PoiBuilder 0.9.167
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Interface

A toolbar that never hides, a floating overlay, a material dock, a UV bottom panel.

Every operation is one click on the persistent row under the 3D toolbar.
Every operation is one click on the persistent row under the 3D toolbar.

Toolbar rows

The bar is a sibling below Godot's 3D toolbar. It stays visible with nothing selected; context buttons disable instead of vanishing.

Row 1 — tools and mesh ops, plus the Env menu.

GroupButtonsNotes
ToolsMoveMoveRotateScaleRow 1 · ToolsMoveWThe plugin's own move tool: drag elements or the whole object on the gizmo axes.Needs: A selection, RotateMoveRotateScaleRow 1 · ToolsRotateERotate the selection around the gizmo rings; orientation space follows the Space button.Needs: A selection, ScaleMoveRotateScaleRow 1 · ToolsScaleRAxis handles scale freely; the CENTER square scales all axes together (Shift + center on faces insets).Needs: A selectionThe plugin's own tool. While editing, Godot's Q/V buttons are disabled. Shortcuts W E R still work.
OpsExtrudeExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsExtrudeAlt + E / Shift + MoveExtrudes selected faces along their normal; in edge mode it pulls edge fins. Shift+Move does it live.Needs: Face or edge selection, InsetExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsInsetAlt + I / Shift + ScaleInsets the selected faces (an outer border around a shrunken copy). Shift+Scale does it live.Needs: Face selection, BevelExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsBevelCtrl + BChamfers or fillets selected edges (or face perimeters) with a live distance/segments modal.Needs: Edge or face selection, BridgeExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsBridgeAlt + BConnects two open boundary edges with a face.Needs: 2 open boundary edges, ConnectExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsConnectUnbound (rebindable)Inserts an edge connecting edge midpoints (or selected vertices).Needs: Edges or vertices, CollapseExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsCollapseUnbound (rebindable)Collapses the selected elements to a single point.Needs: Vertices, edges, or faces, Fill HoleExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsFill HoleUnbound (rebindable)Caps open boundary loops with a new face.Needs: An open boundary, KnifeExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsKnifeUnbound (rebindable)Cuts faces by placing vertices; Enter completes the cut.Needs: A face to cut, Loop CutExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsLoop CutUnbound (rebindable)Inserts an edge loop through the ring of quads crossed by the selected edge.Needs: An edge crossing a quad ring, MergeExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsMergeUnbound (rebindable)Merges edge-adjacent selected faces into one n-gon.Needs: Edge-adjacent faces, SubdivExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsSubdivUnbound (rebindable)Subdivides the selected quads into four.Needs: Quad faces, WeldExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsWeldUnbound (rebindable)Welds the selected vertices together at their centroid.Needs: 2+ vertices, DetachExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsDetachUnbound (rebindable)Detaches the selected faces into a new PBMesh node.Needs: Face selection, DelExtrudeInsetBevelBridgeConnectCollapseFill HoleKnifeLoop CutMergeSubdivWeldDetachDelRow 1 · Mesh OperationsDelUnbound (rebindable)Deletes the selected faces.Needs: Face selectionGrey = wrong selection. Tooltip says what it needs.
EnvDawn / Day / Dusk / NightTime of DayRow 1 · EnvironmentTime of DayQuick environment presets: Dawn, Day, Dusk, Night. Export stores the preset name.Needs: Nothing (always enabled)Relights the edited scene.

Scale tooltip, verbatim: axis handles scale freely; the center square scales all axes together (Shift + center on faces insets).

Row 2 — modes, space, shapes, docks, export.

