not ProjectSettings.has_setting(SETTING_AUTO_HIDE):
ProjectSettings.set_setting(SETTING_AUTO_HIDE, DEFAULT_AUTO_HIDE)
ProjectSettings.set_initial_value(SETTING_AUTO_HIDE, DEFAULT_AUTO_HIDE)
ProjectSettings.add_property_info({
"name": SETTING_AUTO_HIDE,
"type": TYPE_BOOL
})
func _get_setting(path: String, default_value: Variant) -> Variant:
"""Get a setting from ProjectSettings."""
return ProjectSettings.get_setting(path, default_value)
func _set_setting(path: String, value: Variant):
"""Set a setting in ProjectSettings."""
ProjectSettings.set_setting(path, value)
func save_config():
"""Save settings to project.godot file."""
var err = ProjectSettings.save()
if err == OK:
print("CsgToolkit: Saved Config to ProjectSettings")
config_saved.emit()
else:
push_error("CsgToolkit: Failed to save config - error code %d" % err)

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@tool
class_name CSGTopToolkitBar extends Control
func _enter_tree():
EditorInterface.get_selection().selection_changed.connect(_on_selection_changed)
_on_selection_changed()
# Attempt to find buttons and add tooltips if present
var refresh_btn = find_child("Refresh", true, false)
if refresh_btn and refresh_btn is Button:
refresh_btn.tooltip_text = "Regenerate preview instances"
var bake_btn = find_child("Bake", true, false)
if bake_btn and bake_btn is Button:
bake_btn.tooltip_text = "Bake generated instances into the scene (makes them persistent)"
func _exit_tree():
EditorInterface.get_selection().selection_changed.disconnect(_on_selection_changed)
func _on_selection_changed():
var selection = EditorInterface.get_selection().get_selected_nodes()
if selection.is_empty():
hide()
elif selection[0] is CSGRepeater3D or selection[0] is CSGSpreader3D:
show()
else:
hide()
func _on_refresh_pressed():
var selection = EditorInterface.get_selection().get_selected_nodes()
if (selection.is_empty()):
return
if selection[0] is CSGRepeater3D:
selection[0].call("repeat_template")
elif selection[0] is CSGSpreader3D:
selection[0].call("spread_template")
func _on_bake_pressed():
var selection = EditorInterface.get_selection().get_selected_nodes()
if selection.is_empty():
return
if selection[0] is CSGRepeater3D or selection[0] is CSGSpreader3D:
selection[0].call("bake_instances")

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@tool
class_name CSGCircularPattern
extends CSGPattern
@export var radius: float = 5.0
@export var points: int = 8
@export var layers: int = 1
## If 0 use template_size.y
@export var layer_height: float = 0.0
## Additional gap added per layer beyond base height
@export var layer_spacing: float = 0.0
func _generate(ctx: Dictionary) -> Array:
var positions: Array = []
var template_size: Vector3 = ctx.get("template_size", Vector3.ONE)
var rad: float = max(0.0, radius)
var count: int = max(1, points)
if count <= 1:
return [Vector3.ZERO]
var lyr_count = max(1, layers)
var base_y = layer_height if layer_height > 0.0 else template_size.y
var step_y = base_y + max(0.0, layer_spacing)
for i in range(count):
var angle = (i * TAU) / count
var base_pos = Vector3(cos(angle) * rad, 0, sin(angle) * rad)
for layer in range(lyr_count):
positions.append(base_pos + Vector3(0, layer * step_y, 0))
return positions
func get_estimated_count(ctx: Dictionary) -> int:
return max(1, points) * max(1, layers)

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@tool
@abstract
class_name CSGPattern
extends Resource
## Base pattern interface. Subclasses implement _generate(RepeaterContext) returning Array[Vector3].
# Common interface call
func generate(ctx: Dictionary) -> Array:
# ctx expected keys: repeat: Vector3i, spacing: Vector3, rng: RandomNumberGenerator, step_spacing: Vector3, user: Node (repeater)
return _generate(ctx)
func _generate(_ctx: Dictionary) -> Array:
return []
func get_estimated_count(ctx: Dictionary) -> int:
# Default: fallback to generating (may be overridden for performance/accuracy)
var arr = _generate(ctx)
return arr.size()

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@tool
class_name CSGGridPattern
extends CSGPattern
@export var count_x: int = 2
@export var count_y: int = 1
@export var count_z: int = 1
@export var spacing: Vector3 = Vector3.ZERO
## If true, automatically adds template AABB size to spacing for proper object separation
@export var use_template_size: bool = true
func _generate(ctx: Dictionary) -> Array:
var positions: Array = []
var template_size: Vector3 = ctx.get("template_size", Vector3.ONE)
var jitter: float = ctx.get("position_jitter", 0.0)
var rng: RandomNumberGenerator = ctx.rng
var cx = max(1, count_x)
var cy = max(1, count_y)
var cz = max(1, count_z)
var base_step: Vector3 = (template_size if use_template_size else Vector3.ZERO) + spacing
for x in range(cx):
for y in range(cy):
for z in range(cz):
var position = Vector3(x * base_step.x, y * base_step.y, z * base_step.z)
if jitter > 0.0:
position += Vector3(
rng.randf_range(-jitter, jitter),
rng.randf_range(-jitter, jitter),
rng.randf_range(-jitter, jitter)
)
positions.append(position)
return positions

