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148 Commits

Author SHA1 Message Date
9298bd427e Fixed incorrect game settings translation key
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2025-09-08 22:05:16 -06:00
fa4900c1f1 Beast tweaks & debugging
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2025-09-08 22:00:54 -06:00
f60a00dd5e Fixed linting error
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2025-09-08 20:36:27 -06:00
13f9ab1407 Disabled beast spawns on upper floors of crew hab
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2025-09-08 20:34:56 -06:00
e36771c96d Fixed weird nodule in mess hall 2025-09-08 20:25:49 -06:00
07a6da7d32 The shambler spawn rift is temporarily exempt from global illumination.
Would be really nice to have this in the future when we switch to
VoxelGI. The extreme emission can produce very incorrect results with
SDFGI.
2025-09-08 20:23:11 -06:00
f9c62e02aa Null check in laser-cast ID association
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2025-09-08 19:59:59 -06:00
22de43fa6f More player ship materials 2025-09-08 19:53:24 -06:00
1dc441ed7b Toothbrush is very slightly more powerful
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2025-09-08 18:03:17 -06:00
92a516577b Player HUD clear alert should only play when the alert level was in the danger zone 2025-09-08 17:59:46 -06:00
34dab35917 Raised gunk mask resolution for overhead signs
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2025-09-08 17:39:36 -06:00
b90bd93f61 Gunk mask filtering & related shader uniform settings 2025-09-08 17:15:51 -06:00
c38502d351 Gunkable props blend the underlying normal map where possible 2025-09-08 16:28:31 -06:00
f3f8f874f0 Player ship materials 2025-09-07 15:56:40 -06:00
df8cf07708 Fixed linting errors 2025-09-07 14:41:47 -06:00
2ca0b05105 Changed Listener to GunkListener to match naming scheme for other mechanics nodes 2025-09-07 13:41:44 -06:00
24d34235ee Prevent tool from auto-firing after object is thrown 2025-09-07 13:31:23 -06:00
667aa38cda Avoid adding loaded scene to tree until all loading is finished.
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2025-09-07 01:45:25 -06:00
35a03797f7 Beast & alert functions in debug menu 2025-09-07 00:52:29 -06:00
9c26eb24d0 Shambler spawn tweaks 2025-09-07 00:52:16 -06:00
2d91fd3082 Fixed spook manager not actually filtering spawners based on sightlines 2025-09-07 00:19:04 -06:00
0740f08941 Tweaks to text copy 2025-09-07 00:07:20 -06:00
54dbf34d18 Load a room with expensive stuff in it on game start to precache things 2025-09-07 00:05:39 -06:00
ddf0e2cccc TransientFloorSpawner removal is persistent 2025-09-06 23:29:40 -06:00
5440366f52 I don't wanna jinx it but I think I fixed the issue with the beast getting stuck on nav links 2025-09-06 21:51:34 -06:00
7d32411612 Taste the GOD PARTICLE you FILTHY RAT
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2025-09-06 21:05:09 -06:00
77c5d46dd5 Beast can't spawn right next to player 2025-09-06 16:55:58 -06:00
850127ba85 Tests and fixes for beast spawning 2025-09-06 16:26:35 -06:00
ccc93072f0 Moved test levels into subdirectory 2025-09-06 15:31:05 -06:00
a78cc1801b Spook manager uses new spawn logic 2025-09-06 15:27:37 -06:00
f7b104f751 Placed beast spawns around early map 2025-09-06 13:22:52 -06:00
1f8ebbdf8e Beast spawn point logic 2025-09-06 11:32:59 -06:00
047a5557f4 Beast look target 2025-09-05 16:21:08 -06:00
2061d0072b Visual tweaks 2025-09-05 14:01:10 -06:00
897f69fcd0 Grunkbeast AI tweaks 2025-09-05 12:49:14 -06:00
56d48949ab Revised beast logic
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2025-09-05 00:50:18 -06:00
66b8c90070 Sobel filter sampling for gunk normal maps 2025-09-04 14:25:52 -06:00
