feat: 3D blobber dungeon generator (PR 1)
Replaces the 2D-only demo pipeline with a 3D cell-based blobber generator. Per-cell face walls, per-material mesh emission, and a GDExtension binding that returns a Dictionary with ArrayMesh surfaces the demo consumes directly. - src/blobber/: cell3d_t data model, dungeon container, pipeline that wraps the 2D generator per level and materializes into cell3d - src/mesh/: face-quad emitter with per-material groups + .obj dump - src/genesis3d_main.c: new CLI driving the blobber + mesh - godot/: BrogueGen.generate_dungeon(seed, num_levels, depth) binding with dungeon_to_dict packing cells + mesh surfaces - demo/: demo_blobber.tscn + dungeon_builder.gd, func_godot addon for the .map export path, point/entity templates, TrenchBroom docs - Retired: old arcade/FPS demo scenes and their scripts, unused meshlib Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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demo/addons/func_godot/fgd/cull_interior_faces.tres
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demo/addons/func_godot/fgd/cull_interior_faces.tres
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[gd_resource type="Resource" script_class="FuncGodotFGDBaseClass" load_steps=2 format=3 uid="uid://bcdsueg5pysfq"]
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[ext_resource type="Script" uid="uid://ck575aqs1sbrb" path="res://addons/func_godot/src/fgd/func_godot_fgd_base_class.gd" id="1_21jph"]
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[resource]
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script = ExtResource("1_21jph")
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classname = "CullInteriorFaces"
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description = "Cull interior faces option for SolidClass Geometry"
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class_properties = Dictionary[String, Variant]({
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"_cull_interior_faces": false
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})
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class_property_descriptions = Dictionary[String, Variant]({
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"_cull_interior_faces": "If true, cull interior faces with matching vertices or faces that are flush within a larger face. Note: This has a performance impact that scales with how many brushes are in the brush entity."
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})
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metadata/_custom_type_script = "uid://cgkrrgcimlr8y"
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