Browse Source

Format files using updated file_format.sh

Aaron Franke 4 years ago
parent
commit
918a289ee2
79 changed files with 512 additions and 512 deletions
  1. 1 1
      2d/dodge_the_creeps/Player.gd
  2. 1 1
      2d/finite_state_machine/player/states/motion/in_air/jump.gd
  3. 20 20
      2d/gd_paint/paint_control.gd
  4. 2 2
      2d/gd_paint/tools_panel.gd
  5. 10 10
      2d/physics_platformer/enemy/enemy.gd
  6. 2 2
      2d/physics_platformer/platform/moving_platform.gd
  7. 1 1
      2d/physics_platformer/player/bullet.gd
  8. 26 26
      2d/physics_platformer/player/player.gd
  9. 1 1
      2d/platformer/src/Main/Game.gd
  10. 2 2
      2d/role_playing_game/grid_movement/grid/Grid.gd
  11. 1 1
      2d/role_playing_game/grid_movement/pawns/RandomActor.gd
  12. 2 2
      2d/role_playing_game/grid_movement/pawns/Walker.gd
  13. 1 1
      2d/role_playing_game/screens/combat/actors/Opponent.tscn
  14. 1 1
      2d/role_playing_game/turn_combat/combatants/Combatant.gd
  15. 1 1
      2d/role_playing_game/turn_combat/combatants/Opponent.gd
  16. 2 2
      2d/screen_space_shaders/shaders/BCS.shader
  17. 1 1
      2d/screen_space_shaders/shaders/mirage.shader
  18. 3 3
      2d/screen_space_shaders/shaders/old_film.shader
  19. 1 1
      2d/screen_space_shaders/shaders/pixelize.shader
  20. 61 61
      3d/ik/addons/sade/ik_fabrik.gd
  21. 22 22
      3d/ik/addons/sade/ik_look_at.gd
  22. 30 30
      3d/ik/fps/example_player.gd
  23. 2 2
      3d/ik/target_from_mousepos.gd
  24. 2 2
      3d/physics_tests/test.gd
  25. 26 26
      3d/physics_tests/tests/performance/test_perf_contacts.gd
  26. 4 4
      3d/physics_tests/tests_menu.gd
  27. 2 2
      3d/physics_tests/utils/camera_orbit.gd
  28. 4 4
      3d/physics_tests/utils/container_log.gd
  29. 4 4
      3d/physics_tests/utils/control3d.gd
  30. 6 6
      3d/physics_tests/utils/option_menu.gd
  31. 3 3
      3d/physics_tests/utils/system.gd
  32. 11 11
      3d/platformer/enemy/enemy.gd
  33. 28 28
      3d/platformer/player/player.gd
  34. 7 7
      3d/truck_town/follow_camera.gd
  35. 4 4
      3d/truck_town/vehicle.gd
  36. 2 2
      3d/voxel/menu/debug.gd
  37. 7 7
      3d/voxel/player/player.gd
  38. 1 1
      3d/voxel/settings.gd
  39. 16 16
      3d/voxel/world/chunk.gd
  40. 1 1
      3d/voxel/world/environment.gd
  41. 4 4
      3d/voxel/world/terrain_generator.gd
  42. 10 10
      3d/voxel/world/voxel_world.gd
  43. 2 2
      audio/bpm_sync/bpm_sync.gd
  44. 3 3
      audio/device_changer/Changer.gd
  45. 1 1
      audio/generator/generator_demo.gd
  46. 1 1
      audio/spectrum/show_spectrum.gd
  47. 7 7
      loading/background_load/background_load.gd
  48. 3 3
      loading/multiple_threads_loading/resource_queue.gd
  49. 4 4
      misc/2.5d/addons/node25d/main_screen/gizmo_25d.gd
  50. 6 6
      misc/2.5d/addons/node25d/main_screen/viewport_25d.gd
  51. 2 2
      misc/2.5d/addons/node25d/node25d_plugin.gd
  52. 2 2
      misc/2.5d/addons/node25d/node_25d.gd
  53. 1 1
      misc/2.5d/addons/node25d/shadow_math_25d.gd
  54. 2 2
      misc/2.5d/addons/node25d/y_sort_25d.gd
  55. 3 3
      misc/2.5d/assets/cube/cube_math.gd
  56. 6 6
      misc/2.5d/assets/player/player_math_25d.gd
  57. 5 5
      misc/2.5d/assets/player/player_sprite.gd
  58. 1 1
      misc/matrix_transform/marker/AxisMarker2D.gd
  59. 1 1
      misc/matrix_transform/marker/AxisMarker3D.gd
  60. 2 2
      misc/opensimplexnoise/OpenSimplexNoise_Viewer.shader
  61. 4 4
      misc/window_management/observer/observer.gd
  62. 1 1
      mobile/multitouch_view/TouchHelper.gd
  63. 25 25
      mobile/sensors/main.gd
  64. 4 4
      mono/2.5d/addons/node25d-cs/main_screen/Gizmo25D.cs
  65. 6 6
      mono/2.5d/addons/node25d-cs/main_screen/viewport_25d.gd
  66. 4 4
      mono/2.5d/addons/node25d-cs/node25d_plugin.gd
  67. 3 3
      networking/multiplayer_pong/logic/ball.gd
  68. 7 7
      networking/multiplayer_pong/logic/lobby.gd
  69. 5 5
      networking/multiplayer_pong/logic/paddle.gd
  70. 2 2
      networking/multiplayer_pong/logic/pong.gd
  71. 10 10
      plugins/addons/material_creator/material_creator.gd
  72. 7 7
      plugins/addons/material_creator/material_resource.gd
  73. 10 10
      viewport/2d_in_3d/pong.gd
  74. 7 7
      viewport/dynamic_split_screen/camera_controller.gd
  75. 1 1
      viewport/dynamic_split_screen/player.gd
  76. 4 4
      viewport/dynamic_split_screen/split_screen.shader
  77. 1 1
      viewport/dynamic_split_screen/wall_coloring.gd
  78. 22 22
      viewport/gui_in_3d/gui_3d.gd
  79. 1 1
      visual_script/multitouch_view/TouchHelper.gd

+ 1 - 1
2d/dodge_the_creeps/Player.gd

@@ -14,7 +14,7 @@ func _process(delta):
 	var velocity = Vector2()
 	velocity.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
 	velocity.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
-	
+
 	if velocity.length() > 0:
 		velocity = velocity.normalized() * speed
 		$AnimatedSprite.play()

+ 1 - 1
2d/finite_state_machine/player/states/motion/in_air/jump.gd

@@ -22,7 +22,7 @@ func initialize(speed, velocity):
 	max_horizontal_speed = speed if speed > 0.0 else base_max_horizontal_speed
 	enter_velocity = velocity
 
-	
+
 func enter():
 	var input_direction = get_input_direction()
 	update_look_direction(input_direction)

+ 20 - 20
2d/gd_paint/paint_control.gd

@@ -51,20 +51,20 @@ func _ready():
 
 func _process(_delta):
 	var mouse_pos = get_viewport().get_mouse_position()
-	
+
 	# Check if the mouse is currently inside the canvas/drawing-area.
 	is_mouse_in_drawing_area = false
 	if mouse_pos.x > TL_node.global_position.x:
 		if mouse_pos.y > TL_node.global_position.y:
 			is_mouse_in_drawing_area = true
-	
+
 	if Input.is_mouse_button_pressed(BUTTON_LEFT):
 		# If we do not have a position for when the mouse was first clicked, then this must
 		# be the first time is_mouse_button_pressed has been called since the mouse button was
 		# released, so we need to store the position.
 		if mouse_click_start_pos == null:
 			mouse_click_start_pos = mouse_pos
-		
+
 		# If the mouse is inside the canvas and the mouse is 1px away from the position of the mouse last _process call.
 		if check_if_mouse_is_inside_canvas():
 			if mouse_pos.distance_to(last_mouse_pos) >= 1:
@@ -77,11 +77,11 @@ func _process(_delta):
 						undo_element_list_num = brush_data_list.size()
 					# Add the brush object to draw_elements_array.
 					add_brush(mouse_pos, brush_mode)
-	
+
 	else:
 		# We've finished our stroke, so we can set a new undo (if a new storke is made).
 		undo_set = false
-		
+
 		# If the mouse is inside the canvas.
 		if check_if_mouse_is_inside_canvas():
 			# If we're using either the circle shape mode, or the rectangle shape mode, then
@@ -94,7 +94,7 @@ func _process(_delta):
 		# Since we've released the left mouse, we need to get a new mouse_click_start_pos next time
 		#is_mouse_button_pressed is true.
 		mouse_click_start_pos = null
-	
+
 	# Store mouse_pos as last_mouse_pos now that we're done with _process.
 	last_mouse_pos = mouse_pos
 
@@ -117,17 +117,17 @@ func undo_stroke():
 	# Only undo a stroke if we have one.
 	if undo_element_list_num == UNDO_NONE:
 		return
-	
+
 	# If we are undoing a shape, then we can just remove the latest brush.
 	if undo_element_list_num == UNDO_MODE_SHAPE:
 		if brush_data_list.size() > 0:
 			brush_data_list.remove(brush_data_list.size() - 1)
-		
+
 		# Now that we've undone a shape, we cannot undo again until another stoke is added.
 		undo_element_list_num = UNDO_NONE
 		# NOTE: if we only had shape brushes, then we could remove the above line and could let the user
 		# undo until we have a empty element list.
-	
+
 	# Otherwise we're removing a either a pencil stroke or a eraser stroke.
 	else:
 		# Figure out how many elements/brushes we've added in the last stroke.
@@ -136,7 +136,7 @@ func undo_stroke():
 		#warning-ignore:unused_variable
 		for elment_num in range(0, elements_to_remove):
 			brush_data_list.pop_back()
-		
+
 		# Now that we've undone a stoke, we cannot undo again until another stoke is added.
 		undo_element_list_num = UNDO_NONE
 
@@ -147,7 +147,7 @@ func undo_stroke():
 func add_brush(mouse_pos, type):
 	# Make new brush dictionary that will hold all of the data we need for the brush.
 	var new_brush = {}
-	
+
 	# Populate the dictionary with values based on the global brush variables.
 	# We will override these as needed if the brush is a rectange or circle.
 	new_brush.brush_type = type
@@ -155,13 +155,13 @@ func add_brush(mouse_pos, type):
 	new_brush.brush_shape = brush_shape
 	new_brush.brush_size = brush_size
 	new_brush.brush_color = brush_color
-	
+
 	# If the new bursh is a rectangle shape, we need to calculate the top left corner of the rectangle and the
 	# bottom right corner of the rectangle.
 	if type == BrushModes.RECTANGLE_SHAPE:
 		var TL_pos = Vector2()
 		var BR_pos = Vector2()
-		
+
 		# Figure out the left and right positions of the corners and assign them to the proper variable.
 		if mouse_pos.x < mouse_click_start_pos.x:
 			TL_pos.x = mouse_pos.x
@@ -169,7 +169,7 @@ func add_brush(mouse_pos, type):
 		else:
 			TL_pos.x = mouse_click_start_pos.x
 			BR_pos.x = mouse_pos.x
-		
+
 		# Figure out the top and bottom positions of the corners and assign them to the proper variable.
 		if mouse_pos.y < mouse_click_start_pos.y:
 			TL_pos.y = mouse_pos.y
@@ -177,11 +177,11 @@ func add_brush(mouse_pos, type):
 		else:
 			TL_pos.y = mouse_click_start_pos.y
 			BR_pos.y = mouse_pos.y
-		
+
 		# Assign the positions to the brush.
 		new_brush.brush_pos = TL_pos
 		new_brush.brush_shape_rect_pos_BR = BR_pos
-	
+
 	# If the brush isa circle shape, then we need to calculate the radius of the circle.
 	if type == BrushModes.CIRCLE_SHAPE:
 		# Get the center point inbetween the mouse position and the position of the mouse when we clicked.
@@ -190,7 +190,7 @@ func add_brush(mouse_pos, type):
 		# the center to the top/bottom positon of the mouse.
 		new_brush.brush_pos = center_pos
 		new_brush.brush_shape_circle_radius = center_pos.distance_to(Vector2(center_pos.x, mouse_pos.y))
-	
+
 	# Add the brush and update/draw all of the brushes.
 	brush_data_list.append(new_brush)
 	update()
@@ -214,7 +214,7 @@ func _draw():
 			BrushModes.ERASER:
 				# NOTE: this is a really cheap way of erasing that isn't really erasing!
 				# However, this gives similar results in a fairy simple way!
-				
+
 				# Erasing works exactly the same was as pencil does for both the rectangle shape and the circle shape,
 				# but instead of using brush.brush_color, we instead use bg_color instead.
 				if brush.brush_shape == BrushShapes.RECTANGLE:
@@ -235,13 +235,13 @@ func _draw():
 func save_picture(path):
 	# Wait until the frame has finished before getting the texture.
 	yield(VisualServer, "frame_post_draw")
-	
+
 	# Get the viewport image.
 	var img = get_viewport().get_texture().get_data()
 	# Crop the image so we only have canvas area.
 	var cropped_image = img.get_rect(Rect2(TL_node.global_position, IMAGE_SIZE))
 	# Flip the image on the Y-axis (it's flipped upside down by default).
 	cropped_image.flip_y()
-	
+
 	# Save the image with the passed in path we got from the save dialog.
 	cropped_image.save_png(path)

+ 2 - 2
2d/gd_paint/tools_panel.gd

@@ -46,7 +46,7 @@ func button_pressed(button_name):
 	# If a brush mode button is pressed.
 	var tool_name = null
 	var shape_name = null
-	
+
 	if button_name == "mode_pencil":
 		paint_control.brush_mode = paint_control.BrushModes.PENCIL
 		brush_settings.modulate = Color(1, 1, 1, 1)
@@ -80,7 +80,7 @@ func button_pressed(button_name):
 		save_dialog.popup_centered()
 	elif button_name == "undo_stroke":
 		paint_control.undo_stroke()
-	
+
 	# Update the labels (in case the brush mode or brush shape has changed).
 	if tool_name != null:
 		label_tools.text = "Selected tool: " + tool_name

+ 10 - 10
2d/physics_platformer/enemy/enemy.gd

@@ -26,24 +26,24 @@ func _integrate_forces(s):
 		new_anim = "explode"
 	elif state == State.WALKING:
 		new_anim = "walk"
-		
+
 		var wall_side = 0.0
-		
+
 		for i in range(s.get_contact_count()):
 			var cc = s.get_contact_collider_object(i)
 			var dp = s.get_contact_local_normal(i)
-			
+
 			if cc:
 				if cc is Bullet and not cc.disabled:
 					# enqueue call
 					call_deferred("_bullet_collider", cc, s, dp)
 					break
-			
+
 			if dp.x > 0.9:
 				wall_side = 1.0
 			elif dp.x < -0.9:
 				wall_side = -1.0
-		
+
 		if wall_side != 0 and wall_side != direction:
 			direction = -direction
 			($Sprite as Sprite).scale.x = -direction
@@ -53,13 +53,13 @@ func _integrate_forces(s):
 		elif direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding():
 			direction = -direction
 			($Sprite as Sprite).scale.x = -direction
-		
+
 		lv.x = direction * WALK_SPEED
-	
+
 	if anim != new_anim:
 		anim = new_anim
 		($AnimationPlayer as AnimationPlayer).play(anim)
-	
+
 	s.set_linear_velocity(lv)
 
 
@@ -72,7 +72,7 @@ func _pre_explode():
 	$Shape1.queue_free()
 	$Shape2.queue_free()
 	$Shape3.queue_free()
-	
+
 	# Stay there
 	mode = MODE_STATIC
 	($SoundExplode as AudioStreamPlayer2D).play()
@@ -81,7 +81,7 @@ func _pre_explode():
 func _bullet_collider(cc, s, dp):
 	mode = MODE_RIGID
 	state = State.DYING
-	
+
 	s.set_angular_velocity(sign(dp.x) * 33.0)
 	physics_material_override.friction = 1
 	cc.disable()