e5ce84bec1 New grunk with fancy noise! 2025-09-04 11:06:44 -06:00
e8e794fbe0 Grunk visual tweaks
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2025-09-04 00:24:18 -06:00
969346ed44 Separate iridescence and fresnel rim lighting 2025-09-03 23:37:26 -06:00
628a150757 Refactored common gunk shader logic into common.gdshaderinc 2025-09-03 23:03:09 -06:00
0420a7a465 Reorganized gunk shader 2025-09-03 20:42:15 -06:00
3dc0a0985a Iridescent grunk types 2025-09-03 18:50:28 -06:00
acf5e8fec2 Fixed grunk mask edge softening 2025-09-03 15:35:27 -06:00
61fb827435 Fixed grunk shader normal maps & fresnel 2025-09-03 14:51:33 -06:00
9905e957e5 Put a little fresnel on that bad boy! 2025-09-02 23:38:06 -06:00
d5bbc66242 Removed meet-spook 2025-09-02 23:14:07 -06:00
f88baf1848 Spawn animation for shambler beast 2025-09-02 23:05:44 -06:00
8ae957817f Custom animation tracks should be saved for Shambler 2025-09-02 18:41:27 -06:00
684dfbd6e0 Stompy particles for grunkbeast 2025-09-02 13:01:29 -06:00
f7e1df1e9a Shambler particles 2025-09-02 12:16:16 -06:00
bafa92a7fa Visual test for grunk beast 2025-09-02 09:48:12 -06:00
d3473a3f05 Added color swatches 2025-09-01 17:21:05 -06:00
eeffcc1f96 More legs, more shambling 2025-09-01 16:06:24 -06:00
6cad139c64 Lowrez gunk overlay should use overlay shader 2025-09-01 12:27:08 -06:00
a194dfe52d Procedural Shambler animations
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2025-09-01 12:12:25 -06:00
0e04f9d227 Shambler-type beast 2025-08-30 14:40:22 -06:00
784576c3fc Compute shader experiments
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2025-08-29 16:04:56 -06:00
a597857367 Rebuilt ghost ship navmesh 2025-08-29 16:04:37 -06:00
1265dc2eb7 Listener idle ping effect 2025-08-29 10:53:21 -06:00
5c6d4ce3bb Rebuilt listener ping effect 2025-08-28 15:45:55 -06:00
6c3cf04023 Listener model tweening tweaks 2025-08-28 10:42:57 -06:00
acde73921c New grunk collection SFX 2025-08-28 10:42:36 -06:00
fb4b81d78c Listener idle animation
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2025-08-22 20:06:58 -06:00
772489596b Tweaks to listener IK 2025-08-22 18:51:08 -06:00
618123a712 Manually tweening IK influence 2025-08-22 18:28:37 -06:00
2567bff243 Grunk listener model & behaviors 2025-08-22 18:09:15 -06:00
8f565cd5b0 More of a popping sound for grunk collection 2025-08-22 18:07:48 -06:00
3b6f900557 Basic model & animations for listener node 2025-08-22 12:34:48 -06:00
e8aaababaa Listener ping effect materials are local to scene 2025-08-22 12:26:22 -06:00
aa21c04c0f DebugDraw3D shouldn't check for updates
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2025-08-21 10:00:06 -06:00
538c96f5e3 Added ping vfx to listener node
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2025-08-19 17:21:42 -06:00
7e00f54378 Grunk collection noise base pitch scales with tank fullness
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2025-08-19 16:30:06 -06:00
878e929fce Tweaks to grunk collection sfx 2025-08-19 16:18:35 -06:00
c381e915b9 Default noise sampling rate for grunk collection sfx
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2025-08-18 18:40:09 -06:00
e7554e408a Removed debug text
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2025-08-18 18:38:05 -06:00
d9e5b72041 Using noise sampling for correlated randomized pitch in grunk collection sfx
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2025-08-18 18:37:38 -06:00
bbb8a1e231 Using better plunk sound for grunk collection 2025-08-18 18:11:44 -06:00
e25bede7f6 Stochastic model for grunk collection SFX 2025-08-18 17:51:45 -06:00
065b9521b6 Play grunk collection noises based on modeled decay 2025-08-18 17:29:14 -06:00
0edf520a21 Rebalanced audio