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@tool
class_name CSGNoisePattern
extends CSGPattern
## Generates instance positions based on noise sampling in a 3D volume
## Instances are placed where noise value exceeds the threshold
##
@export var bounds: Vector3 = Vector3(10, 10, 10)
##
@export var sample_density: Vector3i = Vector3i(20, 1, 20)
##
@export_range(0.0, 1.0) var noise_threshold: float = 0.5
##
@export var noise_seed: int = 0
##
@export_range(0.01, 100) var noise_frequency: float = 0.1
##
@export_enum("Simplex", "Simplex Smooth", "Cellular", "Perlin", "Value Cubic", "Value") var noise_type: int = 0
##
@export_enum("None", "OpenSimplex2", "OpenSimplex2S", "Cellular", "Perlin", "Value Cubic", "Value") var fractal_type: int = 0
##
@export_range(1, 8) var fractal_octaves: int = 3
##
@export var use_template_size: bool = false
var noise: FastNoiseLite
func _init():
noise = FastNoiseLite.new()
_update_noise()
func _update_noise():
if not noise:
noise = FastNoiseLite.new()
noise.seed = noise_seed
noise.frequency = noise_frequency
noise.fractal_octaves = fractal_octaves
# Map noise_type enum to FastNoiseLite types
match noise_type:
0: noise.noise_type = FastNoiseLite.TYPE_SIMPLEX
1: noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
2: noise.noise_type = FastNoiseLite.TYPE_CELLULAR
3: noise.noise_type = FastNoiseLite.TYPE_PERLIN
4: noise.noise_type = FastNoiseLite.TYPE_VALUE_CUBIC
5: noise.noise_type = FastNoiseLite.TYPE_VALUE
# Map fractal_type enum to FastNoiseLite fractal types
match fractal_type:
0: noise.fractal_type = FastNoiseLite.FRACTAL_NONE
1: noise.fractal_type = FastNoiseLite.FRACTAL_FBM
2: noise.fractal_type = FastNoiseLite.FRACTAL_RIDGED
3: noise.fractal_type = FastNoiseLite.FRACTAL_PING_PONG
func _generate(ctx: Dictionary) -> Array:
_update_noise()
var positions: Array = []
var template_size: Vector3 = ctx.get("template_size", Vector3.ONE) if use_template_size else Vector3.ZERO
var jitter: float = ctx.get("position_jitter", 0.0)
var rng: RandomNumberGenerator = ctx.get("rng", RandomNumberGenerator.new())
var effective_bounds = bounds
var sample_count = sample_density
# Calculate step size for sampling
var step = Vector3(
effective_bounds.x / max(1, sample_count.x),
effective_bounds.y / max(1, sample_count.y),
effective_bounds.z / max(1, sample_count.z)
)
# Start from negative half to center the pattern around origin
var start_pos = -effective_bounds * 0.5
# Sample noise at regular intervals
for x in range(sample_count.x):
for y in range(sample_count.y):
for z in range(sample_count.z):
var sample_pos = start_pos + Vector3(
x * step.x + step.x * 0.5,
y * step.y + step.y * 0.5,
z * step.z + step.z * 0.5
)
# Get noise value at this position (normalized to 0-1)
var noise_value = (noise.get_noise_3d(sample_pos.x, sample_pos.y, sample_pos.z) + 1.0) * 0.5
# Only place instance if noise exceeds threshold
if noise_value >= noise_threshold:
var final_pos = sample_pos
# Apply template size offset if enabled
if use_template_size:
final_pos += template_size * Vector3(x, y, z)
# Apply jitter
if jitter > 0.0:
final_pos += Vector3(
rng.randf_range(-jitter, jitter),
rng.randf_range(-jitter, jitter),
rng.randf_range(-jitter, jitter)
)
positions.append(final_pos)
return positions
func get_estimated_count(ctx: Dictionary) -> int:
# Rough estimate: total samples * (1 - threshold)
# Higher threshold = fewer instances
var total_samples = max(1, sample_density.x) * max(1, sample_density.y) * max(1, sample_density.z)
var estimated = int(total_samples * (1.0 - noise_threshold))
return max(1, estimated)

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@tool
class_name CSGSpiralPattern
extends CSGPattern
@export var turns: float = 2.0
@export var start_radius: float = 0.5
@export var end_radius: float = 5.0
## If > 0 overrides vertical spread based on repeat & step
@export var total_height: float = 0.0
@export var use_radius_curve: bool = false
@export var radius_curve: Curve
@export var points: int = 32
func _generate(ctx: Dictionary) -> Array:
var positions: Array = []
var template_size: Vector3 = ctx.get("template_size", Vector3.ONE)
var t_turns: float = max(0.1, turns)
var r_start: float = max(0.0, start_radius)
var r_end: float = max(r_start, end_radius)
var total: int = max(2, points)
if total <= 1:
return [Vector3.ZERO]
for i in range(total):
var t: float = float(i) / float(total - 1)
var angle = t * t_turns * TAU
var curve_t = t
if use_radius_curve and radius_curve and radius_curve.get_point_count() > 0:
curve_t = clamp(radius_curve.sample(t), 0.0, 1.0)
var radius = lerp(r_start, r_end, curve_t)
var y_pos: float = t * (total_height if total_height > 0.0 else template_size.y * 1.0)
positions.append(Vector3(
cos(angle) * radius,
y_pos,
sin(angle) * radius
))
return positions
func get_estimated_count(ctx: Dictionary) -> int:
return max(2, points)

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@@ -3,5 +3,5 @@
name="gdUnit4"
description="Unit Testing Framework for Godot Scripts"
author="Mike Schulze"
version="6.0.3"
version="6.1.0"
script="plugin.gd"

