This repository contains `clojure-mode`, an Emacs major mode for editing Clojure, ClojureScript, and related languages. The system provides syntax highlighting (font-lock), indentation, navigation, and a suite of refactoring commands directly in the editor. The architecture is a single large Emacs Lisp file (`clojure-mode.el`) with an additional extra font-locking package. It defines a base `clojure-mode` derived from `prog-mode`, plus derived modes for ClojureScript, ClojureC, ClojureDart, Joker, Jank, and EDN data files. Key entry points are the mode activation functions and interactive commands like `clojure-align`, `clojure-thread`, `clojure-cycle-privacy`, etc. The indentation engine uses a backtracking algorithm that walks up the sexp tree to apply contextual indent specs (shared with `clojure-ts-mode`). Font-locking is regex-based and extensible, with special handling for docstrings, discard macros, and character literals. The package depends only on standard Emacs libraries (`cl-lib`, `imenu`, `align`, `subr-x`) and requires Emacs 27.1+.
This repository is a Godot 4 editor plugin designed for creating puzzle dependency charts (graphs) used in adventure game design. It provides a user-friendly interface within the Godot editor to create and manage boards (graphs) containing nodes (things) that can be customized with text, types (which determine color), and connections to represent dependencies. The plugin features include node creation, editing, resizing, dragging, connecting, and deletion, all integrated with Godot's undo/redo system. Users can switch between multiple boards, edit board labels, and export the current board to Graphviz format. The plugin follows a modular scene-based architecture, with separate scenes for the main view, board, individual nodes, and various dialogs (settings, export, etc.). It leverages Godot's built-in tools and APIs, such as the GraphEdit node for the graph interface and the EditorPlugin system for integration into the editor. The code demonstrates good engineering practices through proper use of the undo/redo system for user actions, encapsulation of settings and utility functions, and a clear separation of concerns between UI logic and data management. Notable reusable components include a utility for generating color textures (`utilities/icons.gd`) and a settings management wrapper (`utilities/settings.gd`) that simplifies the handling of plugin-specific data in Godot's ProjectSettings. The plugin is actively maintained, with recent commits indicating ongoing support, and shows minimal technical debt by adhering to current Godot 4.x conventions and APIs.
TileMapLayer3D is a Godot Engine 4.5+ editor plugin for creating 3D tile-based levels from 2D tilesheets. It provides tools for manual placement, auto-tiling, sculpting, vertex editing, animated tiles, and mesh baking. The plugin integrates deeply with Godot's editor and runtime systems, using a modular architecture with separate managers for different functionalities (placement, selection, autotile, animation, sculpt, vertex edit). It stores tile data in columnar arrays for efficiency and uses region-based spatial partitioning for performance. The plugin includes demo scenes and is actively maintained with recent updates.
This is a Unity Editor extension package that injects custom GUI into Unity's toolbar via reflection. The core library (ToolbarExtender.cs) exposes two static lists of Action delegates (LeftToolbarGUI and RightToolbarGUI) that users populate in InitializeOnLoad static constructors. The companion ToolbarCallback.cs handles the low-level reflection hooking, with version-specific code paths for Unity 2018 through Unity 6.3 (which uses UI Toolkit docks instead of IMGUI). Two example implementations demonstrate usage: a scene switcher with numbered buttons and a scene view focuser toggle that persists state via EditorPrefs. The architecture is minimal but effective; the library has no external dependencies beyond the Unity Editor API and is distributed as a UPM package. The code is well-structured for its niche, though it remains inherently fragile due to its reliance on Unity's internal API reflection.
RealtimeCSG is a real-time constructive solid geometry (CSG) level design tool for Unity. It operates exclusively as an Editor extension, providing non-destructive boolean operations on brushes (box, sphere, cylinder, stairs, free-draw) with immediate visual feedback in the Scene view. The architecture is manager-driven: `InternalCSGModelManager` orchestrates hierarchy updates, mesh generation, and caching, while a native C++ DLL handles performance-critical CSG calculations. The tool offers multiple edit modes (Generate, Edit, Clip, Place, Surface) each with custom scene tools, handles, and inspector GUIs. It supports material assignment, UV editing, export to FBX or Unity prefab, and includes a full half-edge mesh representation (`ControlMesh`) for local mesh editing (vertex/edge/polygon). The codebase heavily relies on Unity Editor APIs, reflection to access internal Unity systems, and conditionals for cross-version compatibility. It is a production-grade, feature-rich tool used in game development workflows, though the closed-source native core and editor-only architecture limit runtime usage and cross-platform deployment.