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2025-08-16 19:28:07 -06:00
8525298792 Settings volume sliders go from 0% to 200% 2025-08-16 17:48:38 -06:00
570a54db48 More dust chunks from node splatter 2025-08-16 17:45:35 -06:00
e440b3124f Fixed formatting
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2025-08-16 15:42:53 -06:00
46d000915d Pinned gdtoolkit version to 4.3.3
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2025-08-16 15:39:15 -06:00
69314f2235 Added bloops
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2025-08-16 15:29:34 -06:00
52f082b1a2 UI SFX defines confirm, accept, forward, back, and bonk sounds 2025-08-16 14:50:57 -06:00
5c0bb110fd Embiggened the cargo elevator 2025-08-16 12:12:25 -06:00
717fca7285 New UI SFX 2025-08-16 12:11:48 -06:00
29ef5ce00d Updated tool SFX 2025-08-15 17:48:40 -06:00
2163d52aa6 Tool SFX adjustments
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2025-08-15 16:38:07 -06:00
9fd0b76da5 Tool sounds 2025-08-15 16:17:05 -06:00
c06925b937 Global UI sounds 2025-08-15 15:51:11 -06:00
013da74762 Wire shelves
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2025-08-15 15:20:11 -06:00
f480638066 Updated notes 2025-08-14 15:34:42 -06:00
af575477cf Using DebugDraw3D for in-editor relay network visualization
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2025-07-12 14:09:41 -06:00
06820d19ee Tweaks to grunk dust emission
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2025-07-12 13:48:14 -06:00
7e4b3024d3 Gunkable clear_total_updated signal also includes delta since last call 2025-07-12 13:15:07 -06:00
9bf5fa6f53 Reorganized & renamed gunk dust to grunk dust for consistency 2025-07-12 13:04:25 -06:00
491b5d8b8d Expose dust emitter scale through LaserCast 2025-07-12 12:59:55 -06:00
20a7fd7551 Ignored warnings 2025-07-12 12:55:28 -06:00
e01431c000 Remove DD3D examples 2025-07-12 12:54:48 -06:00
4af1bcafdb Merge pull request 'Particle emission from laser collision points' (#45) from particle-emitter into main
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Reviewed-on: #45
Reviewed-by: krampus <contact@robkel.ly>
2025-07-12 18:54:17 +00:00
d9fe33311f Possibly better to use instance ID of collider rather than RID 2025-07-12 10:59:35 -06:00
f425461a1e Emit gunk cubes from laser-gunk collision 2025-07-11 21:43:04 -06:00
965b3f6c12 Migrate binary TTF font files to LFS 2025-07-11 21:43:03 -06:00
e643327f48 Add DebugDraw3D extension 2025-07-11 21:43:03 -06:00
204ce4c77b Stickers are added as children of the target object, not siblings
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2025-07-11 14:50:14 -06:00
308cfc8ede Tweaks to prop physics layers
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2025-07-10 18:15:01 -06:00
12fbc28f66 Avoid extraneous settings writes from tutorial activation 2025-07-10 17:56:33 -06:00
7c63077312 Fix world item pickup & retinal scanner item awareness 2025-07-10 17:56:01 -06:00
6647868d82 Added collisions on cargo bay door 2025-07-10 14:18:05 -06:00
09f48c8ae0 Grunk dust does not cast shadows
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2025-07-08 23:17:52 -06:00
54e6679079 Tutorial triggers 2025-07-08 23:13:27 -06:00
b5f394f129 Hello tutorial! 2025-07-08 17:36:21 -06:00
46a4a7fb4a Tutorial messages
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2025-07-07 19:35:32 -06:00
7c90067ede Rearranged milestones 2025-07-07 18:19:20 -06:00
189e4c85cf Marked unimplemented milestones as TODO
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2025-07-07 17:23:35 -06:00
685565ed27 Grunk dust is emitted from nodules too 2025-07-07 17:20:32 -06:00
3aef4bc649 Grunk particles are emitted while cleaning 2025-07-07 13:59:53 -06:00
1b90a5eea8 Settings for object rotation sensitivity 2025-07-07 12:10:34 -06:00