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@@ -1,23 +1,29 @@
@tool
extends EditorPlugin
# We need to define manually the slot id's, to be downwards compatible
const CONTEXT_SLOT_FILESYSTEM: int = 1 # EditorContextMenuPlugin.CONTEXT_SLOT_FILESYSTEM
const CONTEXT_SLOT_SCRIPT_EDITOR: int = 2 # EditorContextMenuPlugin.CONTEXT_SLOT_SCRIPT_EDITOR
var _gd_inspector: Control
var _gd_console: Control
var _gd_filesystem_context_menu: Variant
var _gd_scripteditor_context_menu: Variant
var _filesystem_context_menu: EditorContextMenuPlugin
var _editor_context_menu: EditorContextMenuPlugin
var _editor_code_context_menu: EditorContextMenuPlugin
func _enter_tree() -> void:
var inferred_declaration: int = ProjectSettings.get_setting("debug/gdscript/warnings/inferred_declaration")
var exclude_addons: bool = ProjectSettings.get_setting("debug/gdscript/warnings/exclude_addons")
if !exclude_addons and inferred_declaration != 0:
var is_gdunit_excluded_warnings: bool = false
if Engine.get_version_info().hex >= 0x40600:
var dirctrory_rules: Dictionary = ProjectSettings.get_setting("debug/gdscript/warnings/directory_rules")
if dirctrory_rules.has("res://addons/gdUnit4") and dirctrory_rules["res://addons/gdUnit4"] == 0:
is_gdunit_excluded_warnings = true
else:
is_gdunit_excluded_warnings = ProjectSettings.get_setting("debug/gdscript/warnings/exclude_addons")
if !is_gdunit_excluded_warnings and inferred_declaration != 0:
printerr("GdUnit4: 'inferred_declaration' is set to Warning/Error!")
printerr("GdUnit4 is not 'inferred_declaration' save, you have to excluded addons (debug/gdscript/warnings/exclude_addons)")
if Engine.get_version_info().hex >= 0x40600:
printerr("GdUnit4 is not 'inferred_declaration' save, you have to excluded the addon (debug/gdscript/warnings/directory_rules)")
else:
printerr("GdUnit4 is not 'inferred_declaration' save, you have to excluded addons (debug/gdscript/warnings/exclude_addons)")
printerr("Loading GdUnit4 Plugin failed.")
return
@@ -73,36 +79,21 @@ func check_running_in_test_env() -> bool:
func _add_context_menus() -> void:
if Engine.get_version_info().hex >= 0x40400:
# With Godot 4.4 we have to use the 'add_context_menu_plugin' to register editor context menus
_gd_filesystem_context_menu = _preload_gdx_script("res://addons/gdUnit4/src/ui/menu/EditorFileSystemContextMenuHandlerV44.gdx")
call_deferred("add_context_menu_plugin", CONTEXT_SLOT_FILESYSTEM, _gd_filesystem_context_menu)
# the CONTEXT_SLOT_SCRIPT_EDITOR is adding to the script panel instead of script editor see https://github.com/godotengine/godot/pull/100556
#_gd_scripteditor_context_menu = _preload("res://addons/gdUnit4/src/ui/menu/ScriptEditorContextMenuHandlerV44.gdx")
#call_deferred("add_context_menu_plugin", CONTEXT_SLOT_SCRIPT_EDITOR, _gd_scripteditor_context_menu)
# so we use the old hacky way to add the context menu
_gd_inspector.add_child(preload("res://addons/gdUnit4/src/ui/menu/ScriptEditorContextMenuHandler.gd").new())
else:
# TODO Delete it if the minimum requirement for the plugin is set to Godot 4.4.
_gd_inspector.add_child(preload("res://addons/gdUnit4/src/ui/menu/EditorFileSystemContextMenuHandler.gd").new())
_gd_inspector.add_child(preload("res://addons/gdUnit4/src/ui/menu/ScriptEditorContextMenuHandler.gd").new())
_filesystem_context_menu = preload("res://addons/gdUnit4/src/ui/menu/GdUnitEditorFileSystemContextMenuHandler.gd").new()
_editor_context_menu = preload("res://addons/gdUnit4/src/ui/menu/GdUnitScriptEditorContextMenuHandler.gd").new()
_editor_code_context_menu = preload("res://addons/gdUnit4/src/ui/menu/GdUnitScriptEditorContextMenuHandler.gd").new()
add_context_menu_plugin(EditorContextMenuPlugin.CONTEXT_SLOT_FILESYSTEM, _filesystem_context_menu)
add_context_menu_plugin(EditorContextMenuPlugin.CONTEXT_SLOT_SCRIPT_EDITOR, _editor_context_menu)
add_context_menu_plugin(EditorContextMenuPlugin.CONTEXT_SLOT_SCRIPT_EDITOR_CODE, _editor_code_context_menu)
func _remove_context_menus() -> void:
if is_instance_valid(_gd_filesystem_context_menu):
call_deferred("remove_context_menu_plugin", _gd_filesystem_context_menu)
if is_instance_valid(_gd_scripteditor_context_menu):
call_deferred("remove_context_menu_plugin", _gd_scripteditor_context_menu)
func _preload_gdx_script(script_path: String) -> Variant:
var script: GDScript = GDScript.new()
script.source_code = GdUnitFileAccess.resource_as_string(script_path)
script.take_over_path(script_path)
var err :Error = script.reload()
if err != OK:
push_error("Can't create context menu %s, error: %s" % [script_path, error_string(err)])
return script.new()
if is_instance_valid(_filesystem_context_menu):
remove_context_menu_plugin(_filesystem_context_menu)
if is_instance_valid(_editor_context_menu):
remove_context_menu_plugin(_editor_context_menu)
if is_instance_valid(_editor_code_context_menu):
remove_context_menu_plugin(_editor_code_context_menu)
func _on_resource_saved(resource: Resource) -> void:

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@@ -24,9 +24,8 @@ extends RefCounted
## Simulates that a key has been pressed.[br]
## @deprecated: the modifier [b]shift_pressed[/b] and [b]ctrl_pressed[/b] will be removed in v7.0
## [member key_code] : the key code e.g. [constant KEY_ENTER][br]
## [member shift_pressed] : false by default set to true if simmulate shift is press[br]
## [member ctrl_pressed] : false by default set to true if simmulate control is press[br]
## [codeblock]
## func test_key_presssed():
## var runner = scene_runner("res://scenes/simple_scene.tscn")
@@ -35,17 +34,43 @@ extends RefCounted
@abstract func simulate_key_pressed(key_code: int, shift_pressed := false, ctrl_pressed := false) -> GdUnitSceneRunner
## Simulates that a key is pressed.[br]
## Simulates that a key is pressing.[br]
## @deprecated: the modifier [b]shift_pressed[/b] and [b]ctrl_pressed[/b] will be removed in v7.0[br]See `test_key_shift_and_A_presssing` for example using key combinations
## [member key_code] : the key code e.g. [constant KEY_ENTER][br]
## [member shift_pressed] : false by default set to true if simmulate shift is press[br]
## [member ctrl_pressed] : false by default set to true if simmulate control is press[br]
## [codeblock]
## # Do simulate key pressing A
## func test_key_A_presssing():
## var runner = scene_runner("res://scenes/simple_scene.tscn")
## await runner.simulate_key_press(KEY_A)
##
##
## # Do simulate keycombination pressing shift+A
## func test_key_shift_and_A_presssing():
## var runner = scene_runner("res://scenes/simple_scene.tscn")
## runner.simulate_key_press(KEY_SHIFT)
## runner.simulate_key_press(KEY_A)
## await _runner.await_input_processed()
## [/codeblock]
@abstract func simulate_key_press(key_code: int, shift_pressed := false, ctrl_pressed := false) -> GdUnitSceneRunner
## Simulates that a key has been released.[br]
## [member key_code] : the key code e.g. [constant KEY_ENTER][br]
## [member shift_pressed] : false by default set to true if simmulate shift is press[br]
## [member ctrl_pressed] : false by default set to true if simmulate control is press[br]
## [codeblock]
## # Do simulate releasing key A
## func test_key_A_releasing():
## var runner = scene_runner("res://scenes/simple_scene.tscn")
## await runner.simulate_key_release(KEY_A)
##
##
## # Do simulate keycombination pressing shift+A
## func test_key_shift_and_A_releasing(():
## var runner = scene_runner("res://scenes/simple_scene.tscn")
## runner.simulate_key_release(KEY_SHIFT)
## runner.simulate_key_release(KEY_A)
## await _runner.await_input_processed()
## [/codeblock]
## @deprecated: the modifier [b]shift_pressed[/b] and [b]ctrl_pressed[/b] will be removed in v7.0[br]See `test_key_shift_and_A_releasing` for example using key combinations
@abstract func simulate_key_release(key_code: int, shift_pressed := false, ctrl_pressed := false) -> GdUnitSceneRunner

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@@ -27,20 +27,132 @@ extends GdUnitAssert
@abstract func append_failure_message(message: String) -> GdUnitSignalAssert
## Verifies that given signal is emitted until waiting time
@abstract func is_emitted(name: String, args := []) -> GdUnitSignalAssert
## Verifies that the specified signal is emitted with the expected arguments.[br]
##
## This assertion waits for a signal to be emitted from the object under test and
## validates that it was emitted with the correct arguments. The function supports
## both typed signals (Signal type) and string-based signal names for flexibility
## in different testing scenarios.[br]
## [br]
## [b]Parameters:[/b][br]
## [param signal_name]: The signal to monitor. Can be either:[br]
## • A [Signal] reference (recommended for type safety)[br]
## • A [String] with the signal name
## [param signal_args]: Optional expected signal arguments.[br]
## When provided, verifies the signal was emitted with exactly these values.[br]
## [br]
## [b]Returns:[/b][br]
## [GdUnitSignalAssert] - Returns self for method chaining.[br]
## [br]
## [b]Examples:[/b]
## [codeblock]
## signal signal_a(value: int)
## signal signal_b(name: String, count: int)
##
## # Wait for signal emission without checking arguments
## # Using Signal reference (type-safe)
## await assert_signal(instance).is_emitted(signal_a)
## # Using string name (dynamic)
## await assert_signal(instance).is_emitted("signal_a")
##
## # Wait for signal emission with specific argument
## await assert_signal(instance).is_emitted(signal_a, 10)
##
## # Wait for signal with multiple arguments
## await assert_signal(instance).is_emitted(signal_b, "test", 42)
##
## # Wait max 500ms for signal with argument 10
## await assert_signal(instance).wait_until(500).is_emitted(signal_a, 10)
## [/codeblock]
## [br]
## [b]Note:[/b] This is an async operation - use [code]await[/code] when calling.[br]
## The assertion fails if the signal is not emitted within the timeout period.
@abstract func is_emitted(signal_name: Variant, ...signal_args: Array) -> GdUnitSignalAssert
## Verifies that given signal is NOT emitted until waiting time
@abstract func is_not_emitted(name: String, args := []) -> GdUnitSignalAssert
## Verifies that the specified signal is NOT emitted with the expected arguments.[br]
##
## This assertion waits for a specified time period and validates that a signal
## was not emitted with the given arguments. Useful for ensuring certain conditions
## don't trigger unwanted signals or for verifying signal filtering logic.[br]
## [br]
## [b]Parameters:[/b][br]
## [param signal_name]: The signal to monitor. Can be either:[br]
## • A [Signal] reference (recommended for type safety)[br]
## • A [String] with the signal name
## [param signal_args]: Optional expected signal arguments.[br]
## When provided, verifies the signal was not emitted with these specific values.[br]
## If omitted, verifies the signal was not emitted at all.[br]
## [br]
## [b]Returns:[/b][br]
## [GdUnitSignalAssert] - Returns self for method chaining.[br]
## [br]
## [b]Examples:[/b]
## [codeblock]
## signal signal_a(value: int)
## signal signal_b(name: String, count: int)
##
## # Verify signal is not emitted at all (without checking arguments)
## await assert_signal(instance).wait_until(500).is_not_emitted(signal_a)
## await assert_signal(instance).wait_until(500).is_not_emitted("signal_a")
##
## # Verify signal is not emitted with specific argument
## await assert_signal(instance).wait_until(500).is_not_emitted(signal_a, 10)
##
## # Verify signal is not emitted with multiple arguments
## await assert_signal(instance).wait_until(500).is_not_emitted(signal_b, "test", 42)
##
## # Can be emitted with different arguments (this passes)
## instance.emit_signal("signal_a", 20) # Emits with 20, not 10
## await assert_signal(instance).wait_until(500).is_not_emitted(signal_a, 10)
## [/codeblock]
## [br]
## [b]Note:[/b] This is an async operation - use [code]await[/code] when calling.[br]
## The assertion fails if the signal IS emitted with the specified arguments within the timeout period.
@abstract func is_not_emitted(signal_name: Variant, ...signal_args: Array) -> GdUnitSignalAssert
## Verifies the signal exists checked the emitter
@abstract func is_signal_exists(name: String) -> GdUnitSignalAssert
## Verifies that the specified signal exists on the emitter object.[br]
##
## This assertion checks if a signal is defined on the object under test,
## regardless of whether it has been emitted. Useful for validating that
## objects have the expected signals before testing their emission.[br]
## [br]
## [b]Parameters:[/b][br]
## [param signal_name]: The signal to check. Can be either:[br]
## • A [Signal] reference (recommended for type safety)[br]
## • A [String] with the signal name
## [br]
## [b]Returns:[/b][br]
## [GdUnitSignalAssert] - Returns self for method chaining.[br]
## [br]
## [b]Examples:[/b]
## [codeblock]
## signal my_signal(value: int)
## signal another_signal()
##
## # Verify signal exists using Signal reference
## assert_signal(instance).is_signal_exists(my_signal)
##
## # Verify signal exists using string name
## assert_signal(instance).is_signal_exists("my_signal")
##
## # Chain with other assertions
## assert_signal(instance) \
## .is_signal_exists(my_signal) \
## .is_emitted(my_signal, 42)
##
## [/codeblock]
## [br]
## [b]Note:[/b] This only checks signal definition, not emission.[br]
## The assertion fails if the signal is not defined on the object.
@abstract func is_signal_exists(signal_name: Variant) -> GdUnitSignalAssert
## Sets the assert signal timeout in ms, if the time over a failure is reported.[br]
## e.g.[br]
## Example:
## [codeblock]
## do wait until 5s the instance has emitted the signal `signal_a`[br]
## [code]assert_signal(instance).wait_until(5000).is_emitted("signal_a")[/code]
## assert_signal(instance).wait_until(5000).is_emitted("signal_a")
## [/codeblock]
@abstract func wait_until(timeout: int) -> GdUnitSignalAssert

