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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
911 changed files with 8127 additions and 16700 deletions

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@@ -10,44 +10,22 @@ on:
- "**"
env:
GODOT_VERSION: 4.6
GAME_NAME: MovementTests
ITCHIO_USERNAME: Minimata
ITCHIO_GAMEID: MovementTests
jobs:
Export:
runs-on: ubuntu-latest
env:
RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
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@v3
with:
lfs: false
- name: Checkout LFS
run: |
UrlBase=$GITHUB_SERVER_URL; \
UrlLfsBase=$UrlBase/${{ gitea.repository }}.git/info/lfs/objects; \
Auth=`/usr/bin/git config --get --local http.$UrlBase/.extraheader`; \
/usr/bin/git config --local http.${UrlLfsBase}/batch.extraheader "$Auth"; \
/usr/bin/git config --local http.${UrlLfsBase}/.extraheader ''
git config --local lfs.transfer.maxretries 1
/usr/bin/git lfs fetch origin refs/remotes/origin/${{ gitea.ref_name }}
/usr/bin/git lfs checkout
/usr/bin/git add .
/usr/bin/git reset --hard
- name: Run tests
uses: godot-gdunit-labs/gdUnit4-action@v1
with:
godot-version: '4.6.0'
godot-version: ${GODOT_VERSION}
godot-net: true
godot-force-mono: true
dotnet-version: 'net9.0'
@@ -56,7 +34,7 @@ jobs:
timeout: 1
publish-report: false
upload-report: false
- name: Upload test report
uses: actions/upload-artifact@v3-node20
with:

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@@ -22,6 +22,7 @@ jobs:
- name: Check out repository code
uses: actions/checkout@v4
with:
token: ${{ secrets.TOKEN }}
lfs: false
- name: Remove buggy pre-push hook
run: |
@@ -37,123 +38,79 @@ jobs:
INITIAL_VERSION: 0.1.0
DEFAULT_BUMP: patch
# Test:
# runs-on: ubuntu-latest
Test:
runs-on: godot
# env:
# RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
# steps:
# - name: Install node, xvfb and curl
# run: |
# apt update && apt -y install curl nodejs xvfb
#
# - name: Checkout
# uses: actions/checkout@v3
# with:
# lfs: false
#
# - name: Checkout LFS
# run: |
# UrlBase=$GITHUB_SERVER_URL; \
# UrlLfsBase=$UrlBase/${{ gitea.repository }}.git/info/lfs/objects; \
# Auth=`/usr/bin/git config --get --local http.$UrlBase/.extraheader`; \
# /usr/bin/git config --local http.${UrlLfsBase}/batch.extraheader "$Auth"; \
# /usr/bin/git config --local http.${UrlLfsBase}/.extraheader ''
#
# git config --local lfs.transfer.maxretries 1
#
# /usr/bin/git lfs fetch origin refs/remotes/origin/${{ gitea.ref_name }}
# /usr/bin/git lfs checkout
# /usr/bin/git add .
# /usr/bin/git reset --hard
#
# - 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
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: ${{ github.workspace }}/reports/test-result.html
Export:
runs-on: ubuntu-latest
env:
RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
runs-on: godot
needs:
- BumpTag
# - Test # Wait for tests to finish
container:
image: barichello/godot-ci:mono-4.6
steps:
- name: Install node, curl and zip
run: |
apt update && apt -y install curl zip nodejs
- name: Checkout with LFS
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
- name: Checkout
uses: actions/checkout@v3
- name: Setup Godot
id: setup-godot
uses: https://git.game-dev.space/minimata/setup-godot.git@main
with:
lfs: false
- name: Checkout LFS
godot-version: '4.6'
dotnet-version: 'net9.0'
- name: Remove GDUnit addon
run: |
UrlBase=$GITHUB_SERVER_URL; \
UrlLfsBase=$UrlBase/${{ gitea.repository }}.git/info/lfs/objects; \
Auth=`/usr/bin/git config --get --local http.$UrlBase/.extraheader`; \
/usr/bin/git config --local http.${UrlLfsBase}/batch.extraheader "$Auth"; \
/usr/bin/git config --local http.${UrlLfsBase}/.extraheader ''
git config --local lfs.transfer.maxretries 1
/usr/bin/git lfs fetch origin refs/remotes/origin/${{ gitea.ref_name }}
/usr/bin/git lfs checkout
/usr/bin/git add .
/usr/bin/git reset --hard
# - name: Checkout
# uses: actions/checkout@v6
# with:
# lfs: false
# persist-credentials: true
#
# - name: Checkout LFS
# run: |
# git lfs install --local
# AUTH=$(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: Remove GDUnit addon folder because it breaks the build
run: |
rm -rf ${{ gitea.workspace }}/addons/gdUnit4
#
# - 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
@@ -26,99 +27,90 @@ jobs:
separator: '/'
Release:
runs-on: ubuntu-latest
runs-on: godot
if: ${{ contains(gitea.ref_name, 'release/') }}
needs: ReleaseName
env:
RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
container:
image: barichello/godot-ci:mono-4.6
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@v3
- name: Setup Godot
id: setup-godot
uses: https://git.game-dev.space/minimata/setup-godot.git@main
with:
lfs: false
- name: Checkout LFS
godot-version: '4.6'
dotnet-version: 'net9.0'
- name: Setup Butler
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
run: |
UrlBase=$GITHUB_SERVER_URL; \
UrlLfsBase=$UrlBase/${{ gitea.repository }}.git/info/lfs/objects; \
Auth=`/usr/bin/git config --get --local http.$UrlBase/.extraheader`; \
/usr/bin/git config --local http.${UrlLfsBase}/batch.extraheader "$Auth"; \
/usr/bin/git config --local http.${UrlLfsBase}/.extraheader ''
git config --local lfs.transfer.maxretries 1
/usr/bin/git lfs fetch origin refs/remotes/origin/${{ gitea.ref_name }}
/usr/bin/git lfs checkout
/usr/bin/git add .
/usr/bin/git reset --hard
- 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}

