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TrenchDot, a level editor for Godot, on Linux, Windows and macOS

TrenchDot

TrenchDot is a brush based level editor for Godot, written in Rust. It takes its inspiration from TrenchBroom and Hammer++, with Hammer++ style features (entity I/O, prefabs, displacements, decals, vertex paint, lit preview) and Godot specific QoL like a live view.

Maps are saved as .tdm and built into Godot scenes by the TrenchDot addon, which started as a fork of FuncGodot.

TrenchDot and TrenchBroom

TrenchDot owes a lot to TrenchBroom. It is a great editor that was fun to use, and much of how TrenchDot feels comes from it. From there TrenchDot goes its own way around Godot, with its own map format and features. It is not affiliated with the TrenchBroom project, and has a lot of respect for it.

The TrenchDot editor

Lighthouse and Forest in Godot Church and School in Godot Mountain Hanging House in Godot
Lighthouse and Forest Church and School Mountain Hanging House

the showcase maps above are rendered in Godot and were built entirely with the editor's scripting interface, see examples/mcp.

Live mode: edits in TrenchDot show up in the Godot editor before saving

work in live mode to instantly see changes before saving Live mode.

Download

grab the rolling beta, rebuilt from main whenever every test passes: a Windows installer, the editor on its own for Linux, Windows and macOS (on Linux and macOS run chmod +x on it first), the Godot addon (the editor installs it into your Godot project, or unzip it there yourself) and a demo project. itch.io has the same files. or build it yourself: clone with git clone --recursive so the addon submodule comes along, then cargo run -p td_editor --release.

to use a map in Godot, add a FuncGodotMap node, point it at a .tdm file and press Build Map.

Features

  • brushes, meshes and terrains with TrenchBroom style editing, CSG, clip, vertex and texture tools
  • scatter trees, rocks and foliage onto chosen surfaces, blend materials and terrain layers
  • doors, lifts, buttons, triggers, spawners and logic entities with Hammer style I/O, plus C# entities
  • live link to Godot with a live mode that shows edits before saving, lit preview, prefabs, displacements and decals

Docs

The documentation is at paraxdev.github.io/TrenchDot, built from docs. Good places to start:

Advanced

the editor has an optional MCP server so agents and scripts can build maps too, its settings are under Advanced in Preferences. See the MCP server docs.

Contributing

This project makes use of AI / LLMs, specifically Claude. Expect bugs and weird shenanigans, feel free to open issues or pull requests with fixes.

If you want to use AI to create pull requests you must ensure it isn't sloppy (like heavy em dash use, useless and unnecessary comments and a heavy use of emojis)

by creating a pull request you vouch for the changes the AI made, and if it causes any faults you own the blame.

you must pass the whole test suite and preferably write tests for the feature you changed or added.

agents working on the repo should follow AGENTS.md, it lists the checks, style and gotchas.

Thanks

this project couldn't exist with the work of:
TrenchBroom as it inspired the whole ui and features and FuncGodot, which the Godot addon started as a fork of.

the toolbar, menu and outliner icons are from Lucide.

License

TrenchDot is AGPLv3 licensed, see LICENSE. third party code and assets are listed with their licenses in LICENSES.md.

Godot and the Godot logo are trademarks of the Godot Foundation. TrenchDot is not affiliated with or endorsed by the Godot Foundation.