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@@ -14,14 +14,13 @@
class_name GdUnitTestSuite
extends Node
const NO_ARG :Variant = GdUnitConstants.NO_ARG
### internal runtime variables that must not be overwritten!!!
@warning_ignore("unused_private_class_variable")
var __is_skipped := false
@warning_ignore("unused_private_class_variable")
var __skip_reason :String = "Unknow."
var __active_test_case :String
var __skip_reason := "Unknow."
var __active_test_case: String
var __awaiter := __gdunit_awaiter()
@@ -29,7 +28,7 @@ var __awaiter := __gdunit_awaiter()
### in order to noticeably reduce the loading time of the test suite.
# We go this hard way to increase the loading performance to avoid reparsing all the used scripts
# for more detailed info -> https://github.com/godotengine/godot/issues/67400
func __lazy_load(script_path :String) -> GDScript:
func __lazy_load(script_path: String) -> GDScript:
return GdUnitAssertions.__lazy_load(script_path)
@@ -81,23 +80,23 @@ func after_test() -> void:
pass
func is_failure(_expected_failure :String = NO_ARG) -> bool:
func is_failure() -> bool:
return Engine.get_meta("GD_TEST_FAILURE") if Engine.has_meta("GD_TEST_FAILURE") else false
func set_active_test_case(test_case :String) -> void:
func set_active_test_case(test_case: String) -> void:
__active_test_case = test_case
# === Tools ====================================================================
# Mapps Godot error number to a readable error message. See at ERROR
# https://docs.godotengine.org/de/stable/classes/class_@globalscope.html#enum-globalscope-error
func error_as_string(error_number :int) -> String:
func error_as_string(error_number: int) -> String:
return error_string(error_number)
## A litle helper to auto freeing your created objects after test execution
func auto_free(obj :Variant) -> Variant:
func auto_free(obj: Variant) -> Variant:
var execution_context := GdUnitThreadManager.get_current_context().get_execution_context()
assert(execution_context != null, "INTERNAL ERROR: The current execution_context is null! Please report this as bug.")
@@ -105,7 +104,7 @@ func auto_free(obj :Variant) -> Variant:
@warning_ignore("native_method_override")
func add_child(node :Node, force_readable_name := false, internal := Node.INTERNAL_MODE_DISABLED) -> void:
func add_child(node: Node, force_readable_name := false, internal := Node.INTERNAL_MODE_DISABLED) -> void:
super.add_child(node, force_readable_name, internal)
var execution_context := GdUnitThreadManager.get_current_context().get_execution_context()
if execution_context != null:
@@ -123,7 +122,7 @@ func discard_error_interupted_by_timeout() -> void:
## Creates a new directory under the temporary directory *user://tmp*[br]
## Useful for storing data during test execution. [br]
## The directory is automatically deleted after test suite execution
func create_temp_dir(relative_path :String) -> String:
func create_temp_dir(relative_path: String) -> String:
@warning_ignore("unsafe_method_access")
return __gdunit_file_access().create_temp_dir(relative_path)
@@ -138,25 +137,25 @@ func clean_temp_dir() -> void:
## Creates a new file under the temporary directory *user://tmp* + <relative_path>[br]
## with given name <file_name> and given file <mode> (default = File.WRITE)[br]
## If success the returned File is automatically closed after the execution of the test suite
func create_temp_file(relative_path :String, file_name :String, mode := FileAccess.WRITE) -> FileAccess:
func create_temp_file(relative_path: String, file_name: String, mode := FileAccess.WRITE) -> FileAccess:
@warning_ignore("unsafe_method_access")
return __gdunit_file_access().create_temp_file(relative_path, file_name, mode)
## Reads a resource by given path <resource_path> into a PackedStringArray.
func resource_as_array(resource_path :String) -> PackedStringArray:
func resource_as_array(resource_path: String) -> PackedStringArray:
@warning_ignore("unsafe_method_access")
return __gdunit_file_access().resource_as_array(resource_path)
## Reads a resource by given path <resource_path> and returned the content as String.
func resource_as_string(resource_path :String) -> String:
func resource_as_string(resource_path: String) -> String:
@warning_ignore("unsafe_method_access")
return __gdunit_file_access().resource_as_string(resource_path)
## Reads a resource by given path <resource_path> and return Variand translated by str_to_var
func resource_as_var(resource_path :String) -> Variant:
func resource_as_var(resource_path: String) -> Variant:
@warning_ignore("unsafe_method_access", "unsafe_cast")
return str_to_var(__gdunit_file_access().resource_as_string(resource_path) as String)
@@ -166,7 +165,7 @@ func resource_as_var(resource_path :String) -> Variant:
## signal_name: signal name[br]
## args: the expected signal arguments as an array[br]
## timeout: the timeout in ms, default is set to 2000ms
func await_signal_on(source :Object, signal_name :String, args :Array = [], timeout :int = 2000) -> Variant:
func await_signal_on(source: Object, signal_name: String, args: Array = [], timeout: int = 2000) -> Variant:
@warning_ignore("unsafe_method_access")
return await __awaiter.await_signal_on(source, signal_name, args, timeout)
@@ -184,11 +183,50 @@ func await_idle_frame() -> void:
## await await_millis(myNode, 100).completed
## [/codeblock][br]
## use this waiter and not `await get_tree().create_timer().timeout to prevent errors when a test case is timed out
func await_millis(timeout :int) -> void:
func await_millis(timeout: int) -> void:
@warning_ignore("unsafe_method_access")
await __awaiter.await_millis(timeout)