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@@ -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

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@@ -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()

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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_i7qq0"]
sky_horizon_color = Color(0.66224277, 0.6717428, 0.6867428, 1)
ground_horizon_color = Color(0.66224277, 0.6717428, 0.6867428, 1)
[sub_resource type="Sky" id="Sky_lhy2n"]
sky_material = SubResource("ProceduralSkyMaterial_i7qq0")
[sub_resource type="Environment" id="Environment_mnwru"]
background_mode = 2
sky = SubResource("Sky_lhy2n")
tonemap_mode = 2
glow_enabled = true
[sub_resource type="Resource" id="Resource_fg620"]
script = ExtResource("2_mnwru")
bounds = Vector3(10, 1, 10)
noise_threshold = 0.9
noise_frequency = 16.0
use_template_size = true
metadata/_custom_type_script = "uid://3il6xs7cr7gj"
[node name="Node" type="Node3D" unique_id=1351203367]
[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=190667961]
environment = SubResource("Environment_mnwru")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=656509290]
transform = Transform3D(-0.8660254, -0.43301278, 0.25, 0, 0.49999997, 0.86602545, -0.50000006, 0.75, -0.43301266, 0, 0, 0)
shadow_enabled = true
[node name="Camera3D" type="Camera3D" parent="." unique_id=1763227161]
transform = Transform3D(-0.93186235, 0, -0.36281216, 0, 1, 0, 0.36281216, 0, -0.9318623, -5.236788, 3.9650297, -6.404826)
current = true
[node name="CSGRepeater3D" type="CSGCombiner3D" parent="." unique_id=873109275]
script = ExtResource("1_mnwru")
template_node_path = NodePath("CSGCombiner3D2")
estimated_instances = 27
pattern = SubResource("Resource_fg620")
randomize_rotation = false
randomize_rot_x = false
randomize_rot_y = false
randomize_rot_z = false
randomize_scale = false
scale_variance = 0.15
randomize_scale_x = false
randomize_scale_y = false
randomize_scale_z = false
metadata/_custom_type_script = "uid://c68dxahp0v5xg"
[node name="CSGCombiner3D2" type="CSGCombiner3D" parent="CSGRepeater3D" unique_id=109113911]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.31901503, -0.3383956, -7.8776984)
visible = false
[node name="CSGBox3D" type="CSGBox3D" parent="CSGRepeater3D/CSGCombiner3D2" unique_id=110356410]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.48632813)
size = Vector3(1, 1, 1.9726563)
[node name="CSGBox3D2" type="CSGBox3D" parent="CSGRepeater3D/CSGCombiner3D2/CSGBox3D" unique_id=194604460]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.51814646, 0.37408447, -0.24641752)
size = Vector3(1, 1.748169, 1)
[node name="CSGBox3D" type="CSGBox3D" parent="CSGRepeater3D/CSGCombiner3D2/CSGBox3D" unique_id=763032662]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.4555664, 0.08105469)
operation = 2
size = Vector3(1, 1.9111328, 0.8378906)