+ 2 - 2
2d/physics_platformer/platform/moving_platform.gd

@@ -9,9 +9,9 @@ var accum = 0.0
 func _physics_process(delta):
 	accum += delta * (1.0 / cycle) * TAU
 	accum = fmod(accum, TAU)
-	
+
 	var d = sin(accum)
 	var xf = Transform2D()
-	
+
 	xf[2]= motion * d
 	($Platform as RigidBody2D).transform = xf

+ 1 - 1
2d/physics_platformer/player/bullet.gd

@@ -10,6 +10,6 @@ func _ready():
 func disable():
 	if disabled:
 		return
-	
+
 	($AnimationPlayer as AnimationPlayer).play("shutdown")
 	disabled = true

+ 26 - 26
2d/physics_platformer/player/player.gd

@@ -57,47 +57,47 @@ onready var bullet_shoot = $BulletShoot
 func _integrate_forces(s):
 	var lv = s.get_linear_velocity()
 	var step = s.get_step()
-	
+
 	var new_anim = anim
 	var new_siding_left = siding_left
-	
+
 	# Get player input.
 	var move_left = Input.is_action_pressed("move_left")
 	var move_right = Input.is_action_pressed("move_right")
 	var jump = Input.is_action_pressed("jump")
 	var shoot = Input.is_action_pressed("shoot")
 	var spawn = Input.is_action_pressed("spawn")
-	
+
 	if spawn:
 		call_deferred("_spawn_enemy_above")
-	
+
 	# Deapply prev floor velocity.
 	lv.x -= floor_h_velocity
 	floor_h_velocity = 0.0
-	
+
 	# Find the floor (a contact with upwards facing collision normal).
 	var found_floor = false
 	var floor_index = -1
-	
+
 	for x in range(s.get_contact_count()):
 		var ci = s.get_contact_local_normal(x)
-		
+
 		if ci.dot(Vector2(0, -1)) > 0.6:
 			found_floor = true
 			floor_index = x
-	
+
 	# A good idea when implementing characters of all kinds,
 	# compensates for physics imprecision, as well as human reaction delay.
 	if shoot and not shooting:
 		call_deferred("_shot_bullet")
 	else:
 		shoot_time += step
-	
+
 	if found_floor:
 		airborne_time = 0.0
 	else:
 		airborne_time += step # Time it spent in the air.
-	
+
 	var on_floor = airborne_time < MAX_FLOOR_AIRBORNE_TIME
 
 	# Process jump.
@@ -107,10 +107,10 @@ func _integrate_forces(s):
 			jumping = false
 		elif not jump:
 			stopping_jump = true
-		
+
 		if stopping_jump:
 			lv.y += STOP_JUMP_FORCE * step
-	
+
 	if on_floor:
 		# Process logic when character is on floor.
 		if move_left and not move_right:
@@ -125,14 +125,14 @@ func _integrate_forces(s):
 			if xv < 0:
 				xv = 0
 			lv.x = sign(lv.x) * xv
-		
+
 		# Check jump.
 		if not jumping and jump:
 			lv.y = -JUMP_VELOCITY
 			jumping = true
 			stopping_jump = false
 			sound_jump.play()
-		
+
 		# Check siding.
 		if lv.x < 0 and move_left:
 			new_siding_left = true
@@ -161,11 +161,11 @@ func _integrate_forces(s):
 		else:
 			var xv = abs(lv.x)
 			xv -= AIR_DEACCEL * step
-			
+
 			if xv < 0:
 				xv = 0
 			lv.x = sign(lv.x) * xv
-		
+
 		if lv.y < 0:
 			if shoot_time < MAX_SHOOT_POSE_TIME:
 				new_anim = "jumping_weapon"
@@ -176,28 +176,28 @@ func _integrate_forces(s):
 				new_anim = "falling_weapon"
 			else:
 				new_anim = "falling"
-	
+
 	# Update siding.
 	if new_siding_left != siding_left:
 		if new_siding_left:
 			sprite.scale.x = -1
 		else:
 			sprite.scale.x = 1
-		
+
 		siding_left = new_siding_left
-	
+
 	# Change animation.
 	if new_anim != anim:
 		anim = new_anim
 		animation_player.play(anim)
-	
+
 	shooting = shoot
-	
+
 	# Apply floor velocity.
 	if found_floor:
 		floor_h_velocity = s.get_contact_collider_velocity_at_position(floor_index).x
 		lv.x += floor_h_velocity
-	
+
 	# Finally, apply gravity and set back the linear velocity.
 	lv += s.get_total_gravity() * step
 	s.set_linear_velocity(lv)
@@ -212,15 +212,15 @@ func _shot_bullet():
 	else:
 		ss = 1.0
 	var pos = position + bullet_shoot.position * Vector2(ss, 1.0)
-		
+
 	bi.position = pos
 	get_parent().add_child(bi)
-	
+
 	bi.linear_velocity = Vector2(400.0 * ss, -40)
-	
+
 	sprite_smoke.restart()
 	sound_shoot.play()
-	
+
 	add_collision_exception_with(bi) # Make bullet and this not collide.
 
 

+ 1 - 1
2d/platformer/src/Main/Game.gd

@@ -37,7 +37,7 @@ func _unhandled_input(event):
 		else:
 			_pause_menu.close()
 		get_tree().set_input_as_handled()
-	
+
 	elif event.is_action_pressed("splitscreen"):
 		if name == "Splitscreen":
 			# We need to clean up a little bit first to avoid Viewport errors.

+ 2 - 2
2d/role_playing_game/grid_movement/grid/Grid.gd

@@ -19,7 +19,7 @@ func get_cell_pawn(cell, type = CellType.ACTOR):
 func request_move(pawn, direction):
 	var cell_start = world_to_map(pawn.position)
 	var cell_target = cell_start + direction
-	
+
 	var cell_tile_id = get_cellv(cell_target)
 	match cell_tile_id:
 		-1:
@@ -29,7 +29,7 @@ func request_move(pawn, direction):
 		CellType.OBJECT, CellType.ACTOR:
 			var target_pawn = get_cell_pawn(cell_target, cell_tile_id)
 			print("Cell %s contains %s" % [cell_target, target_pawn.name])
-			
+
 			if not target_pawn.has_node("DialoguePlayer"):
 				return
 			get_node(dialogue_ui).show_dialogue(pawn, target_pawn.get_node("DialoguePlayer"))

+ 1 - 1
2d/role_playing_game/grid_movement/pawns/RandomActor.gd

@@ -7,7 +7,7 @@ func get_input_direction():
 		return Vector2()
 	var random_x = DIRECTIONS[randi() % DIRECTIONS.size()]
 	var random_y = DIRECTIONS[randi() % DIRECTIONS.size()]
-	
+
 	var random_axis = randi() % 2
 	if random_axis > 0:
 		random_x = 0

+ 2 - 2
2d/role_playing_game/grid_movement/pawns/Walker.gd

@@ -42,9 +42,9 @@ func move_to(target_position):
 	$Tween.interpolate_property($Pivot, "position", move_direction * 32, Vector2(), $AnimationPlayer.current_animation_length, Tween.TRANS_LINEAR, Tween.EASE_IN)
 	$Pivot/Sprite.position = position - target_position
 	position = target_position
-	
+
 	yield($AnimationPlayer, "animation_finished")
-	
+
 	set_process(true)
 
 

+ 1 - 1
2d/role_playing_game/screens/combat/actors/Opponent.tscn

@@ -10,7 +10,7 @@ func set_active(value):
 	.set_active(value)
 	if not active:
 		return
-	
+
 	$Timer.start()
 	yield($Timer, \"timeout\")
 	var target

+ 1 - 1
2d/role_playing_game/turn_combat/combatants/Combatant.gd

@@ -10,7 +10,7 @@ func set_active(value):
 	active = value
 	set_process(value)
 	set_process_input(value)
-	
+
 	if not active:
 		return
 	if $Health.armor >= $Health.base_armor + defense:

+ 1 - 1
2d/role_playing_game/turn_combat/combatants/Opponent.gd

@@ -4,7 +4,7 @@ func set_active(value):
 	.set_active(value)
 	if not active:
 		return
-	
+
 	$Timer.start()
 	yield($Timer, "timeout")
 	var target

+ 2 - 2
2d/screen_space_shaders/shaders/BCS.shader

@@ -6,10 +6,10 @@ uniform float saturation = 1.8;
 
 void fragment() {
 	vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
-	
+
 	c.rgb = mix(vec3(0.0), c.rgb, brightness);
 	c.rgb = mix(vec3(0.5), c.rgb, contrast);
 	c.rgb = mix(vec3(dot(vec3(1.0), c.rgb) * 0.33333), c.rgb, saturation);
-	
+
 	COLOR.rgb = c;
 }

+ 1 - 1
2d/screen_space_shaders/shaders/mirage.shader

@@ -8,6 +8,6 @@ void fragment() {
 	uv.x += sin(uv.y * frequency + TIME) * depth;
 	uv.x = clamp(uv.x, 0.0, 1.0);
 	vec3 c = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
-	
+
 	COLOR.rgb = c;
 }

+ 3 - 3
2d/screen_space_shaders/shaders/old_film.shader

@@ -15,17 +15,17 @@ float make_grain(float time, vec2 uv) {
 
 void fragment() {
 	vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
-	
+
 	//float v = max(c.r, max(c.g, c.b));
 	float v = dot(c, vec3(0.33333, 0.33333, 0.33333));
 	v = sqrt(v);
 	//v *= v;
-	
+
 	float f = 1.0 / fps;
 	float g = make_grain(TIME - mod(TIME, f), UV);
 	g = max(g, make_grain(TIME - mod(TIME, f) + f, UV) * 0.5);
 	g = max(g, make_grain(TIME - mod(TIME, f) + f * 2.0, UV) * 0.25);
-	
+
 	COLOR.rgb = base.rgb * v - vec3(g) * grain_strength;
 	COLOR.rgb *= texture(vignette, UV).r;
 	float ft = TIME * 0.002;

+ 1 - 1
2d/screen_space_shaders/shaders/pixelize.shader

@@ -6,6 +6,6 @@ uniform float size_y = 0.008;
 void fragment() {
 	vec2 uv = SCREEN_UV;
 	uv -= mod(uv, vec2(size_x, size_y));
-	
+
 	COLOR.rgb = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
 }

+ 61 - 61
3d/ik/addons/sade/ik_fabrik.gd

@@ -53,41 +53,41 @@ func _ready():
 		if not has_node("Target"):
 			target = Spatial.new()
 			add_child(target)
-			
+
 			if Engine.editor_hint:
 				if get_tree() != null:
 					if get_tree().edited_scene_root != null:
 						target.set_owner(get_tree().edited_scene_root)
-			
+
 			target.name = "Target"
 		else:
 			target = $Target
-		
+
 		# If we are in the editor, we want to make a sphere at this node
 		if Engine.editor_hint:
 			_make_editor_sphere_at_node(target, Color.magenta)
-	
+
 	if middle_joint_target == null:
 		if not has_node("MiddleJoint"):
 			middle_joint_target = Spatial.new()
 			add_child(middle_joint_target)
-			
+
 			if Engine.editor_hint:
 				if get_tree() != null:
 					if get_tree().edited_scene_root != null:
 						middle_joint_target.set_owner(get_tree().edited_scene_root)
-			
+
 			middle_joint_target.name = "MiddleJoint"
 		else:
 			middle_joint_target = get_node("MiddleJoint")
-	
+
 		# If we are in the editor, we want to make a sphere at this node
 		if Engine.editor_hint:
 			_make_editor_sphere_at_node(middle_joint_target, Color(1, 0.24, 1, 1))
-	
+
 	# Make all of the bone nodes for each bone in the IK chain
 	_make_bone_nodes()
-	
+
 	# Make sure we're using the right update mode
 	_set_update_mode(update_mode)
 
@@ -119,12 +119,12 @@ func update_skeleton():
 	if first_call:
 		_set_skeleton_path(skeleton_path)
 		first_call = false
-		
+
 		if skeleton == null:
 			_set_skeleton_path(skeleton_path)
-			
+
 		return
-	
+
 	if bones_in_chain == null:
 		if debug_messages:
 			printerr(name, " - IK_FABRIK: No Bones in IK chain defined!")
@@ -133,34 +133,34 @@ func update_skeleton():
 		if debug_messages:
 			printerr(name, " - IK_FABRIK: No Bone lengths in IK chain defined!")
 		return
-	
+
 	if bones_in_chain.size() != bones_in_chain_lengths.size():
 		if debug_messages:
 			printerr(name, " - IK_FABRIK: bones_in_chain and bones_in_chain_lengths!")
 		return
-	
+
 	################################
-	
+
 	# Set all of the bone IDs in bone_IDs, if they are not already made
 	var i = 0
 	if bone_IDs.size() <= 0:
 		for bone_name in bones_in_chain:
 			bone_IDs[bone_name] = skeleton.find_bone(bone_name)
-			
+
 			# Set the bone node to the currect bone position
 			bone_nodes[i].global_transform = get_bone_transform(i)
 			# If this is not the last bone in the bone chain, make it look at the next bone in the bone chain
 			if i < bone_IDs.size()-1:
 				bone_nodes[i].look_at(get_bone_transform(i+1).origin + skeleton.global_transform.origin, Vector3.UP)
-			
+
 			i += 1
-	
+
 	# Set the total length of the bone chain, if it is not already set
 	if total_length == INF:
 		total_length = 0
 		for bone_length in bones_in_chain_lengths:
 			total_length += bone_length
-	
+
 	# Solve the bone chain
 	solve_chain()
 