## Collects detailed information about orphaned nodes for debugging purposes.[br]
##
## This function gathers comprehensive details about nodes that remain in memory
## after test execution (orphans). It provides debugging information to help
## identify the source of memory leaks in tests. Must be manually called in
## tests when orphan nodes are detected.[br]
## [br]
## [b]When to Use:[/b][br]
## - When GdUnit4 reports orphan nodes after test execution[br]
## - For debugging memory leaks in test scenarios[br]
## - To get detailed information about unreleased nodes[br]
## [br]
## [b]Usage Pattern:[/b][br]
## Add this call at the end of tests that are suspected to create orphans,
## or when the test runner reports orphan detection.[br]
## [br]
## [b]Examples:[/b]
## [codeblock]
## func test_scene_management():
## # Test code that might create orphan nodes
## var scene = preload("res://TestScene.tscn").instantiate()
## add_child(scene)
##
## # Do test operations
## scene.some_method()
##
## # Clean up (but might miss some nodes)
## scene.queue_free()
##
## # Collect orphan details if any are detected
## collect_orphan_node_details()
## [/codeblock]
## [br]
## [b]Note:[/b] This is a debugging utility function that should be removed
## or commented out once orphan issues are resolved.
func collect_orphan_node_details() -> void:
GdUnitThreadManager.get_current_context().get_execution_context().orphan_monitor_collect()
## Creates a new scene runner to allow simulate interactions checked a scene.[br]
## The runner will manage the scene instance and release after the runner is released[br]
## example:[br]
@@ -200,7 +238,7 @@ func await_millis(timeout :int) -> void:
## # or simply creates a runner by using the scene resource path
## var runner := scene_runner("res://foo/my_scne.tscn")
## [/codeblock]
func scene_runner(scene :Variant, verbose := false) -> GdUnitSceneRunner:
func scene_runner(scene: Variant, verbose := false) -> GdUnitSceneRunner:
return auto_free(__lazy_load("res://addons/gdUnit4/src/core/GdUnitSceneRunnerImpl.gd").new(scene, verbose))
@@ -216,13 +254,13 @@ const RETURN_DEEP_STUB = GdUnitMock.RETURN_DEEP_STUB
## Creates a mock for given class name
func mock(clazz :Variant, mock_mode := RETURN_DEFAULTS) -> Variant:
func mock(clazz: Variant, mock_mode := RETURN_DEFAULTS) -> Variant:
@warning_ignore("unsafe_method_access")
return __lazy_load("res://addons/gdUnit4/src/mocking/GdUnitMockBuilder.gd").build(clazz, mock_mode)
## Creates a spy checked given object instance
func spy(instance :Variant) -> Variant:
func spy(instance: Variant) -> Variant:
@warning_ignore("unsafe_method_access")
return __lazy_load("res://addons/gdUnit4/src/spy/GdUnitSpyBuilder.gd").build(instance)
@@ -233,30 +271,30 @@ func spy(instance :Variant) -> Variant:
## # overrides the return value of myMock.is_selected() to false
## do_return(false).on(myMock).is_selected()
## [/codeblock]
func do_return(value :Variant) -> GdUnitMock:
func do_return(value: Variant) -> GdUnitMock:
return GdUnitMock.new(value)
## Verifies certain behavior happened at least once or exact number of times
func verify(obj :Variant, times := 1) -> Variant:
func verify(obj: Variant, times := 1) -> Variant:
@warning_ignore("unsafe_method_access")
return __gdunit_object_interactions().verify(obj, times)
## Verifies no interactions is happen checked this mock or spy
func verify_no_interactions(obj :Variant) -> GdUnitAssert:
func verify_no_interactions(obj: Variant) -> GdUnitAssert:
@warning_ignore("unsafe_method_access")
return __gdunit_object_interactions().verify_no_interactions(obj)
## Verifies the given mock or spy has any unverified interaction.
func verify_no_more_interactions(obj :Variant) -> GdUnitAssert:
func verify_no_more_interactions(obj: Variant) -> GdUnitAssert:
@warning_ignore("unsafe_method_access")
return __gdunit_object_interactions().verify_no_more_interactions(obj)
## Resets the saved function call counters checked a mock or spy
func reset(obj :Variant) -> void:
func reset(obj: Variant) -> void:
@warning_ignore("unsafe_method_access")
__gdunit_object_interactions().reset(obj)
@@ -273,7 +311,7 @@ func reset(obj :Variant) -> void:
## # verify the signial is emitted
## await assert_signal(emitter).is_emitted('my_signal')
## [/codeblock]
func monitor_signals(source :Object, _auto_free := true) -> Object:
func monitor_signals(source: Object, _auto_free := true) -> Object:
@warning_ignore("unsafe_method_access")
__lazy_load("res://addons/gdUnit4/src/core/thread/GdUnitThreadManager.gd")\
.get_current_context()\
@@ -502,29 +540,46 @@ func any_class(clazz :Object) -> GdUnitArgumentMatcher:
# === value extract utils ======================================================
## Builds an extractor by given function name and optional arguments
func extr(func_name :String, args := Array()) -> GdUnitValueExtractor:
func extr(func_name: String, args := Array()) -> GdUnitValueExtractor:
return __lazy_load("res://addons/gdUnit4/src/extractors/GdUnitFuncValueExtractor.gd").new(func_name, args)
## Constructs a tuple by given arguments
func tuple(arg0 :Variant,
arg1 :Variant=NO_ARG,
arg2 :Variant=NO_ARG,
arg3 :Variant=NO_ARG,
arg4 :Variant=NO_ARG,
arg5 :Variant=NO_ARG,
arg6 :Variant=NO_ARG,
arg7 :Variant=NO_ARG,
arg8 :Variant=NO_ARG,
arg9 :Variant=NO_ARG) -> GdUnitTuple:
return GdUnitTuple.new(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9)
## Creates a GdUnitTuple from the provided arguments for use in test assertions.
## [br]
## This is the primary helper function for creating tuples in GdUnit4 tests.
## It provides a convenient way to group multiple expected values when using
## [method extractv] assertions. The function enforces that tuples must contain
## at least two values, as single-value extractions don't require tuple grouping.
## [br]
## [b]Parameters:[/b] [br]
## - [code]...args[/code]: Variable number of arguments (minimum 2) to group into a tuple.
## Each argument represents a value to be compared in assertions.
## [br]
## [b]Returns:[/b] [br]
## A [GdUnitTuple] containing the provided values, or an empty tuple if fewer than
## 2 arguments are provided (with an error message).
## [br]
## [b]Error Handling:[/b] [br]
## [codeblock]
## # This will push an error and return empty tuple
## var invalid = tuple("single_value") # Error: requires at least 2 arguments
## [br]
## # Correct usage - minimum 2 arguments
## var valid = tuple("name", "value")
## var valid_multi = tuple(1, 2, 3, 4, 5) # Can have many values
## [/codeblock]
func tuple(...args: Array) -> GdUnitTuple:
if args.size() < 2:
push_error("Tuple requires at least two arguments.")
return GdUnitTuple.new()
return GdUnitTuple.new.callv(args)
# === Asserts ==================================================================
## The common assertion tool to verify values.
## It checks the given value by type to fit to the best assert
func assert_that(current :Variant) -> GdUnitAssert:
func assert_that(current: Variant) -> GdUnitAssert:
match typeof(current):
TYPE_BOOL:
return assert_bool(current)
@@ -549,22 +604,22 @@ func assert_that(current :Variant) -> GdUnitAssert:
## An assertion tool to verify boolean values.
func assert_bool(current :Variant) -> GdUnitBoolAssert:
func assert_bool(current: Variant) -> GdUnitBoolAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitBoolAssertImpl.gd").new(current)
## An assertion tool to verify String values.
func assert_str(current :Variant) -> GdUnitStringAssert:
func assert_str(current: Variant) -> GdUnitStringAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitStringAssertImpl.gd").new(current)
## An assertion tool to verify integer values.
func assert_int(current :Variant) -> GdUnitIntAssert:
func assert_int(current: Variant) -> GdUnitIntAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitIntAssertImpl.gd").new(current)
## An assertion tool to verify float values.
func assert_float(current :Variant) -> GdUnitFloatAssert:
func assert_float(current: Variant) -> GdUnitFloatAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitFloatAssertImpl.gd").new(current)
@@ -574,41 +629,41 @@ func assert_float(current :Variant) -> GdUnitFloatAssert:
## [codeblock]
## assert_vector(Vector2(1.2, 1.000001)).is_equal(Vector2(1.2, 1.000001))
## [/codeblock]
func assert_vector(current :Variant, type_check := true) -> GdUnitVectorAssert:
func assert_vector(current: Variant, type_check := true) -> GdUnitVectorAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitVectorAssertImpl.gd").new(current, type_check)
## An assertion tool to verify arrays.
func assert_array(current :Variant, type_check := true) -> GdUnitArrayAssert:
func assert_array(current: Variant, type_check := true) -> GdUnitArrayAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitArrayAssertImpl.gd").new(current, type_check)
## An assertion tool to verify dictionaries.
func assert_dict(current :Variant) -> GdUnitDictionaryAssert:
func assert_dict(current: Variant) -> GdUnitDictionaryAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitDictionaryAssertImpl.gd").new(current)
## An assertion tool to verify FileAccess.
func assert_file(current :Variant) -> GdUnitFileAssert:
func assert_file(current: Variant) -> GdUnitFileAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitFileAssertImpl.gd").new(current)
## An assertion tool to verify Objects.
func assert_object(current :Variant) -> GdUnitObjectAssert:
func assert_object(current: Variant) -> GdUnitObjectAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitObjectAssertImpl.gd").new(current)
func assert_result(current :Variant) -> GdUnitResultAssert:
func assert_result(current: Variant) -> GdUnitResultAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitResultAssertImpl.gd").new(current)
## An assertion tool that waits until a certain time for an expected function return value
func assert_func(instance :Object, func_name :String, args := Array()) -> GdUnitFuncAssert:
func assert_func(instance: Object, func_name: String, args := Array()) -> GdUnitFuncAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitFuncAssertImpl.gd").new(instance, func_name, args)
## An assertion tool to verify for emitted signals until a certain time.
func assert_signal(instance :Object) -> GdUnitSignalAssert:
func assert_signal(instance: Object) -> GdUnitSignalAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitSignalAssertImpl.gd").new(instance)
@@ -619,7 +674,7 @@ func assert_signal(instance :Object) -> GdUnitSignalAssert:
## assert_failure(func(): assert_bool(true).is_not_equal(true)) \
## .has_message("Expecting:\n 'true'\n not equal to\n 'true'")
## [/codeblock]
func assert_failure(assertion :Callable) -> GdUnitFailureAssert:
func assert_failure(assertion: Callable) -> GdUnitFailureAssert:
@warning_ignore("unsafe_method_access")
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitFailureAssertImpl.gd").new().execute(assertion)
@@ -631,7 +686,7 @@ func assert_failure(assertion :Callable) -> GdUnitFailureAssert:
## await assert_failure_await(func(): assert_bool(true).is_not_equal(true)) \
## .has_message("Expecting:\n 'true'\n not equal to\n 'true'")
## [/codeblock]
func assert_failure_await(assertion :Callable) -> GdUnitFailureAssert:
func assert_failure_await(assertion: Callable) -> GdUnitFailureAssert:
@warning_ignore("unsafe_method_access")
return await __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitFailureAssertImpl.gd").new().execute_and_await(assertion)
@@ -648,7 +703,7 @@ func assert_failure_await(assertion :Callable) -> GdUnitFailureAssert:
## await assert_error(func (): push_error('test error') )\
## .is_push_error('test error')
## [/codeblock]
func assert_error(current :Callable) -> GdUnitGodotErrorAssert:
func assert_error(current: Callable) -> GdUnitGodotErrorAssert:
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitGodotErrorAssertImpl.gd").new(current)