cd9e13e870 Held object rotation 2025-07-07 12:05:45 -06:00
7f83fa6244 Prop throwing 2025-07-07 11:44:09 -06:00
5d8516398d Added mask to airlock lamp
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2025-07-07 10:54:24 -06:00
fb363d66dd long crates have grunk collision layer set 2025-07-07 10:27:51 -06:00
50cd5783af Rebuild ghost ship navmesh
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2025-07-06 17:48:45 -06:00
5dc8bc2661 Added cargo lift control label text
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2025-07-06 17:40:58 -06:00
f8123ecc00 Enabled cargo bay bulkhead switch 2025-07-06 17:36:23 -06:00
f23611a39d Adjusted wall switch hitbox 2025-07-06 17:35:07 -06:00
4f236e9bf9 New listener intro puzzle in hallway before crew hab 2025-07-06 17:32:45 -06:00
87c747e3d5 Cleaner physics hitboxes, & added physics sofa 2025-07-06 16:50:54 -06:00
7493e3cd5a Starting redesign of crew hab 2025-07-06 15:22:39 -06:00
57b32fd7d3 Bounds for cargo bay warehouse area 2025-07-05 16:47:13 -06:00
9e06f7a55e Set GI mode for elevator platform & associated geometry 2025-07-05 15:57:44 -06:00
88fb78ce2a Cargo bay lift 2025-07-05 15:53:05 -06:00
387121a9fb Basics of cargo bay loading dock 2025-07-04 17:57:52 -06:00
2b9910e7c0 Debug menu function to open all doors 2025-07-04 16:56:40 -06:00
d8406bba9c Less bookkeeping for select & deselect 2025-07-04 16:36:17 -06:00
73afb696a2 Tools are deactivated and tool HUD hidden when holding object 2025-07-04 15:20:26 -06:00
6b3ac1311e Holdable component HUD 2025-07-04 14:56:35 -06:00
7d04454737 Modular interactive components 2025-07-04 13:13:18 -06:00
4ff1699fa5 Spread physics props throughout ghost ship
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2025-07-04 01:47:17 -06:00
be398edd8a Migrated levels to Gunkable component system 2025-07-04 01:06:58 -06:00
d301ff277f Extracted grunkable logic to component & extended to physical props as well 2025-07-03 18:23:27 -06:00
9fe591d92a Held objects integrate linear velocity rather than integrating position directly 2025-07-03 16:00:09 -06:00
b7843659fa Held objects preserve velocity when dropped 2025-07-03 15:48:39 -06:00
468c5b0d7c Player has rigid-body collisions 2025-07-03 15:40:33 -06:00
26e66b3a06 Basics of rigid body manipulation system 2025-07-03 15:11:32 -06:00
654 changed files with 72437 additions and 5160 deletions

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*.wav filter=lfs diff=lfs merge=lfs -text *.wav filter=lfs diff=lfs merge=lfs -text
*.ogg filter=lfs diff=lfs merge=lfs -text *.ogg filter=lfs diff=lfs merge=lfs -text
*.dds filter=lfs diff=lfs merge=lfs -text *.dds filter=lfs diff=lfs merge=lfs -text
*.dylib filter=lfs diff=lfs merge=lfs -text
*.so filter=lfs diff=lfs merge=lfs -text
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MIT License
Copyright (c) 2024 DmitriySalnikov
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the Software), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, andor sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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![icon](/images/icon_3d_128.png)
# Debug drawing utility for Godot
This is an add-on for debug drawing in 3D and for some 2D overlays, which is written in `C++` and can be used with `GDScript` or `C#`.
Based on my previous addon, which was developed [only for C#](https://github.com/DmitriySalnikov/godot_debug_draw_cs), and which was inspired by [Zylann's GDScript addon](https://github.com/Zylann/godot_debug_draw)
## [Documentation](https://dd3d.dmitriysalnikov.ru/docs/)
## [Godot 3 version](https://github.com/DmitriySalnikov/godot_debug_draw_3d/tree/godot_3)
## Support me
Your support adds motivation to develop my public projects.