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[plugin]
name="CSG Toolkit - Enhance Your Blockout Speed"
description="Enhance your blockout workflow with the CSG Toolkit. This tool adds quick access buttons to the left toolbar for easy addition of CSG nodes. By pressing SHIFT, you can efficiently add the selected CSG as a child node. The toolkit also automatically preselects operations, streamlining your process. Additionally, shortcuts are available for CSG nodes or children of CSG combiners, further boosting your productivity."
author="LuckyTepot"
version="1.7.0"
script="csg_toolkit.gd"

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toggle_mode = true
button_group = SubResource("ButtonGroup_2ipgb")
icon = ExtResource("8_gmt87")
icon_alignment = 1
expand_icon = true
[node name="Intersection" type="Button" parent="ScrollContainer/HBoxContainer/Operation"]
custom_minimum_size = Vector2(42, 42)
layout_mode = 2
tooltip_text = "Intersection"
theme_override_constants/icon_max_width = 24
toggle_mode = true
button_group = SubResource("ButtonGroup_2ipgb")
icon = ExtResource("9_55ipi")
icon_alignment = 1
expand_icon = true
[node name="Subtraction" type="Button" parent="ScrollContainer/HBoxContainer/Operation"]
custom_minimum_size = Vector2(42, 42)
layout_mode = 2
tooltip_text = "Subtraction"
theme_override_constants/icon_max_width = 24
toggle_mode = true
button_group = SubResource("ButtonGroup_2ipgb")
icon = ExtResource("10_8u5xb")
icon_alignment = 1
expand_icon = true
[node name="Material" type="VBoxContainer" parent="ScrollContainer/HBoxContainer"]
layout_mode = 2
alignment = 1
[node name="MaterialPicker" type="Button" parent="ScrollContainer/HBoxContainer/Material"]
custom_minimum_size = Vector2(42, 42)
layout_mode = 2
tooltip_text = "Material"
icon = ExtResource("11_ten1m")
icon_alignment = 1
expand_icon = true
[node name="HSeparator" type="HSeparator" parent="ScrollContainer/HBoxContainer"]
layout_mode = 2
size_flags_vertical = 3
theme_override_styles/separator = SubResource("StyleBoxEmpty_ixko7")
[node name="Options" type="VBoxContainer" parent="ScrollContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 4
alignment = 1
[node name="Config" type="Button" parent="ScrollContainer/HBoxContainer/Options"]
custom_minimum_size = Vector2(42, 42)
layout_mode = 2
tooltip_text = "Config"
theme_override_constants/icon_max_width = 24
icon = ExtResource("12_3gawg")
icon_alignment = 1
[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Box" to="." method="_on_box_pressed"]
[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Cylinder" to="." method="_on_cylinder_pressed"]
[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Mesh" to="." method="_on_mesh_pressed"]
[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Polygon" to="." method="_on_polygon_pressed"]
[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Sphere" to="." method="_on_sphere_pressed"]
[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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@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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@@ -0,0 +1 @@
uid://dk6dt8fk1s43s

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@@ -0,0 +1,31 @@
@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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@@ -0,0 +1 @@
uid://b3ws8vwtsqmjt

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@@ -0,0 +1,19 @@
@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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@@ -0,0 +1 @@
uid://dbavf0pl65chb

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@@ -0,0 +1,33 @@
@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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@@ -0,0 +1 @@
uid://bc1sxg4vy464o

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@@ -0,0 +1,124 @@
@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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@@ -0,0 +1 @@
uid://3il6xs7cr7gj