@@ -172,10 +172,10 @@ func solve_chain():
 		return
 	else:
 		chain_iterations = 0
-	
+
 	# Update the origin with the current bone's origin
 	chain_origin = get_bone_transform(0).origin
-	
+
 	# Get the direction of the final bone by using the next to last bone if there is more than 2 bones.
 	# If there are only 2 bones, we use the target's forward Z vector instead (not ideal, but it works fairly well)
 	var dir
@@ -183,35 +183,35 @@ func solve_chain():
 		dir = bone_nodes[bone_nodes.size()-2].global_transform.basis.z.normalized()
 	else:
 		dir = -target.global_transform.basis.z.normalized()
-	
+
 	# Get the target position (accounting for the final bone and it's length)
 	var target_pos = target.global_transform.origin + (dir * bones_in_chain_lengths[bone_nodes.size()-1])
-	
+
 	# If we are using middle joint target (and have more than 2 bones), move our middle joint towards it!
 	if use_middle_joint_target:
 		if bone_nodes.size() > 2:
 			var middle_point_pos = middle_joint_target.global_transform.origin
 			var middle_point_pos_diff = (middle_point_pos - bone_nodes[bone_nodes.size()/2].global_transform.origin)
 			bone_nodes[bone_nodes.size()/2].global_transform.origin += middle_point_pos_diff.normalized()
-	
+
 	# Get the difference between our end effector (the final bone in the chain) and the target
 	var dif = (bone_nodes[bone_nodes.size()-1].global_transform.origin - target_pos).length()
-	
+
 	# Check to see if the distance from the end effector to the target is within our error margin (CHAIN_TOLERANCE).
 	# If it not, move the chain towards the target (going forwards, backwards, and then applying rotation)
 	while dif > CHAIN_TOLERANCE:
 		chain_backward()
 		chain_forward()
 		chain_apply_rotation()
-		
+
 		# Update the difference between our end effector (the final bone in the chain) and the target
 		dif = (bone_nodes[bone_nodes.size()-1].global_transform.origin - target_pos).length()
-		
+
 		# Add one to chain_iterations. If we have reached our max iterations, then break
 		chain_iterations = chain_iterations + 1
 		if chain_iterations >= CHAIN_MAX_ITER:
 			break
-	
+
 	# Reset the bone node transforms to the skeleton bone transforms
 	for i in range(0, bone_nodes.size()):
 		var reset_bone_trans = get_bone_transform(i)
@@ -227,17 +227,17 @@ func chain_backward():
 		dir = bone_nodes[bone_nodes.size() - 2].global_transform.basis.z.normalized()
 	else:
 		dir = -target.global_transform.basis.z.normalized()
-	
+
 	# Set the position of the end effector (the final bone in the chain) to the target position
 	bone_nodes[bone_nodes.size()-1].global_transform.origin = target.global_transform.origin + (dir * bones_in_chain_lengths[bone_nodes.size()-1])
-	
+
 	# For all of the other bones, move them towards the target
 	var i = bones_in_chain.size() - 1
 	while i >= 1:
 		var prev_origin = bone_nodes[i].global_transform.origin
 		i -= 1
 		var curr_origin = bone_nodes[i].global_transform.origin
-		
+
 		var r = prev_origin - curr_origin
 		var l = bones_in_chain_lengths[i] / r.length()
 		# Apply the new joint position
@@ -248,12 +248,12 @@ func chain_backward():
 func chain_forward():
 	# Set root at initial position
 	bone_nodes[0].global_transform.origin = chain_origin
-	
+
 	# Go through every bone in the bone chain
 	for i in range(bones_in_chain.size() - 1):
 		var curr_origin = bone_nodes[i].global_transform.origin
 		var next_origin = bone_nodes[i + 1].global_transform.origin
-		
+
 		var r = next_origin - curr_origin
 		var l = bones_in_chain_lengths[i] / r.length()
 		# Apply the new joint position, (potentially with constraints), to the bone node
@@ -274,27 +274,27 @@ func chain_apply_rotation():
 				# Get the bone node for this bone, and the previous bone
 				var b_target = bone_nodes[i].global_transform
 				var b_target_two = bone_nodes[i-1].global_transform
-				
+
 				# Convert the bone nodes positions from world space to bone/skeleton space
 				b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
 				b_target_two.origin = skeleton.global_transform.xform_inv(b_target_two.origin)
-				
+
 				# Get the direction that the previous bone is pointing towards
 				var dir = (target.global_transform.origin - b_target_two.origin).normalized()
-				
+
 				# Make this bone look in the same the direction as the last bone
 				bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3.UP)
-				
+
 				# Set the position of the bone to the bone target.
 				# Prior to Godot 3.2, this was not necessary, but because we can now completely
 				# override bone transforms, we need to set the position as well as rotation.
 				bone_trans.origin = b_target.origin
-				
+
 			else:
 				var b_target = target.global_transform
 				b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
 				bone_trans = bone_trans.looking_at(b_target.origin, Vector3.UP)
-				
+
 				# A bit of a hack. Because we only have two bones, we have to use the previous
 				# bone to position the last bone in the chain.
 				var last_bone = bone_nodes[i-1].global_transform
@@ -303,29 +303,29 @@ func chain_apply_rotation():
 				# bone on the Z axis.
 				# This will place the position of the bone at the end of the last bone
 				bone_trans.origin = last_bone.origin - last_bone.basis.z.normalized() * bones_in_chain_lengths[i-1]
-		
+
 		# If this is NOT the last bone in the bone chain, rotate the bone to look at the next
 		# bone in the bone chain.
 		else:
 			# Get the bone node for this bone, and the next bone
 			var b_target = bone_nodes[i].global_transform
 			var b_target_two = bone_nodes[i+1].global_transform
-			
+
 			# Convert the bone nodes positions from world space to bone/skeleton space
 			b_target.origin = skeleton.global_transform.xform_inv(b_target.origin)
 			b_target_two.origin = skeleton.global_transform.xform_inv(b_target_two.origin)
-			
+
 			# Get the direction towards the next bone
 			var dir = (b_target_two.origin - b_target.origin).normalized()
-			
+
 			# Make this bone look towards the direction of the next bone
 			bone_trans = bone_trans.looking_at(b_target.origin + dir, Vector3.UP)
-			
+
 			# Set the position of the bone to the bone target.
 			# Prior to Godot 3.2, this was not necessary, but because we can now completely
 			# override bone transforms, we need to set the position as well as rotation.
 			bone_trans.origin = b_target.origin
-		
+
 		# The the bone's (updated) transform
 		set_bone_transform(i, bone_trans)
 
@@ -333,12 +333,12 @@ func chain_apply_rotation():
 func get_bone_transform(bone, convert_to_world_space = true):
 	# Get the global transform of the bone
 	var ret: Transform = skeleton.get_bone_global_pose(bone_IDs[bones_in_chain[bone]])
-	
+
 	# If we need to convert the bone position from bone/skeleton space to world space, we
 	# use the Xform of the skeleton (because bone/skeleton space is relative to the position of the skeleton node).
 	if convert_to_world_space:
 		ret.origin = skeleton.global_transform.xform(ret.origin)
-	
+
 	return ret
 
 
@@ -378,11 +378,11 @@ func _make_editor_sphere_at_node(node, color):
 
 func _set_update_mode(new_value):
 	update_mode = new_value
-	
+
 	set_process(false)
 	set_physics_process(false)
 	set_notify_transform(false)
-	
+
 	if update_mode == 0:
 		set_process(true)
 	elif update_mode == 1:
@@ -400,24 +400,24 @@ func _set_skeleton_path(new_value):
 	if first_call:
 		skeleton_path = new_value
 		return
-	
+
 	skeleton_path = new_value
-	
+
 	if skeleton_path == null:
 		if debug_messages:
 			printerr(name, " - IK_FABRIK: No Nodepath selected for skeleton_path!")
 		return
-	
+
 	var temp = get_node(skeleton_path)
 	if temp != null:
 		# If it has the method "get_bone_global_pose" it is likely a Skeleton
 		if temp.has_method("get_bone_global_pose"):
 			skeleton = temp
 			bone_IDs = {}
-			
+
 			# (Delete all of the old bone nodes and) Make all of the bone nodes for each bone in the IK chain
 			_make_bone_nodes()
-			
+
 			if debug_messages:
 				printerr(name, " - IK_FABRIK: Attached to a new skeleton")
 		# If not, then it's (likely) not a Skeleton node
@@ -435,25 +435,25 @@ func _set_skeleton_path(new_value):
 func _make_bone_nodes():
 	# Remove all of the old bone nodes
 	# TODO: (not a huge concern, as these can be removed in the editor)
-	
+
 	for bone in range(0, bones_in_chain.size()):
-		
+
 		var bone_name = bones_in_chain[bone]
 		if not has_node(bone_name):
 			var new_node = Spatial.new()
 			bone_nodes[bone] = new_node
 			add_child(bone_nodes[bone])
-			
+
 			if Engine.editor_hint:
 				if get_tree() != null:
 					if get_tree().edited_scene_root != null:
 						bone_nodes[bone].set_owner(get_tree().edited_scene_root)
-			
+
 			bone_nodes[bone].name = bone_name
-			
+
 		else:
 			bone_nodes[bone] = get_node(bone_name)
-		
+
 		# If we are in the editor, we want to make a sphere at this node
 		if Engine.editor_hint:
 			_make_editor_sphere_at_node(bone_nodes[bone], Color(0.65, 0, 1, 1))
@@ -461,7 +461,7 @@ func _make_bone_nodes():
 
 func _set_bone_chain_bones(new_value):
 	bones_in_chain = new_value
-	
+
 	_make_bone_nodes()
 
 

+ 22 - 22
3d/ik/addons/sade/ik_look_at.gd

@@ -24,7 +24,7 @@ func _ready():
 	set_process(false)
 	set_physics_process(false)
 	set_notify_transform(false)
-	
+
 	if update_mode == 0:
 		set_process(true)
 	elif update_mode == 1:
@@ -34,7 +34,7 @@ func _ready():
 	else:
 		if debug_messages:
 			print(name, " - IK_LookAt: Unknown update mode. NOT updating skeleton")
-	
+
 	if Engine.editor_hint:
 		_setup_for_editor()
 
@@ -59,29 +59,29 @@ func update_skeleton():
 		first_call = false
 		if skeleton_to_use == null:
 			_set_skeleton_path(skeleton_path)
-	
-	
+
+
 	# If we do not have a skeleton and/or we're not supposed to update, then return.
 	if skeleton_to_use == null:
 		return
 	if update_mode >= 3:
 		return
-	
+
 	# Get the bone index.
 	var bone: int = skeleton_to_use.find_bone(bone_name)
-	
+
 	# If no bone is found (-1), then return and optionally printan error.
 	if bone == -1:
 		if debug_messages:
 			print(name, " - IK_LookAt: No bone in skeleton found with name [", bone_name, "]!")
 		return
-	
+
 	# get the bone's global transform pose.
 	var rest = skeleton_to_use.get_bone_global_pose(bone)
-	
+
 	# Convert our position relative to the skeleton's transform.
 	var target_pos = skeleton_to_use.global_transform.xform_inv(global_transform.origin)
-	
+
 	# Call helper's look_at function with the chosen up axis.
 	if look_at_axis == 0:
 		rest = rest.looking_at(target_pos, Vector3.RIGHT)
@@ -93,15 +93,15 @@ func update_skeleton():
 		rest = rest.looking_at(target_pos, Vector3.UP)
 		if debug_messages:
 			print(name, " - IK_LookAt: Unknown look_at_axis value!")
-	
+
 	# Get the rotation euler of the bone and of this node.
 	var rest_euler = rest.basis.get_euler()
 	var self_euler = global_transform.basis.orthonormalized().get_euler()
-	
+
 	# Flip the rotation euler if using negative rotation.
 	if use_negative_our_rot:
 		self_euler = -self_euler
-	
+
 	# Apply this node's rotation euler on each axis, if wanted/required.
 	if use_our_rotation_x:
 		rest_euler.x = self_euler.x
@@ -109,23 +109,23 @@ func update_skeleton():
 		rest_euler.y = self_euler.y
 	if use_our_rotation_z:
 		rest_euler.z = self_euler.z
-	
+
 	# Make a new basis with the, potentially, changed euler angles.
 	rest.basis = Basis(rest_euler)
-	
+
 	# Apply additional rotation stored in additional_rotation to the bone.
 	if additional_rotation != Vector3.ZERO:
 		rest.basis = rest.basis.rotated(rest.basis.x, deg2rad(additional_rotation.x))
 		rest.basis = rest.basis.rotated(rest.basis.y, deg2rad(additional_rotation.y))
 		rest.basis = rest.basis.rotated(rest.basis.z, deg2rad(additional_rotation.z))
-	
+
 	# If the position is set using an additional bone, then set the origin
 	# based on that bone and its length.
 	if position_using_additional_bone:
 		var additional_bone_id = skeleton_to_use.find_bone(additional_bone_name)
 		var additional_bone_pos = skeleton_to_use.get_bone_global_pose(additional_bone_id)
 		rest.origin = additional_bone_pos.origin - additional_bone_pos.basis.z.normalized() * additional_bone_length
-	
+
 	# Finally, apply the new rotation to the bone in the skeleton.
 	skeleton_to_use.set_bone_global_pose_override(bone, rest, 1.0, true)
 
@@ -150,7 +150,7 @@ func _setup_for_editor():
 	indicator_material.flags_unshaded = true
 	indicator_material.albedo_texture = preload("editor_gizmo_texture.png")
 	indicator_material.albedo_color = Color(1, 0.5, 0, 1)
-	
+
 	# Assign the material and mesh to the MeshInstance.
 	indicator_mesh.material = indicator_material
 	_editor_indicator.mesh = indicator_mesh
@@ -158,12 +158,12 @@ func _setup_for_editor():
 
 func _set_update(new_value):
 	update_mode = new_value
-	
+
 	# Set all of our processes to false.
 	set_process(false)
 	set_physics_process(false)
 	set_notify_transform(false)
-	
+
 	# Based on the value of passed to update, enable the correct process.
 	if update_mode == 0:
 		set_process(true)
@@ -188,15 +188,15 @@ func _set_skeleton_path(new_value):
 	if first_call:
 		skeleton_path = new_value
 		return
-	
+
 	# Assign skeleton_path to whatever value is passed.
 	skeleton_path = new_value
-	
+
 	if skeleton_path == null:
 		if debug_messages:
 			print(name, " - IK_LookAt: No Nodepath selected for skeleton_path!")
 		return
-	
+
 	# Get the node at that location, if there is one.
 	var temp = get_node(skeleton_path)
 	if temp != null:

+ 30 - 30
3d/ik/fps/example_player.gd

@@ -58,7 +58,7 @@ onready var pistol_end = $CameraHolder/Weapon/Pistol/PistolEnd
 
 func _ready():
 	anim_player.connect("animation_finished", self, "animation_finished")
-	
+
 	set_physics_process(true)
 	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
 	set_process_input(true)
@@ -70,12 +70,12 @@ func _physics_process(delta):
 
 
 func process_input(delta):
-	
+
 	# Reset dir, so our previous movement does not effect us
 	dir = Vector3()
 	# Get the camera's global transform so we can use its directional vectors
 	var cam_xform = camera.get_global_transform()
-	
+
 	# ----------------------------------
 	# Walking
 	if Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_W):
@@ -86,17 +86,17 @@ func process_input(delta):
 		dir += -cam_xform.basis[0]
 	if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D):
 		dir += cam_xform.basis[0]
-	
+
 	if Input.is_action_just_pressed("ui_cancel"):
 		if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
 			Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
 		else:
 			Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
-	
+
 	if Input.is_mouse_button_pressed(2):
 		if not right_mouse_down:
 			right_mouse_down = true
-			
+
 			if anim_done:
 				if current_anim != "Aiming":
 					anim_player.play("Aiming")
@@ -104,15 +104,15 @@ func process_input(delta):
 				else:
 					anim_player.play("Idle")
 					current_anim = "Idle"
-				
+
 				anim_done = false
 	else:
 		right_mouse_down = false
-	
+
 	if Input.is_mouse_button_pressed(1):
 		if left_mouse_timer <= 0:
 			left_mouse_timer = LEFT_MOUSE_FIRE_TIME
-			
+
 			# Create a bullet
 			var new_bullet = simple_bullet.instance()
 			get_tree().root.add_child(new_bullet)
@@ -121,8 +121,8 @@ func process_input(delta):
 	if left_mouse_timer > 0:
 		left_mouse_timer -= delta
 	# ----------------------------------
-	
-	
+
+
 	# ----------------------------------
 	# Sprinting
 	if Input.is_key_pressed(KEY_SHIFT):
@@ -130,7 +130,7 @@ func process_input(delta):
 	else:
 		is_sprinting = false
 	# ----------------------------------
-	
+
 	# ----------------------------------
 	# Jumping
 	if Input.is_key_pressed(KEY_SPACE):
@@ -141,8 +141,8 @@ func process_input(delta):
 	else:
 		jump_button_down = false
 	# ----------------------------------
-	
-	
+
+
 	# ----------------------------------
 	# Leaninng
 	if Input.is_key_pressed(KEY_Q):
@@ -158,7 +158,7 @@ func process_input(delta):
 			lean_value += 1 * delta
 			if lean_value > 0.5:
 				lean_value = 0.5
-	
+
 	lean_value = clamp(lean_value, 0, 1)
 	path_follow_node.unit_offset = lean_value
 	if lean_value < 0.5:
@@ -171,24 +171,24 @@ func process_input(delta):
 
 
 func process_movement(delta):
-	
+
 	var grav = norm_grav
-	
+
 	dir.y = 0
 	dir = dir.normalized()
-	
+
 	vel.y += delta*grav
-	
+
 	var hvel = vel
 	hvel.y = 0
-	
+
 	var target = dir
 	if is_sprinting:
 		target *= MAX_SPRINT_SPEED
 	else:
 		target *= MAX_SPEED
-	
-	
+
+
 	var accel
 	if dir.dot(hvel) > 0:
 		if not is_sprinting:
@@ -197,32 +197,32 @@ func process_movement(delta):
 			accel = SPRINT_ACCEL
 	else:
 		accel = DEACCEL
-	
+
 	hvel = hvel.linear_interpolate(target, accel*delta)
-	
+
 	vel.x = hvel.x
 	vel.z = hvel.z
-	
+
 	vel = move_and_slide(vel,Vector3(0,1,0))
 
