Updated func_godot

This commit is contained in:
MaddoScientisto 2025-12-28 22:53:18 +01:00
commit 01a852de9b
170 changed files with 1705 additions and 2296 deletions

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@ -27,6 +27,9 @@ enum NetRadiantCustomMapType {
## this should be the master FGD that contains them in [member FuncGodotFGDFile.base_fgd_files].
@export var fgd_file : FuncGodotFGDFile = preload("res://addons/func_godot/fgd/func_godot_fgd.tres")
## Toggles whether [FuncGodotFGDModelPointClass] resources will generate models from their [PackedScene] files.
@export var generate_model_point_class_models: bool = true
## Collection of [NetRadiantCustomShader] resources for shader file generation.
@export var netradiant_custom_shaders : Array[Resource] = [
preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_clip.tres"),
@ -34,28 +37,30 @@ enum NetRadiantCustomMapType {
preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_origin.tres")
]
## Supported texture file types.
@export var texture_types : PackedStringArray = ["png", "jpg", "jpeg", "bmp", "tga"]
## Supported model file types.
@export var model_types : PackedStringArray = ["glb", "gltf", "obj"]
## Supported audio file types.
@export var sound_types : PackedStringArray = ["wav", "ogg"]
## Quake map type NetRadiant will filter the map for, determining whether PatchDef entries are saved.
## [color=red][b]WARNING![/b][/color] Toggling this option may be destructive!
@export var map_type: NetRadiantCustomMapType = NetRadiantCustomMapType.QUAKE_3
@export_group("Textures")
## Supported texture file types.
@export var texture_types : PackedStringArray = ["png", "jpg", "jpeg", "bmp", "tga"]
## Default scale of textures in NetRadiant Custom.
@export var default_scale : String = "1.0"
## Clip texture path that gets applied to [i]weapclip[/i] and [i]nodraw[/i] shaders.
@export var clip_texture: String = "textures/special/clip"
@export var clip_texture: String = "textures/clip"
## Skip texture path that gets applied to [i]caulk[/i] and [i]nodrawnonsolid[/i] shaders.
@export var skip_texture: String = "textures/special/skip"
## Quake map type NetRadiant will filter the map for, determining whether PatchDef entries are saved.
## [color=red][b]WARNING![/b][/color] Toggling this option may be destructive!
@export var map_type: NetRadiantCustomMapType = NetRadiantCustomMapType.QUAKE_1
@export var skip_texture: String = "textures/skip"
@export_group("Build Menu")
## Variables to include in the exported gamepack's [code]default_build_menu.xml[/code].[br][br]
## Each [String] key defines a variable name, and its corresponding [String] value as the literal command-line string
## to execute in place of this variable identifier[br][br]
@ -312,5 +317,6 @@ func export_file() -> void:
# FGD
var export_fgd : FuncGodotFGDFile = fgd_file.duplicate()
export_fgd.generate_model_point_class_models = generate_model_point_class_models
export_fgd.do_export_file(FuncGodotFGDFile.FuncGodotTargetMapEditors.NET_RADIANT_CUSTOM, gamepacks_folder + "/" + gamepack_name + ".game/" + base_game_path)
print("NetRadiant Custom Gamepack export complete\n")