Add industrial metal soundtrack with seamless loop
- assets/audio/music/zombie_industrial_loop.ogg: 57.60 s Ogg Vorbis loop generated locally with YuE2-3B on the Tesla V100 (score written for this track; vocals removed with HTDemucs). The loop is spliced at the track's structural repeat with a 0.6 s crossfade: measured seam dip <= 1.6 dB. - scripts/main.gd: "Music" AudioStreamPlayer at -11 dB, started at boot on desktop and on the start click on Web (browser autoplay policy). It forces stream.loop at runtime because the Web staging step re-imports the OGG with loop=false. - tools/test_music.gd: soundtrack test (loop, length, volume, playback, still playing after player death). - docs/MUSIC.md: source, loop construction, verification, licence. - docs/WEB-DEPLOY.md: release ab6054111f5919a8 notes. Initial commit of the project.
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@tool
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extends EditorImportPlugin
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func _get_importer_name() -> String:
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return "goldsrc.bsp"
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func _get_visible_name() -> String:
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return "GoldSrc BSP"
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func _get_recognized_extensions() -> PackedStringArray:
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return PackedStringArray(["bsp"])
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func _get_save_extension() -> String:
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return "scn"
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func _get_resource_type() -> String:
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return "PackedScene"
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func _get_preset_count() -> int:
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return 1
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func _get_preset_name(preset_index: int) -> String:
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return "Default"
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func _get_priority() -> float:
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return 1.0
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func _get_import_order() -> int:
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return 1 # Must run after MDL/SPR importers (order 0) so their scenes are available.
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# Must run on main thread — ArrayMesh/ImageTexture serialization deadlocks
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# when ResourceSaver.save() is called from import worker threads.
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func _can_import_threaded() -> bool:
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return false
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func _get_import_options(_path: String, _preset_index: int) -> Array[Dictionary]:
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return [
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{
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"name": "wad_directory",
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"default_value": "",
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"property_hint": PROPERTY_HINT_DIR,
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"hint_string": "",
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},
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{
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"name": "scale_factor",
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"default_value": 0.025,
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"property_hint": PROPERTY_HINT_RANGE,
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"hint_string": "0.001,1.0,0.001",
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},
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# Base res:// path for resolving entity model/sprite references.
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# Set this to the folder that mirrors your GoldSrc game root inside the
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# project (e.g. res://res), so "models/headcrab.mdl" resolves correctly.
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# Leave empty when your project root already mirrors the game root.
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{
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"name": "model_directory",
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"default_value": "",
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"property_hint": PROPERTY_HINT_DIR,
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"hint_string": "",
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},
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]
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func _get_option_visibility(_path: String, _option_name: StringName, _options: Dictionary) -> bool:
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return true
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func _import(source_file: String, save_path: String, options: Dictionary,
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_platform_variants: Array[String], _gen_files: Array[String]) -> Error:
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var wad_directory: String = options.get("wad_directory", "")
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var scale_factor: float = options.get("scale_factor", 0.025)
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var model_directory: String = options.get("model_directory", "")
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var bsp := GoldSrcBSP.new()
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bsp.set_scale_factor(scale_factor)
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bsp.load_bsp(source_file)
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# Resolve WAD files. If an explicit directory is given, scan it; otherwise
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# read the WADs the BSP itself declares in worldspawn's "wad" key and look
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# them up next to the .bsp and at the project root — so a stock project
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# textures correctly with no per-file import config.