 
 # Mouse based camera movement
 func _input(event):
-	
+
 	if event is InputEventMouseMotion && Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
-		
+
 		rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))
 		camera_holder.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY))
-		
+
 		# We need to clamp the camera's rotation so we cannot rotate ourselves upside down
 		var camera_rot = camera_holder.rotation_degrees
 		if camera_rot.x < -40:
 			camera_rot.x = -40
 		elif camera_rot.x > 60:
 			camera_rot.x = 60
-		
+
 		camera_holder.rotation_degrees = camera_rot
-	
+
 	else:
 		pass
 

+ 2 - 2
3d/ik/target_from_mousepos.gd

@@ -8,10 +8,10 @@ onready var targets = $Targets
 
 func _process(_delta):
 	var mouse_to_world = project_local_ray_normal(get_viewport().get_mouse_position()) * MOVEMENT_SPEED
-	
+
 	if flip_axis:
 		mouse_to_world = -mouse_to_world
 	else:
 		mouse_to_world.z *= -1
-	
+
 	targets.transform.origin = mouse_to_world

+ 2 - 2
3d/physics_tests/test.gd

@@ -14,10 +14,10 @@ func start_timer(timeout):
 		_timer.connect("timeout", self, "_on_timer_done")
 	else:
 		cancel_timer()
-	
+
 	_timer.start(timeout)
 	_timer_started = true
-	
+
 	return _timer
 
 

+ 26 - 26
3d/physics_tests/tests/performance/test_perf_contacts.gd

@@ -19,12 +19,12 @@ func _ready():
 	yield(start_timer(0.5), "timeout")
 	if is_timer_canceled():
 		return
-	
+
 	while $DynamicShapes.get_child_count():
 		var type_node = $DynamicShapes.get_child(0)
 		_object_templates.push_back(type_node)
 		$DynamicShapes.remove_child(type_node)
-	
+
 	$Options.add_menu_item(OPTION_TYPE_ALL)
 	$Options.add_menu_item(OPTION_TYPE_BOX)
 	$Options.add_menu_item(OPTION_TYPE_CAPSULE)
@@ -32,15 +32,15 @@ func _ready():
 	$Options.add_menu_item(OPTION_TYPE_CONVEX)
 	$Options.add_menu_item(OPTION_TYPE_SPHERE)
 	$Options.connect("option_selected", self, "_on_option_selected")
-	
+
 	_start_all_types()
 
 
 func _on_option_selected(option):
 	cancel_timer()
-	
+
 	_despawn_objects()
-	
+
 	match option:
 		OPTION_TYPE_ALL:
 			_start_all_types()
@@ -61,7 +61,7 @@ func _find_type_index(type_name):
 		var type_node = _object_templates[type_index]
 		if type_node.name.find(type_name) > -1:
 			return type_index
-	
+
 	Log.print_error("Invalid shape type: " + type_name)
 	return -1
 
@@ -71,25 +71,25 @@ func _start_type(type_index):
 		return
 	if type_index >= _object_templates.size():
 		return
-	
+
 	yield(start_timer(1.0), "timeout")
 	if is_timer_canceled():
 		return
-	
+
 	_spawn_objects(type_index)
-	
+
 	yield(start_timer(1.0), "timeout")
 	if is_timer_canceled():
 		return
-	
+
 	_activate_objects()
-	
+
 	yield(start_timer(5.0), "timeout")
 	if is_timer_canceled():
 		return
-	
+
 	_despawn_objects()
-	
+
 	Log.print_log("* Done.")
 
 
@@ -98,21 +98,21 @@ func _start_all_types():
 		yield(start_timer(1.0), "timeout")
 		if is_timer_canceled():
 			return
-		
+
 		_spawn_objects(type_index)
-		
+
 		yield(start_timer(1.0), "timeout")
 		if is_timer_canceled():
 			return
-		
+
 		_activate_objects()
-		
+
 		yield(start_timer(5.0), "timeout")
 		if is_timer_canceled():
 			return
-		
+
 		_despawn_objects()
-	
+
 	Log.print_log("* Done.")
 
 
@@ -120,9 +120,9 @@ func _spawn_objects(type_index):
 	var template_node = _object_templates[type_index]
 	for spawn in spawns:
 		var spawn_parent = get_node(spawn)
-		
+
 		Log.print_log("* Spawning: " + template_node.name)
-		
+
 		for _index in range(spawn_multipiler):
 			for _node_index in spawn_count / spawn_multipiler:
 				var node = template_node.duplicate() as Spatial
@@ -131,9 +131,9 @@ func _spawn_objects(type_index):
 
 func _activate_objects():
 	var spawn_parent = $SpawnTarget1
-	
+
 	Log.print_log("* Activating")
-	
+
 	for node_index in spawn_parent.get_child_count():
 		var node = spawn_parent.get_child(node_index) as RigidBody
 		node.set_sleeping(false)
@@ -142,12 +142,12 @@ func _activate_objects():
 func _despawn_objects():
 	for spawn in spawns:
 		var spawn_parent = get_node(spawn)
-	
+
 		if spawn_parent.get_child_count() == 0:
 			return
-		
+
 		Log.print_log("* Despawning")
-		
+
 		while spawn_parent.get_child_count():
 			var node_index = spawn_parent.get_child_count() - 1
 			var node = spawn_parent.get_child(node_index)

+ 4 - 4
3d/physics_tests/tests_menu.gd

@@ -27,7 +27,7 @@ func add_test(id, scene_path):
 	test_data.id = id
 	test_data.scene_path = scene_path
 	_test_list.append(test_data)
-	
+
 	add_menu_item(id)
 
 
@@ -39,15 +39,15 @@ func _on_option_selected(item_path):
 
 func _start_test(test):
 	_current_test = test
-	
+
 	if _current_test_scene:
 		_current_test_scene.queue_free()
 		_current_test_scene = null
-	
+
 	Log.print_log("*** STARTING TEST: " + test.id)
 	var scene = load(test.scene_path)
 	_current_test_scene = scene.instance()
 	get_tree().root.add_child(_current_test_scene)
-	
+
 	var label_test = get_node("../LabelTest")
 	label_test.test_name = test.id

+ 2 - 2
3d/physics_tests/utils/camera_orbit.gd

@@ -17,10 +17,10 @@ func _unhandled_input(event):
 		if mouse_button_event.button_index == BUTTON_LEFT:
 			_rotation_enabled = mouse_button_event.pressed
 		return
-	
+
 	if not _rotation_enabled:
 		return
-	
+
 	var mouse_motion_event = event as InputEventMouseMotion
 	if mouse_motion_event:
 		var rotation_delta = mouse_motion_event.relative.x

+ 4 - 4
3d/physics_tests/utils/container_log.gd

@@ -8,7 +8,7 @@ var _entry_template
 
 func _enter_tree():
 	Log.connect("entry_logged", self, "_on_log_entry")
-	
+
 	_entry_template = get_child(0) as Label
 	remove_child(_entry_template)
 
@@ -22,16 +22,16 @@ func clear():
 
 func _on_log_entry(message, type):
 	var new_entry = _entry_template.duplicate() as Label
-	
+
 	new_entry.set_text(message)
 	if type == Log.LogType.ERROR:
 		new_entry.modulate = Color.red
 	else:
 		new_entry.modulate = Color.white
-	
+
 	if get_child_count() >= MAX_ENTRIES:
 		var first_entry = get_child(0) as Label
 		remove_child(first_entry)
 		first_entry.queue_free()
-	
+
 	add_child(new_entry)

+ 4 - 4
3d/physics_tests/utils/control3d.gd

@@ -15,16 +15,16 @@ func _ready():
 func _process(_delta):
 	if _attachment == null:
 		return
-	
+
 	var viewport = get_viewport()
 	if viewport == null:
 		return
-	
+
 	var camera = viewport.get_camera()
 	if camera == null:
 		return
-	
+
 	var world_pos = world_offset + _attachment.global_transform.origin
 	var screen_pos = camera.unproject_position(world_pos)
-	
+
 	rect_position = _pos_offset + screen_pos - 0.5 * rect_size

+ 6 - 6
3d/physics_tests/utils/option_menu.gd

@@ -9,14 +9,14 @@ func add_menu_item(item_path):
 	var path_elements = item_path.split("/", false)
 	var path_element_count = path_elements.size()
 	assert(path_element_count > 0)
-	
+
 	var path = ""
 	var popup = get_popup()
 	for element_index in path_element_count - 1:
 		var popup_label = path_elements[element_index]
 		path += popup_label + "/"
 		popup = _add_popup(popup, path, popup_label)
-	
+
 	_add_item(popup, path_elements[path_element_count - 1])
 
 
@@ -30,15 +30,15 @@ func _add_popup(parent_popup, path, label):
 		var popup_menu = popup_node as PopupMenu
 		assert(popup_menu)
 		return popup_menu
-	
+
 	var popup_menu = PopupMenu.new()
 	popup_menu.name = label
-	
+
 	parent_popup.add_child(popup_menu)
 	parent_popup.add_submenu_item(label, label)
-	
+
 	popup_menu.connect("index_pressed", self, "_on_item_pressed", [popup_menu, path])
-	
+
 	return popup_menu
 
 

+ 3 - 3
3d/physics_tests/utils/system.gd

@@ -12,7 +12,7 @@ var _engine = PhysicsEngine.OTHER
 
 func _enter_tree():
 	get_tree().debug_collisions_hint = true
-	
+
 	var engine_string = ProjectSettings.get_setting("physics/3d/physics_engine")
 	match engine_string:
 		"DEFAULT":
@@ -28,7 +28,7 @@ func _enter_tree():
 func _process(_delta):
 	if Input.is_action_just_pressed("toggle_full_screen"):
 		OS.window_fullscreen = not OS.window_fullscreen
-	
+
 	if Input.is_action_just_pressed("toggle_debug_collision"):
 		var debug_collision_enabled = not _is_debug_collision_enabled()
 		_set_debug_collision_enabled(debug_collision_enabled)
@@ -36,7 +36,7 @@ func _process(_delta):
 			Log.print_log("Debug Collision ON")
 		else:
 			Log.print_log("Debug Collision OFF")
-	
+
 	if Input.is_action_just_pressed("exit"):
 		get_tree().quit()
 

+ 11 - 11
3d/platformer/enemy/enemy.gd

@@ -24,15 +24,15 @@ func _integrate_forces(state):
 
 	lv += g * delta # Apply gravity.
 	var up = -g.normalized()
-	
+
 	if dying:
 		state.set_linear_velocity(lv)
 		return
-	
+
 	for i in range(state.get_contact_count()):
 		var cc = state.get_contact_collider_object(i)
 		var dp = state.get_contact_local_normal(i)
-		
+
 		if cc:
 			if cc is preload("res://player/bullet/bullet.gd") and cc.enabled:
 				set_mode(MODE_RIGID)
@@ -43,15 +43,15 @@ func _integrate_forces(state):
 				cc.enabled = false
 				get_node("SoundHit").play()
 				return
-	
+
 	var col_floor = get_node("Armature/RayFloor").is_colliding()
 	var col_wall = get_node("Armature/RayWall").is_colliding()
-	
+
 	var advance = col_floor and not col_wall
-	
+
 	var dir = get_node("Armature").get_transform().basis[2].normalized()
 	var deaccel_dir = dir
-	
+
 	if advance:
 		if dir.dot(lv) < max_speed:
 			lv += dir * accel * delta
@@ -59,17 +59,17 @@ func _integrate_forces(state):
 	else:
 		if prev_advance:
 			rot_dir = 1
-		
+
 		dir = Basis(up, rot_dir * rot_speed * delta).xform(dir)
 		get_node("Armature").set_transform(Transform().looking_at(-dir, up))
-	
+
 	var dspeed = deaccel_dir.dot(lv)
 	dspeed -= deaccel * delta
 	if dspeed < 0:
 		dspeed = 0
-	
+
 	lv = lv - deaccel_dir * deaccel_dir.dot(lv) + deaccel_dir * dspeed
-	
+
 	state.set_linear_velocity(lv)
 	prev_advance = advance
 

+ 28 - 28
3d/platformer/player/player.gd

@@ -30,15 +30,15 @@ func _ready():
 
 func _physics_process(delta):
 	linear_velocity += gravity * delta
-	
+
 	var anim = ANIM_FLOOR
-	
+
 	var vv = linear_velocity.y # Vertical velocity.
 	var hv = Vector3(linear_velocity.x, 0, linear_velocity.z) # Horizontal velocity.
-	
+
 	var hdir = hv.normalized() # Horizontal direction.
 	var hspeed = hv.length() # Horizontal speed.
-	
+
 	# Player input.
 	var cam_basis = get_node("Target/Camera").get_global_transform().basis
 	var dir = Vector3() # Where does the player intend to walk to.
@@ -46,45 +46,45 @@ func _physics_process(delta):
 	dir += (Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")) * cam_basis[2]
 	dir.y = 0
 	dir = dir.normalized()
-	
+
 	var jump_attempt = Input.is_action_pressed("jump")
 	var shoot_attempt = Input.is_action_pressed("shoot")
-	
+
 	if is_on_floor():
 		var sharp_turn = hspeed > 0.1 and rad2deg(acos(dir.dot(hdir))) > sharp_turn_threshold
-		
+
 		if dir.length() > 0.1 and !sharp_turn:
 			if hspeed > 0.001:
 				hdir = adjust_facing(hdir, dir, delta, 1.0 / hspeed * TURN_SPEED, Vector3.UP)
 			else:
 				hdir = dir
-			
+
 			if hspeed < max_speed:
 				hspeed += accel * delta
 		else:
 			hspeed -= deaccel * delta
 			if hspeed < 0:
 				hspeed = 0
-		
+
 		hv = hdir * hspeed
-		
+
 		var mesh_xform = get_node("Armature").get_transform()
 		var facing_mesh = -mesh_xform.basis[0].normalized()
 		facing_mesh = (facing_mesh - Vector3.UP * facing_mesh.dot(Vector3.UP)).normalized()
-		
+
 		if hspeed > 0:
 			facing_mesh = adjust_facing(facing_mesh, dir, delta, 1.0 / hspeed * TURN_SPEED, Vector3.UP)
 		var m3 = Basis(-facing_mesh, Vector3.UP, -facing_mesh.cross(Vector3.UP).normalized()).scaled(CHAR_SCALE)
-		
+
 		get_node("Armature").set_transform(Transform(m3, mesh_xform.origin))
-		
+
 		if not jumping and jump_attempt:
 			vv = 7.0
 			jumping = true
 			get_node("SoundJump").play()
 	else:
 		anim = ANIM_AIR
-		
+
 		if dir.length() > 0.1:
 			hv += dir * (accel * 0.2 * delta)
 			if hv.length() > max_speed:
@@ -95,22 +95,22 @@ func _physics_process(delta):
 				if hspeed < 0:
 					hspeed = 0
 				hv = hdir * hspeed
-	
+
 	if jumping and vv < 0:
 		jumping = false
-	
+
 	linear_velocity = hv + Vector3.UP * vv
-	
+
 	if is_on_floor():
 		movement_dir = linear_velocity
-		
+
 	linear_velocity = move_and_slide(linear_velocity, -gravity.normalized())
-	
+
 	if shoot_blend > 0:
 		shoot_blend -= delta * SHOOT_SCALE
 		if (shoot_blend < 0):
 			shoot_blend = 0
-	
+
 	if shoot_attempt and not prev_shoot:
 		shoot_blend = SHOOT_TIME
 		var bullet = preload("res://player/bullet/bullet.tscn").instance()
@@ -119,12 +119,12 @@ func _physics_process(delta):
 		bullet.set_linear_velocity(get_node("Armature/Bullet").get_global_transform().basis[2].normalized() * 20)
 		bullet.add_collision_exception_with(self) # Add it to bullet.
 		get_node("SoundShoot").play()
-	
+
 	prev_shoot = shoot_attempt
-	
+
 	if is_on_floor():
 		$AnimationTree["parameters/walk/blend_amount"] = hspeed / max_speed
-	
+
 	$AnimationTree["parameters/state/current"] = anim
 	$AnimationTree["parameters/air_dir/blend_amount"] = clamp(-linear_velocity.y / 4 + 0.5, 0, 1)
 	$AnimationTree["parameters/gun/blend_amount"] = min(shoot_blend, 1.0)
@@ -133,15 +133,15 @@ func _physics_process(delta):
 func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
 	var n = p_target # Normal.
 	var t = n.cross(current_gn).normalized()
-	
+
 	var x = n.dot(p_facing)
 	var y = t.dot(p_facing)
-	
+
 	var ang = atan2(y,x)
-	
+
 	if abs(ang) < 0.001: # Too small.
 		return p_facing
-	
+
 	var s = sign(ang)
 	ang = ang * s
 	var turn = ang * p_adjust_rate * p_step
@@ -151,5 +151,5 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
 	else:
 		a = turn
 	ang = (ang - a) * s
-	
+
 	return (n * cos(ang) + t * sin(ang)) * p_facing.length()