<a href="https://boosty.to/dmitriysalnikov/donate"><img src="/docs/images/boosty.png" alt="Boosty" width=150px/></a>
<a href="#"><img src="/docs/images/USDT-TRC20.png" alt="USDT-TRC20" width=150px/></a>
<b>USDT-TRC20 TEw934PrsffHsAn5M63SoHYRuZo984EF6v</b>
## Features
3D:
* Arrow
* Billboard opaque square
* Box
* Camera Frustum
* Cylinder
* Gizmo
* Grid
* Line
* Line Path
* Line with Arrow
* Plane
* Points
* Position 3D (3 crossing axes)
* Sphere
* 3D Text
2D:
* **[Work in progress]**
Overlay:
* Text (with grouping and coloring)
Precompiled for:
* Windows
* Linux (built on Ubuntu 22.04)
* macOS (10.15+)
* Android (5.0+)
* iOS
* Web (Firefox is supported by Godot 4.3+)
This addon supports working with several World3D and different Viewports.
There is also a no depth test mode and other settings that can be changed for each instance.
This library supports double-precision builds, for more information, [see the documentation](https://dd3d.dmitriysalnikov.ru/docs/?page=md_docs_2DoublePrecision.html).
## [Interactive Web Demo](https://dd3d.dmitriysalnikov.ru/demo/)
[![screenshot_web](/images/screenshot_web.png)](https://dd3d.dmitriysalnikov.ru/demo/)
## Download
To download, use the [Godot Asset Library](https://godotengine.org/asset-library/asset/1766) or use one of the stable versions from the [GitHub Releases](https://github.com/DmitriySalnikov/godot_debug_draw_3d/releases) page.
For versions prior to `1.4.5`, just download one of the `source codes` in the assets. For newer versions, download `debug-draw-3d_[version].zip`.
### Installation
* Close editor
* Copy `addons/debug_draw_3d` to your `addons` folder, create it if the folder doesn't exist
* Launch editor
## Examples
More examples can be found in the `examples_dd3d/` folder.
Simple test:
```gdscript
func _process(delta: float) -> void:
var _time = Time.get_ticks_msec() / 1000.0
var box_pos = Vector3(0, sin(_time * 4), 0)
var line_begin = Vector3(-1, sin(_time * 4), 0)
var line_end = Vector3(1, cos(_time * 4), 0)
DebugDraw3D.draw_box(box_pos, Quaternion.IDENTITY, Vector3(1, 2, 1), Color(0, 1, 0))
DebugDraw3D.draw_line(line_begin, line_end, Color(1, 1, 0))
DebugDraw2D.set_text("Time", _time)
DebugDraw2D.set_text("Frames drawn", Engine.get_frames_drawn())
DebugDraw2D.set_text("FPS", Engine.get_frames_per_second())
DebugDraw2D.set_text("delta", delta)
```
![screenshot_1](/images/screenshot_1.png)
An example of using scoped configs:
```gdscript
@tool
extends Node3D
func _ready():
# Set the base scoped_config.
# Each frame will be reset to these scoped values.
DebugDraw3D.scoped_config().set_thickness(0.1).set_center_brightness(0.6)
func _process(delta):
# Draw using the base scoped config.
DebugDraw3D.draw_box(Vector3.ZERO, Quaternion.IDENTITY, Vector3.ONE * 2, Color.CORNFLOWER_BLUE)
if true:
# Create a scoped config that will exist until exiting this if.
var _s = DebugDraw3D.new_scoped_config().set_thickness(0).set_center_brightness(0.1)
# Draw with a thickness of 0
DebugDraw3D.draw_box(Vector3.ZERO, Quaternion.IDENTITY, Vector3.ONE, Color.RED)
# If necessary, the values inside this scope can be changed
# even before each call to draw_*.
_s.set_thickness(0.05)
DebugDraw3D.draw_box(Vector3(1,0,1), Quaternion.IDENTITY, Vector3.ONE * 1, Color.BLUE_VIOLET)
```
![screenshot_5](/images/screenshot_5.png)
> [!TIP]
>
> If you want to use a non-standard Viewport for rendering a 3d scene, then do not forget to specify it in the scoped config!