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if wad_directory != "":
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var dir := DirAccess.open(wad_directory)
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if dir:
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dir.list_dir_begin()
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var file_name := dir.get_next()
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while file_name != "":
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if not dir.current_is_dir() and file_name.get_extension().to_lower() == "wad":
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var wad := GoldSrcWAD.new()
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var wad_path := wad_directory.path_join(file_name)
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wad.load_wad(wad_path)
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bsp.add_wad(wad)
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file_name = dir.get_next()
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dir.list_dir_end()
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else:
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push_warning("BSP Importer: Could not open WAD directory '%s'" % wad_directory)
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else:
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_load_declared_wads(bsp, source_file)
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bsp.build_mesh()
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# Reparent children to a plain Node3D so the saved scene is GDExtension-independent
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var root := Node3D.new()
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var root_name := source_file.get_file().get_basename()
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if root_name.is_empty():
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root_name = "bsp_root"
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root.name = root_name
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var children := bsp.get_children()
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for child in children:
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bsp.remove_child(child)
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root.add_child(child)
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_instantiate_entity_models(root, model_directory)
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# Bake the stripped BSP (PLANES/NODES/CLIPNODES/LEAFS/VISIBILITY/MODELS) so
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# VisibilityManager (PVS) and hull collision can both initialise from the .scn
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# without the original .bsp. Collision bodies carry only a "bsp_model" index
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# and walk up the tree to find this. build_mesh() already parked it on the BSP
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# node, so read it back rather than rebuilding the whole payload —
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# PackedByteArray is copy-on-write, so this is a refcount.
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var bsp_blob: PackedByteArray = bsp.get_meta("bsp_data", PackedByteArray())
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if not bsp_blob.is_empty():
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root.set_meta("bsp_data", bsp_blob)
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_set_owner_recursive(root, root)
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var scene := PackedScene.new()
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var pack_err := scene.pack(root)
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if pack_err != OK:
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push_error("BSP Importer: Failed to pack scene: %s" % error_string(pack_err))
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return pack_err
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var save_err := ResourceSaver.save(scene, save_path + "." + _get_save_extension())
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return save_err
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# Load the WADs a BSP declares in worldspawn's "wad" key (a ';'-separated list
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# of GoldSrc paths). Only the basename is used; each is searched for beside the
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# .bsp first, then at the project root. This mirrors the runtime WAD lookup so
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# the editor and the game texture maps identically without any import options.
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func _load_declared_wads(bsp: GoldSrcBSP, source_file: String) -> void:
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var wad_string := ""
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for ent in bsp.get_entities():
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if ent.get("classname", "") == "worldspawn":
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wad_string = ent.get("wad", "")
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break
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var search_dirs := [source_file.get_base_dir(), "res://"]
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var seen := {}
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for wad_path in wad_string.split(";", false):
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var wad_name := wad_path.get_file().to_lower()
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if wad_name.is_empty() or seen.has(wad_name):
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continue
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seen[wad_name] = true
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for base in search_dirs:
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var full_path: String = base.path_join(wad_name)
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if FileAccess.file_exists(full_path):
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var wad := GoldSrcWAD.new()
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if wad.load_wad(full_path) == OK:
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bsp.add_wad(wad)
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break
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func _set_owner_recursive(node: Node, owner: Node) -> void:
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for child in node.get_children():
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child.owner = owner
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# Don't recurse into instanced sub-scenes — their internal nodes belong
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# to that scene, not to this one. Setting owner on the root is enough.
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if child.scene_file_path == "":
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_set_owner_recursive(child, owner)
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# Instantiate MDL/SPR scenes for each point entity that has a "model" key.
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# Resolves entity paths relative to model_dir (if set) or res:// (if empty),
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# mirroring the GoldSrc layout at that root.
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# Falls back to a placeholder box if the asset is not found.
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func _instantiate_entity_models(root: Node3D, model_dir: String) -> void:
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var base := model_dir if model_dir != "" else "res://"
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for child in root.get_children():
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if not child.has_meta("entity"):
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continue
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var ent: Dictionary = child.get_meta("entity")
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var model_path: String = ent.get("model", "")
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# Brush entities reference internal BSP sub-models ("*N") — skip them.
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if model_path.is_empty() or model_path.begins_with("*"):
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continue
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var res_path := base.path_join(model_path)
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var instance: Node3D = null
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if ResourceLoader.exists(res_path):
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var scene := load(res_path) as PackedScene
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if scene:
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instance = scene.instantiate() as Node3D
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if instance == null:
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var mi := MeshInstance3D.new()
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var box := BoxMesh.new()
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box.size = Vector3(0.3, 0.3, 0.3)
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mi.mesh = box
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instance = mi
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push_warning("BSP Importer: model not found, using placeholder for '%s'" % res_path)
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var node_name := model_path.get_file().get_basename()
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if node_name.is_empty():
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node_name = "unnamed_entity_model"
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instance.name = node_name
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child.add_child(instance)
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