+ 7 - 7
3d/truck_town/follow_camera.gd

@@ -17,7 +17,7 @@ func _ready():
 			break
 		else:
 			node = node.get_parent()
-	
+
 	# This detaches the camera transform from the parent spatial node.
 	set_as_toplevel(true)
 
@@ -25,25 +25,25 @@ func _ready():
 func _physics_process(_delta):
 	var target = get_parent().get_global_transform().origin
 	var pos = get_global_transform().origin
-	
+
 	var from_target = pos - target
-	
+
 	# Check ranges.
 	if from_target.length() < min_distance:
 		from_target = from_target.normalized() * min_distance
 	elif from_target.length() > max_distance:
 		from_target = from_target.normalized() * max_distance
-	
+
 	# Check upper and lower height.
 	if from_target.y > max_height:
 		from_target.y = max_height
 	if from_target.y < min_height:
 		from_target.y = min_height
-	
+
 	pos = target + from_target
-	
+
 	look_at_from_position(pos, target, Vector3.UP)
-	
+
 	# Turn a little up or down
 	var t = get_transform()
 	t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis

+ 4 - 4
3d/truck_town/vehicle.gd

@@ -9,15 +9,15 @@ export var engine_force_value = 40
 
 func _physics_process(delta):
 	var fwd_mps = transform.basis.xform_inv(linear_velocity).x
-	
+
 	steer_target = Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right")
 	steer_target *= STEER_LIMIT
-	
+
 	if Input.is_action_pressed("accelerate"):
 		engine_force = engine_force_value
 	else:
 		engine_force = 0
-	
+
 	if Input.is_action_pressed("reverse"):
 		if (fwd_mps >= -1):
 			engine_force = -engine_force_value
@@ -25,5 +25,5 @@ func _physics_process(delta):
 			brake = 1
 	else:
 		brake = 0.0
-	
+
 	steering = move_toward(steering, steer_target, STEER_SPEED * delta)

+ 2 - 2
3d/voxel/menu/debug.gd

@@ -8,7 +8,7 @@ onready var voxel_world = $"../VoxelWorld"
 func _process(_delta):
 	if Input.is_action_just_pressed("debug"):
 		visible = !visible
-	
+
 	text = "Position: " + _vector_to_string_appropriate_digits(player.transform.origin)
 	text += "\nEffective render distance: " + str(voxel_world.effective_render_distance)
 	text += "\nLooking: " + _cardinal_string_from_radians(player.transform.basis.get_euler().y)
@@ -26,7 +26,7 @@ func _vector_to_string_appropriate_digits(vector):
 				factors[i] = factors[i] / 10
 				if abs(vector[i]) > 524288:
 					factors[i] = factors[i] / 10
-	
+
 	return "(" + \
 			str(round(vector.x * factors[0]) / factors[0]) + ", " + \
 			str(round(vector.y * factors[1]) / factors[1]) + ", " + \

+ 7 - 7
3d/voxel/player/player.gd

@@ -23,7 +23,7 @@ func _process(_delta):
 	_mouse_motion.y = clamp(_mouse_motion.y, -1550, 1550)
 	transform.basis = Basis(Vector3(0, _mouse_motion.x * -0.001, 0))
 	head.transform.basis = Basis(Vector3(_mouse_motion.y * -0.001, 0, 0))
-	
+
 	# Block selection.
 	var position = raycast.get_collision_point()
 	var normal = raycast.get_collision_normal()
@@ -41,7 +41,7 @@ func _process(_delta):
 	# Set the appropriate texture.
 	var uv = Chunk.calculate_block_uvs(_selected_block)
 	selected_block_texture.texture.region = Rect2(uv[0] * 512, Vector2.ONE * 64)
-	
+
 	# Block breaking/placing.
 	if crosshair.visible and raycast.is_colliding():
 		var breaking = Input.is_action_just_pressed("break")
@@ -49,7 +49,7 @@ func _process(_delta):
 		# Either both buttons were pressed or neither are, so stop.
 		if breaking == placing:
 			return
-		
+
 		if breaking:
 			var block_global_position = (position - normal / 2).floor()
 			voxel_world.set_block_global_position(block_global_position, 0)
@@ -65,20 +65,20 @@ func _physics_process(delta):
 		head.transform.origin = Vector3(0, 1.2, 0)
 	else:
 		head.transform.origin = Vector3(0, 1.6, 0)
-	
+
 	# Keyboard movement.
 	var movement = transform.basis.xform(Vector3(
 		Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
 		0,
 		Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")
 	).normalized() * (1 if crouching else 5))
-	
+
 	# Gravity.
 	velocity.y -= gravity * delta
-	
+
 	#warning-ignore:return_value_discarded
 	velocity = move_and_slide(Vector3(movement.x, velocity.y, movement.z), Vector3.UP)
-	
+
 	# Jumping, applied next frame.
 	if is_on_floor() and Input.is_action_pressed("jump"):
 		velocity.y = 5

+ 1 - 1
3d/voxel/settings.gd

@@ -15,7 +15,7 @@ func _enter_tree():
 		printerr("Please delete the instance at: " + get_path())
 	else:
 		Settings._loaded = true
-	
+
 	var file = File.new()
 	if file.file_exists(_save_path):
 		file.open(_save_path, File.READ)

+ 16 - 16
3d/voxel/world/chunk.gd

@@ -25,7 +25,7 @@ func _ready():
 		data = TerrainGenerator.random_blocks()
 	else:
 		data = TerrainGenerator.flat(chunk_position)
-	
+
 	# We can only add colliders in the main thread due to physics limitations.
 	_generate_chunk_collider()
 	# However, we can use a thread for mesh generation.
@@ -38,7 +38,7 @@ func regenerate():
 	for c in get_children():
 		remove_child(c)
 		c.queue_free()
-	
+
 	# Then generate new ones.
 	_generate_chunk_collider()
 	_generate_chunk_mesh(0)
@@ -51,7 +51,7 @@ func _generate_chunk_collider():
 		collision_layer = 0
 		collision_mask = 0
 		return
-	
+
 	# For each block, generate a collider. Ensure collision layers are enabled.
 	collision_layer = 0xFFFFF
 	collision_mask = 0xFFFFF
@@ -64,15 +64,15 @@ func _generate_chunk_collider():
 func _generate_chunk_mesh(_this_argument_exists_due_to_bug_9924):
 	if data.empty():
 		return
-	
+
 	var surface_tool = SurfaceTool.new()
 	surface_tool.begin(Mesh.PRIMITIVE_TRIANGLES)
-	
+
 	# For each block, add data to the SurfaceTool and generate a collider.
 	for block_position in data.keys():
 		var block_id = data[block_position]
 		_draw_block_mesh(surface_tool, block_position, block_id)
-	
+
 	# Create the chunk's mesh from the SurfaceTool data.
 	surface_tool.generate_normals()
 	surface_tool.generate_tangents()
@@ -89,7 +89,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
 	var uvs = calculate_block_uvs(block_id)
 	var top_uvs = uvs
 	var bottom_uvs = uvs
-	
+
 	# Bush blocks get drawn in their own special way.
 	if block_id == 27 or block_id == 28:
 		_draw_block_face(surface_tool, [verts[2], verts[0], verts[7], verts[5]], uvs)
@@ -97,7 +97,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
 		_draw_block_face(surface_tool, [verts[3], verts[1], verts[6], verts[4]], uvs)
 		_draw_block_face(surface_tool, [verts[6], verts[4], verts[3], verts[1]], uvs)
 		return
-	
+
 	# Allow some blocks to have different top/bottom textures.
 	if block_id == 3: # Grass.
 		top_uvs = calculate_block_uvs(0)
@@ -111,7 +111,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
 	elif block_id == 19: # Bookshelf.
 		top_uvs = calculate_block_uvs(4)
 		bottom_uvs = top_uvs
-	
+
 	# Main rendering code for normal blocks.
 	var other_block_position = block_sub_position + Vector3.LEFT
 	var other_block_id = 0
@@ -121,7 +121,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
 		other_block_id = data[other_block_position]
 	if block_id != other_block_id and is_block_transparent(other_block_id):
 		_draw_block_face(surface_tool, [verts[2], verts[0], verts[3], verts[1]], uvs)
-	
+
 	other_block_position = block_sub_position + Vector3.RIGHT
 	other_block_id = 0
 	if other_block_position.x == CHUNK_SIZE:
@@ -130,7 +130,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
 		other_block_id = data[other_block_position]
 	if block_id != other_block_id and is_block_transparent(other_block_id):
 		_draw_block_face(surface_tool, [verts[7], verts[5], verts[6], verts[4]], uvs)
-	
+
 	other_block_position = block_sub_position + Vector3.FORWARD
 	other_block_id = 0
 	if other_block_position.z == -1:
@@ -139,7 +139,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
 		other_block_id = data[other_block_position]
 	if block_id != other_block_id and is_block_transparent(other_block_id):
 		_draw_block_face(surface_tool, [verts[6], verts[4], verts[2], verts[0]], uvs)
-	
+
 	other_block_position = block_sub_position + Vector3.BACK
 	other_block_id = 0
 	if other_block_position.z == CHUNK_SIZE:
@@ -148,7 +148,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
 		other_block_id = data[other_block_position]
 	if block_id != other_block_id and is_block_transparent(other_block_id):
 		_draw_block_face(surface_tool, [verts[3], verts[1], verts[7], verts[5]], uvs)
-	
+
 	other_block_position = block_sub_position + Vector3.DOWN
 	other_block_id = 0
 	if other_block_position.y == -1:
@@ -157,7 +157,7 @@ func _draw_block_mesh(surface_tool, block_sub_position, block_id):
 		other_block_id = data[other_block_position]
 	if block_id != other_block_id and is_block_transparent(other_block_id):
 		_draw_block_face(surface_tool, [verts[4], verts[5], verts[0], verts[1]], bottom_uvs)
-	
+
 	other_block_position = block_sub_position + Vector3.UP
 	other_block_id = 0
 	if other_block_position.y == CHUNK_SIZE:
@@ -172,7 +172,7 @@ func _draw_block_face(surface_tool, verts, uvs):
 	surface_tool.add_uv(uvs[1]); surface_tool.add_vertex(verts[1])
 	surface_tool.add_uv(uvs[2]); surface_tool.add_vertex(verts[2])
 	surface_tool.add_uv(uvs[3]); surface_tool.add_vertex(verts[3])
-	
+
 	surface_tool.add_uv(uvs[2]); surface_tool.add_vertex(verts[2])
 	surface_tool.add_uv(uvs[1]); surface_tool.add_vertex(verts[1])
 	surface_tool.add_uv(uvs[0]); surface_tool.add_vertex(verts[0])
@@ -190,7 +190,7 @@ static func calculate_block_uvs(block_id):
 	# This method only supports square texture sheets.
 	var row = block_id / TEXTURE_SHEET_WIDTH
 	var col = block_id % TEXTURE_SHEET_WIDTH
-	
+
 	return [
 		TEXTURE_TILE_SIZE * Vector2(col, row),
 		TEXTURE_TILE_SIZE * Vector2(col, row + 1),

+ 1 - 1
3d/voxel/world/environment.gd

@@ -7,7 +7,7 @@ onready var voxel_world = $"../VoxelWorld"
 func _process(delta):
 	environment.fog_enabled = Settings.fog_enabled
 	environment.dof_blur_far_enabled = Settings.fog_enabled
-	
+
 	var target_distance = clamp(voxel_world.effective_render_distance, 2, voxel_world.render_distance - 1) * Chunk.CHUNK_SIZE
 	var rate = delta * 4
 	if environment.fog_depth_end > target_distance:

+ 4 - 4
3d/voxel/world/terrain_generator.gd

@@ -23,14 +23,14 @@ static func random_blocks():
 
 static func flat(chunk_position):
 	var data = {}
-	
+
 	if chunk_position.y != -1:
 		return data
-	
+
 	for x in range(CHUNK_SIZE):
 		for z in range(CHUNK_SIZE):
 			data[Vector3(x, 0, z)] = 3
-	
+
 	return data
 
 
@@ -38,5 +38,5 @@ static func flat(chunk_position):
 static func origin_grass(chunk_position):
 	if chunk_position == Vector3.ZERO:
 		return {Vector3.ZERO: 3}
-	
+
 	return {}

+ 10 - 10
3d/voxel/world/voxel_world.gd

@@ -20,17 +20,17 @@ onready var player = $"../Player"
 func _process(_delta):
 	_set_render_distance(Settings.render_distance)
 	var player_chunk = (player.transform.origin / Chunk.CHUNK_SIZE).round()
-	
+
 	if _deleting or player_chunk != _old_player_chunk:
 		_delete_far_away_chunks(player_chunk)
 		_generating = true
-	
+
 	if not _generating:
 		return
-	
+
 	# Try to generate chunks ahead of time based on where the player is moving.
 	player_chunk.y += round(clamp(player.velocity.y, -render_distance / 4, render_distance / 4))
-	
+
 	# Check existing chunks within range. If it doesn't exist, create it.
 	for x in range(player_chunk.x - effective_render_distance, player_chunk.x + effective_render_distance):
 		for y in range(player_chunk.y - effective_render_distance, player_chunk.y + effective_render_distance):
@@ -38,16 +38,16 @@ func _process(_delta):
 				var chunk_position = Vector3(x, y, z)
 				if player_chunk.distance_to(chunk_position) > render_distance:
 					continue
-				
+
 				if _chunks.has(chunk_position):
 					continue
-				
+
 				var chunk = Chunk.new()
 				chunk.chunk_position = chunk_position
 				_chunks[chunk_position] = chunk
 				add_child(chunk)
 				return
-	
+
 	# If we didn't generate any chunks (and therefore didn't return), what next?
 	if effective_render_distance < render_distance:
 		# We can move on to the next stage by increasing the effective distance.
@@ -76,7 +76,7 @@ func set_block_global_position(block_global_position, block_id):
 	else:
 		chunk.data[sub_position] = block_id
 	chunk.regenerate()
-	
+
 	# We also might need to regenerate some neighboring chunks.
 	if Chunk.is_block_transparent(block_id):
 		if sub_position.x == 0:
@@ -108,7 +108,7 @@ func _delete_far_away_chunks(player_chunk):
 	_old_player_chunk = player_chunk
 	# If we need to delete chunks, give the new chunk system a chance to catch up.
 	effective_render_distance = max(1, effective_render_distance - 1)
-	
+
 	var deleted_this_frame = 0
 	# We should delete old chunks more aggressively if moving fast.
 	# An easy way to calculate this is by using the effective render distance.
@@ -128,7 +128,7 @@ func _delete_far_away_chunks(player_chunk):
 				# Continue deleting next frame.
 				_deleting = true
 				return
-	
+
 	# We're done deleting.
 	_deleting = false
 