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@@ -0,0 +1,39 @@
@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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@@ -0,0 +1 @@
uid://belgcjd0ys212

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@@ -97,8 +97,8 @@ func load_scene(scene_path : String, in_background : bool = false) -> void:
if not _background_loading:
change_scene_to_resource()
return
ResourceLoader.load_threaded_request(_scene_path)
set_process(true)
ResourceLoader.load_threaded_request(_scene_path)
if _check_loading_screen() and not _background_loading:
change_scene_to_loading_screen()
@@ -108,6 +108,7 @@ func _unhandled_key_input(event : InputEvent) -> void:
get_tree().quit()
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
set_process(false)
func _process(_delta) -> void:

View File

@@ -5,7 +5,6 @@ extends OverlaidMenu
@export_file("*.tscn") var main_menu_scene : String
var popup_open : Node
var is_listening_to_inputs = true
func close_popup() -> void:

View File

@@ -12,11 +12,3 @@ extends OverlaidMenu
if menu_scene:
var _instance = menu_scene.instantiate()
%MenuContainer.add_child(_instance)
func blocking_close() -> void:
get_viewport().set_input_as_handled()
super.close()
func _ready() -> void:
back_action.triggered.connect(blocking_close)

View File

@@ -3,6 +3,8 @@ extends Node
class_name SceneLister
## Helper class for listing all the scenes in a directory.
@export_tool_button("Refresh files", "Callable") var refresh_files = _refresh_files
## List of paths to scene files.
## Prefilled in the editor by selecting a directory.
@export var files : Array[String]
@@ -14,10 +16,20 @@ class_name SceneLister
func _refresh_files():
if not is_inside_tree() or directory.is_empty(): return
var dir_access = DirAccess.open(directory)
files.clear()
find_files_in_dir(directory)
func find_files_in_dir(current_dir: String) -> void:
if not is_inside_tree() or directory.is_empty():
return
var dir_access = DirAccess.open(current_dir)
if dir_access:
files.clear()
for file in dir_access.get_files():
print(current_dir + "/" + file)
if not file.ends_with(".tscn"):
continue
files.append(directory + "/" + file)
files.append(current_dir + "/" + file)
for sub_directory in dir_access.get_directories():
if sub_directory.begins_with("_"):
continue
find_files_in_dir(directory + "/" + sub_directory)

View File

@@ -1,9 +0,0 @@
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[ext_resource type="Texture2D" uid="uid://hf6y7ws45y8p" path="res://assets/greybox/greybox.png" id="1_qik1o"]
[resource]
albedo_texture = ExtResource("1_qik1o")
uv1_triplanar = true
uv1_world_triplanar = true
uv2_world_triplanar = true

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dest_files=["res://.godot/imported/ladder-top.fbx-3af719d67bc92743407297e84a0e273a.scn"]
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nodes/apply_root_scale=true
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nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
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[resource]
albedo_texture = ExtResource("1_2depu")
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uv1_world_triplanar = true
uv2_world_triplanar = true

View File

@@ -0,0 +1,9 @@
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[ext_resource type="Texture2D" uid="uid://nvc7eq13ym8q" path="res://assets/materials/greybox/textures/greybox_teal_grid.png" id="1_11axt"]
[resource]
albedo_texture = ExtResource("1_11axt")
uv1_triplanar = true
uv1_world_triplanar = true
uv2_world_triplanar = true

View File

@@ -0,0 +1,9 @@
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albedo_texture = ExtResource("1_yql7t")
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uv1_world_triplanar = true
uv2_world_triplanar = true

View File

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albedo_texture = ExtResource("1_liak7")
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uv1_world_triplanar = true
uv2_world_triplanar = true

View File

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albedo_texture = ExtResource("1_rg5sa")
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uv1_world_triplanar = true
uv2_world_triplanar = true

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[resource]
albedo_texture = ExtResource("1_ctfpt")
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uv1_world_triplanar = true
uv2_world_triplanar = true

View File

@@ -0,0 +1,9 @@
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[resource]
albedo_texture = ExtResource("1_0gip5")
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uv1_world_triplanar = true
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View File

@@ -3,8 +3,8 @@
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