## API
This project has a separate [documentation](https://dd3d.dmitriysalnikov.ru/docs/) page.
Also, a list of all functions is available in the documentation inside the editor (see `DebugDraw3D` and `DebugDraw2D`).
![screenshot_4](/images/screenshot_4.png)
## Known issues and limitations
The text in the keys and values of a text group cannot contain multi-line strings.
The entire text overlay can only be placed in one corner.
[Frustum of Camera3D does not take into account the window size from ProjectSettings](https://github.com/godotengine/godot/issues/70362).
## More screenshots
`DebugDrawDemoScene.tscn` in editor
![screenshot_2](/images/screenshot_2.png)
`DebugDrawDemoScene.tscn` in play mode
![screenshot_3](/images/screenshot_3.png)

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[configuration]
entry_symbol = "debug_draw_3d_library_init"
compatibility_minimum = "4.2.2"
reloadable = false
[dependencies]
; example.x86_64 = { "relative or absolute path to the dependency" : "the path relative to the exported project", }
; -------------------------------------
; debug
macos = { }
windows.x86_64 = { }
linux.x86_64 = { }
; by default godot is using threads
web.wasm32.nothreads = {}
web.wasm32 = {}
android.arm32 = { }
android.arm64 = { }
android.x86_32 = { }
android.x86_64 = { }
ios = {}
; -------------------------------------
; release no debug draw
macos.template_release = { }
windows.template_release.x86_64 = { }
linux.template_release.x86_64 = { }
web.template_release.wasm32.nothreads = { }
web.template_release.wasm32 = { }
android.template_release.arm32 = { }
android.template_release.arm64 = { }
android.template_release.x86_32 = { }
android.template_release.x86_64 = { }
ios.template_release = {}
; -------------------------------------
; release forced debug draw
macos.template_release.forced_dd3d = { }
windows.template_release.x86_64.forced_dd3d = { }
linux.template_release.x86_64.forced_dd3d = { }
web.template_release.wasm32.nothreads.forced_dd3d = { }
web.template_release.wasm32.forced_dd3d = { }
ios.template_release.forced_dd3d = {}
[libraries]
; -------------------------------------
; debug
macos = "libs/libdd3d.macos.editor.universal.framework"
windows.x86_64 = "libs/libdd3d.windows.editor.x86_64.dll"
linux.x86_64 = "libs/libdd3d.linux.editor.x86_64.so"
web.wasm32.nothreads = "libs/libdd3d.web.template_debug.wasm32.wasm"
web.wasm32 = "libs/libdd3d.web.template_debug.wasm32.threads.wasm"
android.arm32 = "libs/libdd3d.android.template_debug.arm32.so"
android.arm64 = "libs/libdd3d.android.template_debug.arm64.so"
android.x86_32 = "libs/libdd3d.android.template_debug.x86_32.so"
android.x86_64 = "libs/libdd3d.android.template_debug.x86_64.so"
ios = "libs/libdd3d.ios.template_debug.universal.dylib"
; -------------------------------------
; release no debug draw
macos.template_release = "libs/libdd3d.macos.template_release.universal.framework"
windows.template_release.x86_64 = "libs/libdd3d.windows.template_release.x86_64.dll"
linux.template_release.x86_64 = "libs/libdd3d.linux.template_release.x86_64.so"
web.template_release.wasm32.nothreads = "libs/libdd3d.web.template_release.wasm32.wasm"
web.template_release.wasm32 = "libs/libdd3d.web.template_release.wasm32.threads.wasm"
android.template_release.arm32 = "libs/libdd3d.android.template_release.arm32.so"
android.template_release.arm64 = "libs/libdd3d.android.template_release.arm64.so"
android.template_release.x86_32 = "libs/libdd3d.android.template_release.x86_32.so"
android.template_release.x86_64 = "libs/libdd3d.android.template_release.x86_64.so"
ios.template_release = "libs/libdd3d.ios.template_release.universal.dylib"
; -------------------------------------
; release forced debug draw
macos.template_release.forced_dd3d = "libs/libdd3d.macos.template_release.universal.enabled.framework"