+ 2 - 2
audio/bpm_sync/bpm_sync.gd

@@ -29,7 +29,7 @@ func strsec(secs):
 func _process(_delta):
 	if !playing or !$Player.playing:
 		return
-	
+
 	var time = 0.0
 	if sync_source == SyncSource.SYSTEM_CLOCK:
 		# Obtain from ticks.
@@ -38,7 +38,7 @@ func _process(_delta):
 		time -= time_delay
 	elif sync_source == SyncSource.SOUND_CLOCK:
 		time = $Player.get_playback_position() + AudioServer.get_time_since_last_mix() - AudioServer.get_output_latency() + (1 / COMPENSATE_HZ) * COMPENSATE_FRAMES
-	
+
 	var beat = int(time * BPM / 60.0)
 	var seconds = int(time)
 	var seconds_total = int($Player.stream.get_length())

+ 3 - 3
audio/device_changer/Changer.gd

@@ -6,7 +6,7 @@ onready var item_list = get_node("ItemList")
 func _ready():
 	for item in AudioServer.get_device_list():
 		item_list.add_item(item)
-	
+
 	var device = AudioServer.get_device()
 	for i in range(item_list.get_item_count()):
 		if device == item_list.get_item_text(i):
@@ -17,14 +17,14 @@ func _ready():
 func _process(_delta):
 	var speaker_mode_text = "Stereo"
 	var speaker_mode = AudioServer.get_speaker_mode()
-	
+
 	if speaker_mode == AudioServer.SPEAKER_SURROUND_31:
 		speaker_mode_text = "Surround 3.1"
 	elif speaker_mode == AudioServer.SPEAKER_SURROUND_51:
 		speaker_mode_text = "Surround 5.1"
 	elif speaker_mode == AudioServer.SPEAKER_SURROUND_71:
 		speaker_mode_text = "Surround 7.1"
-	
+
 	$DeviceInfo.text = "Current Device: " + AudioServer.get_device() + "\n"
 	$DeviceInfo.text += "Speaker Mode: " + speaker_mode_text
 

+ 1 - 1
audio/generator/generator_demo.gd

@@ -8,7 +8,7 @@ var playback: AudioStreamPlayback = null # Actual playback stream, assigned in _
 
 func _fill_buffer():
 	var increment = pulse_hz / sample_hz
-	
+
 	var to_fill = playback.get_frames_available()
 	while to_fill > 0:
 		playback.push_frame(Vector2.ONE * sin(phase * TAU)) # Audio frames are stereo.

+ 1 - 1
audio/spectrum/show_spectrum.gd

@@ -14,7 +14,7 @@ func _draw():
 	#warning-ignore:integer_division
 	var w = WIDTH / VU_COUNT
 	var prev_hz = 0
-	for i in range(1, VU_COUNT+1):	
+	for i in range(1, VU_COUNT+1):
 		var hz = i * FREQ_MAX / VU_COUNT;
 		var magnitude: float = spectrum.get_magnitude_for_frequency_range(prev_hz, hz).length()
 		var energy = clamp((MIN_DB + linear2db(magnitude)) / MIN_DB, 0, 1)

+ 7 - 7
loading/background_load/background_load.gd

@@ -12,9 +12,9 @@ func _thread_load(path):
 	var total = ril.get_stage_count()
 	# Call deferred to configure max load steps.
 	progress.call_deferred("set_max", total)
-	
+
 	var res = null
-	
+
 	while true: #iterate until we have a resource
 		# Update progress bar, use call deferred, which routes to main thread.
 		progress.call_deferred("set_value", ril.get_stage())
@@ -31,20 +31,20 @@ func _thread_load(path):
 			# Not OK, there was an error.
 			print("There was an error loading")
 			break
-	
+
 	# Send whathever we did (or did not) get.
 	call_deferred("_thread_done", res)
 
 
 func _thread_done(resource):
 	assert(resource)
-	
+
 	# Always wait for threads to finish, this is required on Windows.
 	thread.wait_to_finish()
-	
+
 	# Hide the progress bar.
 	progress.hide()
-	
+
 	# Instantiate new scene.
 	var new_scene = resource.instance()
 	# Free current scene.
@@ -54,7 +54,7 @@ func _thread_done(resource):
 	get_tree().root.add_child(new_scene)
 	# Set as current scene.
 	get_tree().current_scene = new_scene
-	
+
 	progress.visible = false
 
 func load_scene(path):

+ 3 - 3
loading/multiple_threads_loading/resource_queue.gd

@@ -98,7 +98,7 @@ func get_resource(path):
 				var pos = queue.find(res)
 				queue.remove(pos)
 				queue.insert(0, res)
-			
+
 			res = _wait_for_resource(res, path)
 			pending.erase(path)
 			_unlock("return")
@@ -116,13 +116,13 @@ func get_resource(path):
 func thread_process():
 	_wait("thread_process")
 	_lock("process")
-	
+
 	while queue.size() > 0:
 		var res = queue[0]
 		_unlock("process_poll")
 		var ret = res.poll()
 		_lock("process_check_queue")
-		
+
 		if ret == ERR_FILE_EOF || ret != OK:
 			var path = res.get_meta("path")
 			if path in pending: # Else, it was already retrieved.

+ 4 - 4
misc/2.5d/addons/node25d/main_screen/gizmo_25d.gd

@@ -44,14 +44,14 @@ func _process(_delta):
 			# If we're not hovering over a line, ensure they are placed correctly.
 			lines_root.global_position = node_25d.global_position
 			return
-	
+
 	lines[dominant_axis].modulate.a = 1
 	if !wants_to_move:
 		_moving = false
 	elif wants_to_move and !_moving:
 		_moving = true
 		_start_position = mouse_position
-	
+
 	if _moving:
 		# Change modulate of unselected axes.
 		lines[(dominant_axis + 1) % 3].modulate.a = 0.5
@@ -94,12 +94,12 @@ func _distance_to_segment_at_index(index, point):
 		return INF
 	if point.length_squared() < 400:
 		return INF
-	
+
 	var segment_end = lines[index].points[1]
 	var length_squared = segment_end.length_squared()
 	if length_squared < 400:
 		return INF
-	
+
 	var t = clamp(point.dot(segment_end) / length_squared, 0, 1)
 	var projection = t * segment_end
 	return point.distance_to(projection)

+ 6 - 6
misc/2.5d/addons/node25d/main_screen/viewport_25d.gd

@@ -36,7 +36,7 @@ func _ready():
 func _process(delta):
 	if !editor_interface: # Something's not right... bail!
 		return
-	
+
 	# View mode polling.
 	var view_mode_changed_this_frame = false
 	var new_view_mode = view_mode_button_group.get_pressed_button().get_index()
@@ -44,18 +44,18 @@ func _process(delta):
 		view_mode_index = new_view_mode
 		view_mode_changed_this_frame = true
 		_recursive_change_view_mode(get_tree().edited_scene_root)
-	
+
 	# Zooming.
 	if Input.is_mouse_button_pressed(BUTTON_WHEEL_UP):
 		zoom_level += 1
 	elif Input.is_mouse_button_pressed(BUTTON_WHEEL_DOWN):
 		zoom_level -= 1
 	var zoom = _get_zoom_amount()
-	
+
 	# Viewport size.
 	var size = get_global_rect().size
 	viewport_2d.size = size
-	
+
 	# Viewport transform.
 	var viewport_trans = Transform2D.IDENTITY
 	viewport_trans.x *= zoom
@@ -63,7 +63,7 @@ func _process(delta):
 	viewport_trans.origin = viewport_trans.basis_xform(viewport_center) + size / 2
 	viewport_2d.canvas_transform = viewport_trans
 	viewport_overlay.canvas_transform = viewport_trans
-	
+
 	# Delete unused gizmos.
 	var selection = editor_interface.get_selection().get_selected_nodes()
 	var overlay_children = viewport_overlay.get_children()
@@ -74,7 +74,7 @@ func _process(delta):
 				contains = true
 		if !contains:
 			overlay_child.queue_free()
-	
+
 	# Add new gizmos.
 	for selected in selection:
 		if selected is Node25D:

+ 2 - 2
misc/2.5d/addons/node25d/node25d_plugin.gd

@@ -8,10 +8,10 @@ var main_panel_instance
 func _enter_tree():
 	main_panel_instance = MainPanel.instance()
 	main_panel_instance.get_child(1).editor_interface = get_editor_interface()
-	
+
 	# Add the main panel to the editor's main viewport.
 	get_editor_interface().get_editor_viewport().add_child(main_panel_instance)
-	
+
 	# Hide the main panel.
 	make_visible(false)
 	# When this plugin node enters tree, add the custom types.

+ 2 - 2
misc/2.5d/addons/node25d/node_25d.gd

@@ -47,11 +47,11 @@ func Node25D_process():
 	if _spatial_node == null:
 		return
 	_spatial_position = _spatial_node.translation
-	
+
 	var flat_pos = _spatial_position.x * _basisX
 	flat_pos += _spatial_position.y * _basisY
 	flat_pos += _spatial_position.z * _basisZ
-	
+
 	global_position = flat_pos
 
 

+ 1 - 1
misc/2.5d/addons/node25d/shadow_math_25d.gd

@@ -23,7 +23,7 @@ func _process(_delta):
 		if _shadow_root != null:
 			_shadow_root.visible = false
 		return # Shadow is not in a valid place or you're viewing the Shadow25D scene.
-	
+
 	translation = _target_math.translation
 	var k = move_and_collide(Vector3.DOWN * shadow_length)
 	if k == null:

+ 2 - 2
misc/2.5d/addons/node25d/y_sort_25d.gd

@@ -29,7 +29,7 @@ func sort():
 		# The Z index only goes from -4096 to 4096, and we want room for objects having multiple layers.
 		printerr("Sorting failed: Max number of YSort25D nodes is 4000.")
 		return
-	
+
 	# We only want to get Node25D children.
 	# Currently, it also grabs Node2D children.
 	var node25d_nodes = []
@@ -37,7 +37,7 @@ func sort():
 		if n.get_class() == "Node2D":
 			node25d_nodes.append(n)
 	node25d_nodes.sort_custom(Node25D, "y_sort_slight_xz")
-	
+
 	var z_index = -4000
 	for i in range(0, node25d_nodes.size()):
 		node25d_nodes[i].z_index = z_index

+ 3 - 3
misc/2.5d/assets/cube/cube_math.gd

@@ -9,7 +9,7 @@ var _cube_math_spatials = []
 
 func _ready():
 	_parent = get_parent()
-	
+
 	for i in range(27):
 		# warning-ignore:integer_division
 		var a: int = (i / 9) - 1
@@ -26,12 +26,12 @@ func _ready():
 func _process(delta):
 	if Input.is_action_pressed("exit"):
 		get_tree().quit()
-	
+
 	if Input.is_action_just_pressed("view_cube_demo"):
 		# warning-ignore:return_value_discarded
 		get_tree().change_scene("res://assets/demo_scene.tscn")
 		return
-	
+
 	if _is_parent_ready:
 		if Input.is_action_just_pressed("reset_position"):
 			transform = Transform.IDENTITY

+ 6 - 6
misc/2.5d/assets/player/player_math_25d.gd

@@ -9,12 +9,12 @@ onready var _parent_node25d: Node25D = get_parent()
 func _process(delta):
 	if Input.is_action_pressed("exit"):
 		get_tree().quit()
-	
+
 	if Input.is_action_just_pressed("view_cube_demo"):
 		#warning-ignore:return_value_discarded
 		get_tree().change_scene("res://assets/cube/cube.tscn")
 		return
-	
+
 	if Input.is_action_just_pressed("toggle_isometric_controls"):
 		isometric_controls = !isometric_controls
 	if Input.is_action_just_pressed("reset_position"):
@@ -29,20 +29,20 @@ func _process(delta):
 func _horizontal_movement(delta):
 	var localX = Vector3.RIGHT
 	var localZ = Vector3.BACK
-	
+
 	if isometric_controls && is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
 		localX = Vector3(0.70710678118, 0, -0.70710678118)
 		localZ = Vector3(0.70710678118, 0, 0.70710678118)
-	
+
 	# Gather player input and add directional movement to a Vector3 variable.
 	var move_dir = Vector3()
 	move_dir += localX * (Input.get_action_strength("move_right") - Input.get_action_strength("move_left"))
 	move_dir += localZ * (Input.get_action_strength("move_back") - Input.get_action_strength("move_forward"))
-	
+
 	move_dir = move_dir.normalized() * delta * 600;
 	if Input.is_action_pressed("movement_modifier"):
 		move_dir /= 2;
-	
+
 	#warning-ignore:return_value_discarded
 	move_and_slide(move_dir)
 

+ 5 - 5
misc/2.5d/assets/player/player_sprite.gd

@@ -20,10 +20,10 @@ func _ready():
 func _process(delta):
 	if Engine.is_editor_hint():
 		return # Don't run this in the editor.
-	
+
 	_sprite_basis()
 	var movement = _check_movement() # Always run to get direction, but don't always use return bool.
-	
+
 	# Test-only move and collide, check if the player is on the ground.
 	var k = _parent_math.move_and_collide(Vector3.DOWN * 10 * delta, true, true, true)
 	if k != null:
@@ -90,7 +90,7 @@ func _check_movement() -> bool:
 	# Gather player input and store movement to these int variables. Note: These indeed have to be integers.
 	var x := 0
 	var z := 0
-	
+
 	if Input.is_action_pressed("move_right"):
 		x += 1
 	if Input.is_action_pressed("move_left"):
@@ -99,7 +99,7 @@ func _check_movement() -> bool:
 		z -= 1
 	if Input.is_action_pressed("move_back"):
 		z += 1
-	
+
 	# Check for isometric controls and add more to movement accordingly.
 	# For efficiency, only check the X axis since this X axis value isn't used anywhere else.
 	if !_parent_math.isometric_controls && is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
@@ -111,7 +111,7 @@ func _check_movement() -> bool:
 			x += 1
 		if Input.is_action_pressed("move_back"):
 			x -= 1
-	
+
 	# Set the direction based on which inputs were pressed.
 	if x == 0:
 		if z == 0:

+ 1 - 1
misc/matrix_transform/marker/AxisMarker2D.gd

@@ -5,7 +5,7 @@ extends Node2D
 func _process(_delta):
 	var line: Line2D = get_child(0).get_child(0)
 	var marker_parent: Node2D = get_parent()
-	
+
 	line.points[1] = transform.origin
 	if marker_parent as Node2D != null:
 		line.transform = marker_parent.global_transform

+ 1 - 1
misc/matrix_transform/marker/AxisMarker3D.gd

@@ -10,7 +10,7 @@ func _process(_delta):
 		holder.transform = Transform()
 		cube.transform = Transform().scaled(Vector3.ONE * 0.0001)
 		return
-	
+
 	holder.transform = Transform(Basis(), translation / 2)
 	holder.transform = holder.transform.looking_at(translation, Vector3.UP)
 	holder.transform = get_parent().global_transform * holder.transform