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uid://cgbfa4cflb5nl
uid://bfroomur047su

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@@ -1,28 +1,86 @@
## A tuple implementation to hold two or many values
## A tuple implementation for GdUnit4 test assertions and value extraction.
## @tutorial(GdUnit4 Array Assertions): https://mikeschulze.github.io/gdUnit4/latest/testing/assert-array/#extractv
## @tutorial(GdUnit4 Testing Framework): https://mikeschulze.github.io/gdUnit4/
## [br]
## The GdUnitTuple class is a utility container designed specifically for the GdUnit4
## testing framework. It enables advanced assertion operations, particularly when
## extracting and comparing multiple values from complex test results.
## [br]
## [b]Primary Use Cases in Testing:[/b] [br]
## - Extracting multiple properties from test objects with [method extractv]## [br]
## - Grouping related assertion values for comparison## [br]
## - Returning multiple values from test helper methods## [br]
## - Organizing expected vs actual value pairs in assertions## [br]
## [br]
## [b]Example Usage in Tests:[/b]
## [codeblock]
## func test_player_stats_after_level_up():
## var player = Player.new()
## player.level_up()
##
## # Extract multiple properties using tuple
## assert_array([player]) \
## .extractv(extr("name"), extr("level"), extr("hp")) \
## .contains(tuple("Hero", 2, 150))
##
## func test_enemy_spawn_positions():
## var enemies: Array = spawn_enemies(3)
##
## # Verify multiple enemies have correct position data
## assert_array(enemies) \
## .extractv(extr("position.x"), extr("position.y")) \
## .contains_exactly([
## tuple(100, 200),
## tuple(150, 200),
## tuple(200, 200)
## ])
## [/codeblock]
## [br]
## [b]Integration with GdUnit4 Assertions:[/b] [br]
## Tuples work seamlessly with array assertion methods like: [br]
## - [code]contains()[/code] - Check if extracted values contain specific tuples [br]
## - [code]contains_exactly()[/code] - Verify exact tuple matches [br]
## - [code]is_equal()[/code] - Compare tuple equality [br]
## [br]
## [b]Note:[/b] This class is part of the GdUnit4 testing framework's internal
## utilities and is primarily intended for use within test assertions rather
## than production code.
class_name GdUnitTuple
extends RefCounted
const NO_ARG :Variant = GdUnitConstants.NO_ARG
var __values :Array = Array()
var _values: Array = []
func _init(arg0:Variant,
arg1 :Variant=NO_ARG,
arg2 :Variant=NO_ARG,
arg3 :Variant=NO_ARG,
arg4 :Variant=NO_ARG,
arg5 :Variant=NO_ARG,
arg6 :Variant=NO_ARG,
arg7 :Variant=NO_ARG,
arg8 :Variant=NO_ARG,
arg9 :Variant=NO_ARG) -> void:
__values = GdArrayTools.filter_value([arg0,arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9], NO_ARG)
## Initializes a new GdUnitTuple with test values.
## [br]
## Creates a tuple to hold multiple values extracted from test objects
## or expected values for assertions. Commonly used with the [code]tuple()[/code]
## helper function in GdUnit4 tests.
## [br]
## [b]Parameters:[/b]
## - [code]...args[/code]: Variable number of values to store.
func _init(...args: Array) -> void:
_values = args
## Returns the tuple's values as an array for assertion comparisons.
## [br]
## Provides access to the stored test values. Used internally by GdUnit4's
## assertion system when comparing tuples in test validations.
## [br]
## [b]Returns:[/b]
## An [Array] containing all values stored in the tuple.
func values() -> Array:
return __values
return _values
## Returns a string representation for test output and debugging.
## [br]
## Formats the tuple for display in test results, error messages, and debug logs.
## This method is automatically called by GdUnit4 when displaying assertion
## failures involving tuples.
## [br]
## [b]Returns:[/b]
## A [String] in the format "tuple([value1, value2, ...])"
func _to_string() -> String:
return "tuple(%s)" % str(__values)
return "tuple(%s)" % str(_values)

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uid://mjqw2uww51fk
uid://ckj5nn4gln5bw

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uid://2dylh01qtb66
uid://cyagv2phlu24d

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