windows.template_release.x86_64.forced_dd3d = "libs/libdd3d.windows.template_release.x86_64.enabled.dll"
linux.template_release.x86_64.forced_dd3d = "libs/libdd3d.linux.template_release.x86_64.enabled.so"
web.template_release.wasm32.nothreads.forced_dd3d = "libs/libdd3d.web.template_release.wasm32.enabled.wasm"
web.template_release.wasm32.forced_dd3d = "libs/libdd3d.web.template_release.wasm32.threads.enabled.wasm"
ios.template_release.forced_dd3d = "libs/libdd3d.ios.template_release.universal.enabled.dylib"
; -------------------------------------
; DOUBLE PRECISION
; -------------------------------------
; -------------------------------------
; debug
macos.double = "libs/libdd3d.macos.editor.universal.double.framework"
windows.x86_64.double = "libs/libdd3d.windows.editor.x86_64.double.dll"
linux.x86_64.double = "libs/libdd3d.linux.editor.x86_64.double.so"
web.wasm32.nothreads.double = "libs/libdd3d.web.template_debug.wasm32.double.wasm"
web.wasm32.double = "libs/libdd3d.web.template_debug.wasm32.threads.double.wasm"
android.arm32.double = "libs/libdd3d.android.template_debug.arm32.double.so"
android.arm64.double = "libs/libdd3d.android.template_debug.arm64.double.so"
android.x86_32.double = "libs/libdd3d.android.template_debug.x86_32.double.so"
android.x86_64.double = "libs/libdd3d.android.template_debug.x86_64.double.so"
ios.double = "libs/libdd3d.ios.template_debug.universal.dylib"
; -------------------------------------
; release no debug draw
macos.template_release.double = "libs/libdd3d.macos.template_release.universal.double.framework"
windows.template_release.x86_64.double = "libs/libdd3d.windows.template_release.x86_64.double.dll"
linux.template_release.x86_64.double = "libs/libdd3d.linux.template_release.x86_64.double.so"
web.template_release.wasm32.nothreads.double = "libs/libdd3d.web.template_release.wasm32.double.wasm"
web.template_release.wasm32.double = "libs/libdd3d.web.template_release.wasm32.threads.double.wasm"
android.template_release.arm32.double = "libs/libdd3d.android.template_release.arm32.double.so"
android.template_release.arm64.double = "libs/libdd3d.android.template_release.arm64.double.so"
android.template_release.x86_32.double = "libs/libdd3d.android.template_release.x86_32.double.so"
android.template_release.x86_64.double = "libs/libdd3d.android.template_release.x86_64.double.so"
ios.template_release.double = "libs/libdd3d.ios.template_release.universal.double.dylib"
; -------------------------------------
; release forced debug draw
macos.template_release.forced_dd3d.double = "libs/libdd3d.macos.template_release.universal.enabled.double.framework"
windows.template_release.x86_64.forced_dd3d.double = "libs/libdd3d.windows.template_release.x86_64.enabled.double.dll"
linux.template_release.x86_64.forced_dd3d.double = "libs/libdd3d.linux.template_release.x86_64.enabled.double.so"
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ios.template_release.forced_dd3d.double = "libs/libdd3d.ios.template_release.universal.enabled.double.dylib"

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fractal_weighted_strength = 0.42
cellular_return_type = 6
domain_warp_type = 2
domain_warp_amplitude = 5.0
domain_warp_frequency = 0.1
metadata/_preview_in_3d_space_ = true
[resource]
width = 256
height = 256
invert = true
seamless = true
seamless_blend_skirt = 0.6
noise = SubResource("FastNoiseLite_p3blp")

View File

@ -0,0 +1,16 @@
[gd_resource type="NoiseTexture3D" load_steps=2 format=3 uid="uid://5eyl0ek5vpba"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_w5jvl"]
frequency = 0.0025
fractal_type = 2
fractal_octaves = 4
fractal_gain = 0.667
domain_warp_type = 2
metadata/_preview_in_3d_space_ = true
[resource]
width = 256
height = 256
seamless = true
seamless_blend_skirt = 0.5
noise = SubResource("FastNoiseLite_w5jvl")

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