+ 2 - 2
misc/opensimplexnoise/OpenSimplexNoise_Viewer.shader

@@ -6,7 +6,7 @@ uniform float max_value = 1;
 void fragment() {
 	// Get the color.
 	vec4 color = texture(TEXTURE, UV);
-	
+
 	// Compare the value.
 	float gray = color.x;
 	if (gray < min_value) {
@@ -14,7 +14,7 @@ void fragment() {
 	} else if (gray > max_value) {
 		color = vec4(1, 1, 1, 1);
 	}
-	
+
 	// Write back the color.
 	COLOR = color;
 }

+ 4 - 4
misc/window_management/observer/observer.gd

@@ -11,23 +11,23 @@ onready var camera = $Camera
 func _process(delta):
 	if state != STATE_GRAB:
 		return
-	
+
 	var x_movement = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
 	var z_movement = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")
 	var dir = direction(Vector3(x_movement, 0, z_movement))
 	transform.origin += dir * 10 * delta
-	
+
 	var d = delta * 0.1 # Scale the input, easiest to do by scaling the delta.
 	rotate(Vector3.UP, d * r_pos.x) # Yaw
 	camera.transform = camera.transform.rotated(Vector3.RIGHT, d * r_pos.y) # Pitch
-	
+
 	r_pos = Vector2.ZERO # We've dealt with all the input, so set it to zero.
 
 
 func _input(event):
 	if event is InputEventMouseMotion:
 		r_pos = -event.relative
-	
+
 	if event.is_action("ui_cancel") and event.is_pressed() and !event.is_echo():
 		if (state == STATE_GRAB):
 			Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)

+ 1 - 1
mobile/multitouch_view/TouchHelper.gd

@@ -14,7 +14,7 @@ func _unhandled_input(event):
 		else: # Up.
 			state.erase(event.index)
 		get_tree().set_input_as_handled()
-		
+
 	elif event is InputEventScreenDrag: # Movement.
 		state[event.index] = event.position
 		get_tree().set_input_as_handled()

+ 25 - 25
mobile/sensors/main.gd

@@ -13,52 +13,52 @@ extends Node
 # care about the rotation around this axis.
 func get_basis_for_arrow(p_vector):
 	var rotate = Basis()
-	
+
 	# as our arrow points up, Y = our direction vector
 	rotate.y = p_vector.normalized()
-	
+
 	# get an arbitrary vector we can use to calculate our other two vectors
 	var v = Vector3(1.0, 0.0, 0.0)
 	if abs(v.dot(rotate.y)) > 0.9:
 		v = Vector3(0.0, 1.0, 0.0)
-	
+
 	# use our vector to get a vector perpendicular to our two vectors
 	rotate.x = rotate.y.cross(v).normalized()
-	
+
 	# and the cross product again gives us our final vector perpendicular to our previous two vectors
 	rotate.z = rotate.x.cross(rotate.y).normalized()
-	
+
 	return rotate
 
 # This function combines the magnetometer reading with the gravity vector to get a vector that points due north
 func calc_north(p_grav, p_mag):
 	# Always use normalized vectors!
 	p_grav = p_grav.normalized()
-	
+
 	# Calculate east (or is it west) by getting our cross product.
 	# The cross product of two normalized vectors returns a vector that
 	# is perpendicular to our two vectors
 	var east = p_grav.cross(p_mag.normalized()).normalized()
-	
+
 	# Cross again to get our horizon aligned north
 	return east.cross(p_grav).normalized()
 
 # This function creates an orientation matrix using the magnetometer and gravity vector as inputs.
 func orientate_by_mag_and_grav(p_mag, p_grav):
 	var rotate = Basis()
-	
+
 	# as always, normalize!
 	p_mag = p_mag.normalized()
-	
+
 	# gravity points down, so - gravity points up!
 	rotate.y = -p_grav.normalized()
-	
+
 	# Cross products with our magnetic north gives an aligned east (or west, I always forget)
 	rotate.x = rotate.y.cross(p_mag)
-	
+
 	# And cross product again and we get our aligned north completing our matrix
 	rotate.z = rotate.x.cross(rotate.y)
-	
+
 	return rotate
 
 # This function takes our gyro input and update an orientation matrix accordingly
@@ -66,28 +66,28 @@ func orientate_by_mag_and_grav(p_mag, p_grav):
 # rotational velocity. This is why we multiply our values with delta.
 func rotate_by_gyro(p_gyro, p_basis, p_delta):
 	var rotate = Basis()
-	
+
 	rotate = rotate.rotated(p_basis.x, -p_gyro.x * p_delta)
 	rotate = rotate.rotated(p_basis.y, -p_gyro.y * p_delta)
 	rotate = rotate.rotated(p_basis.z, -p_gyro.z * p_delta)
-	
+
 	return rotate * p_basis
 
 # This function corrects the drift in our matrix by our gravity vector
 func drift_correction(p_basis, p_grav):
 	# as always, make sure our vector is normalized but also invert as our gravity points down
 	var real_up = -p_grav.normalized()
-	
+
 	# start by calculating the dot product, this gives us the cosine angle between our two vectors
 	var dot = p_basis.y.dot(real_up)
-	
+
 	# if our dot is 1.0 we're good
 	if dot < 1.0:
 		# the cross between our two vectors gives us a vector perpendicular to our two vectors
 		var axis = p_basis.y.cross(real_up).normalized()
 		var correction = Basis(axis, acos(dot))
 		p_basis = correction * p_basis
-	
+
 	return p_basis
 
 func _process(delta):
@@ -96,12 +96,12 @@ func _process(delta):
 	var grav = Input.get_gravity()
 	var mag = Input.get_magnetometer()
 	var gyro = Input.get_gyroscope()
-	
+
 	# Show our base values
 	get_node("Control/Accelerometer").text = "Accelerometer: " + str(acc) + ", gravity: " + str(grav)
 	get_node("Control/Magnetometer").text = "Magnetometer: " + str(mag)
 	get_node("Control/Gyroscope").text = "Gyroscope: " + str(gyro)
-	
+
 	# Check if we have all needed data
 	if grav.length() < 0.1:
 		if acc.length() < 0.1:
@@ -111,27 +111,27 @@ func _process(delta):
 			# The gravity vector is calculated by the OS by combining the other sensor inputs.
 			# If we don't have a gravity vector, from now on, use accelerometer...
 			grav = acc
-	
+
 	if mag.length() < 0.1:
 		mag = Vector3(1.0, 0.0, 0.0)
-	
+
 	# Update our arrow showing gravity
 	get_node("Arrows/AccelerometerArrow").transform.basis = get_basis_for_arrow(grav)
-	
+
 	# Update our arrow showing our magnetometer
 	# Note that in absense of other strong magnetic forces this will point to magnetic north, which is not horizontal thanks to the earth being, uhm, round
 	get_node("Arrows/MagnetoArrow").transform.basis = get_basis_for_arrow(mag)
-	
+
 	# Calculate our north vector and show that
 	var north = calc_north(grav,mag)
 	get_node("Arrows/NorthArrow").transform.basis = get_basis_for_arrow(north)
-		
+
 	# Combine our magnetometer and gravity vector to position our box. This will be fairly accurate
 	# but our magnetometer can be easily influenced by magnets. Cheaper phones often don't have gyros
 	# so it is a good backup.
 	var mag_and_grav = get_node("Boxes/MagAndGrav")
 	mag_and_grav.transform.basis = orientate_by_mag_and_grav(mag, grav).orthonormalized()
-	
+
 	# Using our gyro and do a drift correction using our gravity vector gives the best result
 	var gyro_and_grav = get_node("Boxes/GyroAndGrav")
 	var new_basis = rotate_by_gyro(gyro, gyro_and_grav.transform.basis, delta).orthonormalized()

+ 4 - 4
mono/2.5d/addons/node25d-cs/main_screen/Gizmo25D.cs

@@ -72,7 +72,7 @@ public class Gizmo25D : Node2D
     			return;
             }
         }
-	
+
         Color modulate = lines[dominantAxis].Modulate;
     	modulate.a = 1;
         lines[dominantAxis].Modulate = modulate;
@@ -86,7 +86,7 @@ public class Gizmo25D : Node2D
     		_moving = true;
     		_startPosition = mousePosition;
         }
-	
+
     	if (_moving)
         {
     		// Change modulate of unselected axes.
@@ -153,14 +153,14 @@ public class Gizmo25D : Node2D
         {
 		    return Mathf.Inf;
         }
-	
+
 	    Vector2 segmentEnd = lines[index].Points[1];
 	    float lengthSquared = segmentEnd.LengthSquared();
 	    if (lengthSquared < 400)
         {
     		return Mathf.Inf;
         }
-	
+
 	    var t = Mathf.Clamp(point.Dot(segmentEnd) / lengthSquared, 0, 1);
     	var projection = t * segmentEnd;
 	    return point.DistanceTo(projection);

+ 6 - 6
mono/2.5d/addons/node25d-cs/main_screen/viewport_25d.gd

@@ -36,7 +36,7 @@ func _ready():
 func _process(delta):
 	if !editor_interface: # Something's not right... bail!
 		return
-	
+
 	# View mode polling.
 	var view_mode_changed_this_frame = false
 	var new_view_mode = view_mode_button_group.get_pressed_button().get_index()
@@ -44,18 +44,18 @@ func _process(delta):
 		view_mode_index = new_view_mode
 		view_mode_changed_this_frame = true
 		_recursive_change_view_mode(get_tree().edited_scene_root)
-	
+
 	# Zooming.
 	if Input.is_mouse_button_pressed(BUTTON_WHEEL_UP):
 		zoom_level += 1
 	elif Input.is_mouse_button_pressed(BUTTON_WHEEL_DOWN):
 		zoom_level -= 1
 	var zoom = _get_zoom_amount()
-	
+
 	# Viewport size.
 	var size = get_global_rect().size
 	viewport_2d.size = size
-	
+
 	# Viewport transform.
 	var viewport_trans = Transform2D.IDENTITY
 	viewport_trans.x *= zoom
@@ -63,7 +63,7 @@ func _process(delta):
 	viewport_trans.origin = viewport_trans.basis_xform(viewport_center) + size / 2
 	viewport_2d.canvas_transform = viewport_trans
 	viewport_overlay.canvas_transform = viewport_trans
-	
+
 	# Delete unused gizmos.
 	var selection = editor_interface.get_selection().get_selected_nodes()
 	var overlay_children = viewport_overlay.get_children()
@@ -74,7 +74,7 @@ func _process(delta):
 				contains = true
 		if !contains:
 			overlay_child.queue_free()
-	
+
 	# Add new gizmos.
 	for selected in selection:
 		if selected.has_method("Node25DReady"):

+ 4 - 4
mono/2.5d/addons/node25d-cs/node25d_plugin.gd

@@ -9,13 +9,13 @@ func _enter_tree():
 	main_panel_instance = MainPanel.instance()
 	#main_panel_instance.get_child(1).set("editorInterface", get_editor_interface()) # For C#
 	main_panel_instance.get_child(1).editor_interface = get_editor_interface()
-	
+
 	# Add the main panel to the editor's main viewport.
 	get_editor_interface().get_editor_viewport().add_child(main_panel_instance)
-	
+
 	# Hide the main panel.
 	make_visible(false)
-	
+
 	# When this plugin node enters tree, add the custom types.
 	add_custom_type("Node25D", "Node2D", preload("Node25D.cs"), preload("icons/node_25d_icon.png"))
 	add_custom_type("YSort25D", "Node", preload("YSort25D.cs"), preload("icons/y_sort_25d_icon.png"))
@@ -24,7 +24,7 @@ func _enter_tree():
 
 func _exit_tree():
 	main_panel_instance.queue_free()
-	
+
 	# When the plugin node exits the tree, remove the custom types.
 	remove_custom_type("ShadowMath25D")
 	remove_custom_type("YSort25D")

+ 3 - 3
networking/multiplayer_pong/logic/ball.gd

@@ -15,12 +15,12 @@ func _process(delta):
 	# so each player sees the motion as smooth and not jerky.
 	if not stopped:
 		translate(_speed * delta * direction)
-	
+
 	# Check screen bounds to make ball bounce.
 	var ball_pos = position
 	if (ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > _screen_size.y and direction.y > 0):
 		direction.y = -direction.y
-		
+
 	if is_network_master():
 		# Only master will decide when the ball is out in the left side (it's own side).
 		# This makes the game playable even if latency is high and ball is going fast.
@@ -43,7 +43,7 @@ sync func bounce(left, random):
 		direction.x = abs(direction.x)
 	else:
 		direction.x = -abs(direction.x)
-	
+
 	_speed *= 1.1
 	direction.y = random * 2.0 - 1
 	direction = direction.normalized()

+ 7 - 7
networking/multiplayer_pong/logic/lobby.gd

@@ -26,7 +26,7 @@ func _player_connected(_id):
 	var pong = load("res://pong.tscn").instance()
 	# Connect deferred so we can safely erase it from the callback.
 	pong.connect("game_finished", self, "_end_game", [], CONNECT_DEFERRED)
-	
+
 	get_tree().get_root().add_child(pong)
 	hide()
 
@@ -46,7 +46,7 @@ func _connected_ok():
 # Callback from SceneTree, only for clients (not server).
 func _connected_fail():
 	_set_status("Couldn't connect", false)
-	
+
 	get_tree().set_network_peer(null) # Remove peer.
 	host_button.set_disabled(false)
 	join_button.set_disabled(false)
@@ -62,11 +62,11 @@ func _end_game(with_error = ""):
 		# Erase immediately, otherwise network might show errors (this is why we connected deferred above).
 		get_node("/root/Pong").free()
 		show()
-	
+
 	get_tree().set_network_peer(null) # Remove peer.
 	host_button.set_disabled(false)
 	join_button.set_disabled(false)
-	
+
 	_set_status(with_error, false)
 
 
@@ -88,7 +88,7 @@ func _on_host_pressed():
 		# Is another server running?
 		_set_status("Can't host, address in use.",false)
 		return
-	
+
 	get_tree().set_network_peer(peer)
 	host_button.set_disabled(true)
 	join_button.set_disabled(true)
@@ -100,10 +100,10 @@ func _on_join_pressed():
 	if not ip.is_valid_ip_address():
 		_set_status("IP address is invalid", false)
 		return
-	
+
 	peer = NetworkedMultiplayerENet.new()
 	peer.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER)
 	peer.create_client(ip, DEFAULT_PORT)
 	get_tree().set_network_peer(peer)
-	
+
 	_set_status("Connecting...", true)

+ 5 - 5
networking/multiplayer_pong/logic/paddle.gd

@@ -13,21 +13,21 @@ func _process(delta):
 	# Is the master of the paddle.
 	if is_network_master():
 		motion = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
-		
+
 		if not you_hidden and motion != 0:
 			_hide_you_label()
-		
+
 		motion *= MOTION_SPEED
-		
+
 		# Using unreliable to make sure position is updated as fast
 		# as possible, even if one of the calls is dropped.
 		rpc_unreliable("set_pos_and_motion", position, motion)
 	else:
 		if not you_hidden:
 			_hide_you_label()
-	
+
 	translate(Vector2(0, motion * delta))
-	
+
 	# Set screen limits.
 	position.y = clamp(position.y, 16, _screen_size_y - 16)
 

+ 2 - 2
networking/multiplayer_pong/logic/pong.gd

@@ -33,7 +33,7 @@ sync func update_score(add_to_left):
 	else:
 		score_right += 1
 		score_right_node.set_text(str(score_right))
-	
+
 	var game_ended = false
 	if score_left == SCORE_TO_WIN:
 		winner_left.show()
@@ -41,7 +41,7 @@ sync func update_score(add_to_left):
 	elif score_right == SCORE_TO_WIN:
 		winner_right.show()
 		game_ended = true
-	
+
 	if game_ended:
 		$ExitGame.show()
 		$Ball.rpc("stop")

+ 10 - 10
plugins/addons/material_creator/material_creator.gd

@@ -29,7 +29,7 @@ func apply_pressed():
 	var selected_nodes = editor_selection.get_selected_nodes()
 	if selected_nodes.size() == 0:
 		printerr("Material Creator: Can't apply the material, because there are no nodes selected!")
-	
+
 	var material = _silly_resource_from_values().make_material()
 	# Go through the selected nodes and see if they have the "set_surface_material"
 	# function (which only MeshInstance has by default). If they do, then set the material
@@ -46,23 +46,23 @@ func save_file_selected(path):
 	file.open(path, File.WRITE)
 	file.store_string(silly_resource.make_json())
 	file.close()
-	
+
 	return true
 
 
 func load_file_selected(path):
 	var file = File.new()
 	var SpatialMaterial_Silly = null
-	
+
 	# Make a new silly resource (which in this case actually is a node)
 	# and initialize it
 	var silly_resource = silly_material_resource.new()
 	silly_resource.init()
-	
+
 	# If the file exists, then open it
 	if file.file_exists(path):
 		file.open(path, File.READ)
-		
+
 		# Get the JSON string and convert it into a silly material.
 		var json_dict_as_string = file.get_line()
 		if json_dict_as_string != null:
@@ -70,15 +70,15 @@ func load_file_selected(path):
 		else:
 			file.close()
 			return false
-		
+
 		get_node("VBoxContainer/AlbedoColorPicker").color = silly_resource.albedo_color
 		get_node("VBoxContainer/MetallicSlider").value = silly_resource.metallic_strength
 		get_node("VBoxContainer/RoughnessSlider").value = silly_resource.roughness_strength
-		
+
 		# Close the file and return true (success!)
 		file.close()
 		return true
-	
+
 	#else: If the file does not exist, then return false (failure)
 	return false
 
@@ -91,10 +91,10 @@ func _silly_resource_from_values():
 	# Make a new silly resource (which in this case actually is a node) and initialize it
 	var silly_resource = silly_material_resource.new()
 	silly_resource.init()
-	
+
 	# Assign the values
 	silly_resource.albedo_color = color
 	silly_resource.metallic_strength = metallic
 	silly_resource.roughness_strength = roughness
-	
+
 	return silly_resource

+ 7 - 7
plugins/addons/material_creator/material_resource.gd

@@ -21,15 +21,15 @@ func init():
 # into the JSON format
 func make_json():
 	var json_dict = {}
-	
+
 	json_dict["albedo_color"] = {}
 	json_dict["albedo_color"]["r"] = albedo_color.r
 	json_dict["albedo_color"]["g"] = albedo_color.g
 	json_dict["albedo_color"]["b"] = albedo_color.b
-	
+
 	json_dict["metallic_strength"] = metallic_strength
 	json_dict["roughness_strength"] = roughness_strength
-	
+
 	return to_json(json_dict)
 
 
@@ -37,11 +37,11 @@ func make_json():
 # fill in our data.
 func from_json(json_dict_as_string):
 	var json_dict = parse_json(json_dict_as_string)
-	
+
 	albedo_color.r = json_dict["albedo_color"]["r"]
 	albedo_color.g = json_dict["albedo_color"]["g"]
 	albedo_color.b = json_dict["albedo_color"]["b"]
-	
+
 	metallic_strength = json_dict["metallic_strength"]
 	roughness_strength = json_dict["roughness_strength"]
 
@@ -49,9 +49,9 @@ func from_json(json_dict_as_string):
 # Make a SpatialMaterial using our variables.
 func make_material():
 	var mat = SpatialMaterial.new()
-	
+
 	mat.albedo_color = albedo_color
 	mat.metallic = metallic_strength
 	mat.roughness = roughness_strength
-	
+
 	return mat

+ 10 - 10
viewport/2d_in_3d/pong.gd

@@ -24,44 +24,44 @@ func _process(delta):
 	var ball_pos = ball.get_position()
 	var left_rect = Rect2(left_paddle.get_position() - pad_size * 0.5, pad_size)
 	var right_rect = Rect2(right_paddle.get_position() - pad_size * 0.5, pad_size)
-	
+
 	# Integrate new ball postion.
 	ball_pos += direction * ball_speed * delta
-	
+
 	# Flip when touching roof or floor.
 	if (ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0):
 		direction.y = -direction.y
-	
+
 	# Flip, change direction and increase speed when touching pads.
 	if (left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0):
 		direction.x = -direction.x
 		ball_speed *= 1.1
 		direction.y = randf() * 2.0 - 1
 		direction = direction.normalized()
-	
+
 	# Check gameover.
 	if ball_pos.x < 0 or ball_pos.x > screen_size.x:
 		ball_pos = screen_size * 0.5
 		ball_speed = INITIAL_BALL_SPEED
 		direction = Vector2(-1, 0)
-	
+
 	ball.set_position(ball_pos)
-	
+
 	# Move left pad.
 	var left_pos = left_paddle.get_position()
-	
+
 	if left_pos.y > 0 and Input.is_action_pressed("left_move_up"):
 		left_pos.y += -PAD_SPEED * delta
 	if left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down"):
 		left_pos.y += PAD_SPEED * delta
-	
+
 	left_paddle.set_position(left_pos)
-	
+
 	# Move right pad.
 	var right_pos = right_paddle.get_position()
 	if right_pos.y > 0 and Input.is_action_pressed("right_move_up"):
 		right_pos.y += -PAD_SPEED * delta
 	if right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down"):
 		right_pos.y += PAD_SPEED * delta
-	
+
 	right_paddle.set_position(right_pos)

+ 7 - 7
viewport/dynamic_split_screen/camera_controller.gd

@@ -36,9 +36,9 @@ onready var camera2 = viewport2.get_node(@"Camera2")
 func _ready():
 	_on_size_changed()
 	_update_splitscreen()
-	
+
 	get_viewport().connect("size_changed", self, "_on_size_changed")
-	
+
 	view.material.set_shader_param("viewport1", viewport1.get_texture())
 	view.material.set_shader_param("viewport2", viewport2.get_texture())
 
@@ -50,7 +50,7 @@ func _process(_delta):
 
 func _move_cameras():
 	var position_difference = _compute_position_difference_in_world()
-	
+
 	var distance = clamp(_compute_horizontal_length(position_difference), 0, max_separation)
 
 	position_difference = position_difference.normalized() * distance
@@ -66,7 +66,7 @@ func _update_splitscreen():
 	var screen_size = get_viewport().get_visible_rect().size
 	var player1_position = camera1.unproject_position(player1.translation) / screen_size
 	var player2_position = camera2.unproject_position(player2.translation) / screen_size
-	
+
 	var thickness
 	if adaptive_split_line_thickness:
 		var position_difference = _compute_position_difference_in_world()
@@ -75,7 +75,7 @@ func _update_splitscreen():
 		thickness = clamp(thickness, 0, split_line_thickness)
 	else:
 		thickness = split_line_thickness
-	
+
 	view.material.set_shader_param("split_active", _get_split_state())
 	view.material.set_shader_param("player1_position", player1_position)
 	view.material.set_shader_param("player2_position", player2_position)
@@ -93,10 +93,10 @@ func _get_split_state():
 
 func _on_size_changed():
 	var screen_size = get_viewport().get_visible_rect().size
-	
+
 	$Viewport1.size = screen_size
 	$Viewport2.size = screen_size
-	
+
 	view.material.set_shader_param("viewport_size", screen_size)
 
 

+ 1 - 1
viewport/dynamic_split_screen/player.gd

@@ -12,5 +12,5 @@ func _physics_process(_delta):
 	velocity.z += Input.get_action_strength("move_down_player" + str(player_id))
 	velocity.x = -Input.get_action_strength("move_left_player" + str(player_id))
 	velocity.x +=  Input.get_action_strength("move_right_player" + str(player_id))
-	
+
 	move_and_slide(velocity.normalized() * walk_speed)

+ 4 - 4
viewport/dynamic_split_screen/split_screen.shader

@@ -24,22 +24,22 @@ void fragment() {
 
 	float width = viewport_size.x;
 	float height = viewport_size.y;
-	
+
 	if (split_active) {
 		vec2 dx = player2_position - player1_position;
 		float split_slope;
-		
+
 		if (dx.y != 0.0) {
 			split_slope = dx.x / dx.y;
 		} else {
 			split_slope = 100000.0; // High value (vertical split) if dx.y = 0
 		}
-		
+
 		vec2 split_origin = vec2(0.5, 0.5);
 		vec2 split_line_start = vec2(0.0, height * ((split_origin.x - 0.0) * split_slope + split_origin.y));
 		vec2 split_line_end = vec2(width, height * ((split_origin.x - 1.0) * split_slope + split_origin.y));
 		float distance_to_split_line = distanceToLine(split_line_start, split_line_end, vec2(UV.x * width, UV.y * height));
-		
+
 		// Draw split border if close enough
 		if (distance_to_split_line < split_line_thickness) {
 			COLOR = split_line_color;

+ 1 - 1
viewport/dynamic_split_screen/wall_coloring.gd

@@ -10,5 +10,5 @@ func _ready():
 	for wall in walls:
 		var material = SpatialMaterial.new()
 		material.albedo_color = Color(randf(), randf(), randf())
-		
+
 		wall.material_override = material

+ 22 - 22
viewport/gui_in_3d/gui_3d.gd

@@ -17,7 +17,7 @@ onready var node_area = $Quad/Area
 
 func _ready():
 	node_area.connect("mouse_entered", self, "_mouse_entered_area")
-	
+
 	# If the material is NOT set to use billboard settings, then avoid running billboard specific code
 	if node_quad.get_surface_material(0).params_billboard_mode == 0:
 		set_process(false)
@@ -39,7 +39,7 @@ func _unhandled_input(event):
 		if event is mouse_event:
 			is_mouse_event = true
 			break
-	
+
 	# If the event is a mouse/touch event and/or the mouse is either held or inside the area, then
 	# we need to do some additional processing in the handle_mouse function before passing the event to the viewport.
 	# If the event is not a mouse/touch event, then we can just pass the event directly to the viewport.
@@ -53,14 +53,14 @@ func _unhandled_input(event):
 func handle_mouse(event):
 	# Get mesh size to detect edges and make conversions. This code only support PlaneMesh and QuadMesh.
 	quad_mesh_size = node_quad.mesh.size
-	
+
 	# Detect mouse being held to mantain event while outside of bounds. Avoid orphan clicks
 	if event is InputEventMouseButton or event is InputEventScreenTouch:
 		is_mouse_held = event.pressed
-	
+
 	# Find mouse position in Area
 	var mouse_pos3D = find_mouse(event.global_position)
-	
+
 	# Check if the mouse is outside of bounds, use last position to avoid errors
 	# NOTE: mouse_exited signal was unrealiable in this situation
 	is_mouse_inside = mouse_pos3D != null
@@ -73,12 +73,12 @@ func handle_mouse(event):
 		mouse_pos3D = last_mouse_pos3D
 		if mouse_pos3D == null:
 			mouse_pos3D = Vector3.ZERO
-	
+
 	# TODO: adapt to bilboard mode or avoid completely
-	
+
 	# convert the relative event position from 3D to 2D
 	var mouse_pos2D = Vector2(mouse_pos3D.x, -mouse_pos3D.y)
-	
+
 	# Right now the event position's range is the following: (-quad_size/2) -> (quad_size/2)
 	# We need to convert it into the following range: 0 -> quad_size
 	mouse_pos2D.x += quad_mesh_size.x / 2
@@ -86,16 +86,16 @@ func handle_mouse(event):
 	# Then we need to convert it into the following range: 0 -> 1
 	mouse_pos2D.x = mouse_pos2D.x / quad_mesh_size.x
 	mouse_pos2D.y = mouse_pos2D.y / quad_mesh_size.y
-	
+
 	# Finally, we convert the position to the following range: 0 -> viewport.size
 	mouse_pos2D.x = mouse_pos2D.x * node_viewport.size.x
 	mouse_pos2D.y = mouse_pos2D.y * node_viewport.size.y
 	# We need to do these conversions so the event's position is in the viewport's coordinate system.
-	
+
 	# Set the event's position and global position.
 	event.position = mouse_pos2D
 	event.global_position = mouse_pos2D
-	
+
 	# If the event is a mouse motion event...
 	if event is InputEventMouseMotion:
 		# If there is not a stored previous position, then we'll assume there is no relative motion.
@@ -107,23 +107,23 @@ func handle_mouse(event):
 			event.relative = mouse_pos2D - last_mouse_pos2D
 	# Update last_mouse_pos2D with the position we just calculated.
 	last_mouse_pos2D = mouse_pos2D
-	
+
 	# Finally, send the processed input event to the viewport.
 	node_viewport.input(event)
 
 
 func find_mouse(global_position):
 	var camera = get_viewport().get_camera()
-	
+
 	# From camera center to the mouse position in the Area
 	var from = camera.project_ray_origin(global_position)
 	var dist = find_further_distance_to(camera.transform.origin)
 	var to = from + camera.project_ray_normal(global_position) * dist
-	
-	
+
+
 	# Manually raycasts the are to find the mouse position
 	var result = get_world().direct_space_state.intersect_ray(from, to, [], node_area.collision_layer,false,true) #for 3.1 changes
-	
+
 	if result.size() > 0:
 		return result.position
 	else:
@@ -137,7 +137,7 @@ func find_further_distance_to(origin):
 	edges.append(node_area.to_global(Vector3(quad_mesh_size.x / 2, -quad_mesh_size.y / 2, 0)))
 	edges.append(node_area.to_global(Vector3(-quad_mesh_size.x / 2, quad_mesh_size.y / 2, 0)))
 	edges.append(node_area.to_global(Vector3(-quad_mesh_size.x / 2, -quad_mesh_size.y / 2, 0)))
-	
+
 	# Get the furthest distance between the camera and collision to avoid raycasting too far or too short
 	var far_dist = 0
 	var temp_dist
@@ -145,13 +145,13 @@ func find_further_distance_to(origin):
 		temp_dist = origin.distance_to(edge)
 		if temp_dist > far_dist:
 			far_dist = temp_dist
-	
+
 	return far_dist
 
 
 func rotate_area_to_billboard():
 	var billboard_mode = node_quad.get_surface_material(0).params_billboard_mode
-	
+
 	# Try to match the area with the material's billboard setting, if enabled
 	if billboard_mode > 0:
 		# Get the camera
@@ -159,12 +159,12 @@ func rotate_area_to_billboard():
 		# Look in the same direction as the camera
 		var look = camera.to_global(Vector3(0, 0, -100)) - camera.global_transform.origin
 		look = node_area.translation + look
-		
+
 		# Y-Billboard: Lock Y rotation, but gives bad results if the camera is tilted.
 		if billboard_mode == 2:
 			look = Vector3(look.x, 0, look.z)
-		
+
 		node_area.look_at(look, Vector3.UP)
-		
+
 		# Rotate in the Z axis to compensate camera tilt
 		node_area.rotate_object_local(Vector3.BACK, camera.rotation.z)

+ 1 - 1
visual_script/multitouch_view/TouchHelper.gd

@@ -14,7 +14,7 @@ func _unhandled_input(event):
 		else: # Up.
 			state.erase(event.index)
 		get_tree().set_input_as_handled()
-		
+
 	elif event is InputEventScreenDrag: # Movement.
 		state[event.index] = event.position
 		get_tree().set_input_as_handled()