ControlWhat it does
ObjectObjectVertexEdgeFaceTextureRow 2 · Selection ModesObjectUnbound (rebindable)Object mode: whole-object transforms; clicking selects other nodes natively.Needs: Nothing / VertexObjectVertexEdgeFaceTextureRow 2 · Selection ModesVertexHVertex mode: pick and move shared vertices; hold V to snap to nearby mesh vertices.Needs: A PBMesh / EdgeObjectVertexEdgeFaceTextureRow 2 · Selection ModesEdgeJEdge mode: pick and move edges; Alt-click walks a loop, Shift-Alt-click a ring.Needs: A PBMesh / FaceObjectVertexEdgeFaceTextureRow 2 · Selection ModesFaceKFace mode: pick and move faces; Shift+Move extrudes and Shift+Scale insets live.Needs: A PBMesh / TextureObjectVertexEdgeFaceTextureRow 2 · Selection ModesTexture6Texture/material mode: transform UVs directly on the 3D geometry.Needs: Face selectionSelection mode. Vertex H, Edge J, Face K, Texture 6. Object is the toolbar button (unbound by default).
SpaceElementRow 2 · OrientationSpaceXCycles the gizmo orientation space: Element, Object, World.Needs: NothingCycles Element / Object / World (X).
New ShapeNew ShapeN-GonEdit ParamsRow 2 · ShapesNew ShapeArms primitive creation: drag the base on any surface, set the height, click to confirm.Needs: Nothing (always enabled)Always enabled. Pick a primitive, then drag.
N-GonNew ShapeN-GonEdit ParamsRow 2 · ShapesN-GonDraws a custom polygon, then extrudes it into 3D (Enter sizes the height).Needs: Nothing (always enabled)Draw a polygon, extrude it.
Edit ParamsNew ShapeN-GonEdit ParamsRow 2 · ShapesEdit ParamsRe-opens the creation parameters of the selected shape (until it is hand-edited).Needs: A pristine factory shapeLive only while the selected mesh is a pristine, unedited factory shape.
MaterialMaterial & UVUVPanelReset PanelSettingsRow 2 · DocksMaterial & UVFocuses the Material & UV dock: palette, splat painting, stamps, sprites, particles.Needs: NothingFocuses the Material & UV dock.
UVMaterial & UVUVPanelReset PanelSettingsRow 2 · DocksUVOpens the dedicated 2D UV editor panel in the bottom dock.Needs: A PBMeshOpens the 2D UV editor bottom panel.
PanelMaterial & UVUVPanelReset PanelSettingsRow 2 · DocksPanelPins the floating overlay panel on (it otherwise auto-hides when nothing is selected).Needs: NothingPins the overlay so it does not auto-hide.
ResetMaterial & UVUVPanelReset PanelSettingsRow 2 · DocksReset PanelRecovers the overlay panel and dock to the bottom-left corner if they were dragged away.Needs: NothingDocks the overlay back to the bottom-left.
SettingsMaterial & UVUVPanelReset PanelSettingsRow 2 · DocksSettingsDisplay settings: grid, wireframe, selection and hover opacity.Needs: NothingDisplay: grid, wireframe, selection/hover opacity.
Export...Export...DocsRow 2 · ExportExport...Opens the export dialog: PBM (the retro .pbm map, default) or GLB — modern bake (lightmap-ready) or retro baked (vertex-lit) — with the bake options.Needs: Nothing (always enabled)Dialog: PBM (default) or GLB — modern bake (lightmap-ready, first) / retro baked map (vertex-lit).
DocsExport...DocsRow 2 · ExportDocsOpens the bundled offline documentation (the site you are reading).Needs: Nothing (always enabled)Opens this site (bundled docs-site/index.html).

Rows 3 & 4 (extended tools) — grid & snapping settings, selection suite, auto-smooth, object state, snapping toggles, object tools, CSG booleans, Trim Walls. They ship visible; fold them with the Extended ToolsExtended ToolsRow 1 · HeaderExtended ToolsShows or folds Rows 3 & 4 (extended tools). The state is remembered across sessions.Needs: Nothing (always enabled) toggle — the state is remembered across sessions.

GroupControlsWhat it does
Grid & snappingGrid, snap-step readoutGrid settings moved here when row 3 exists — it has the room for the readout.
SelectionAllAllInvertGrowShrinkCoplanarSimilarBoundaryLoopRingAuto SmoothRow 3 · Selection SuiteAllUnbound (rebindable)Selects all elements of the current mode.Needs: An element mode, InvertAllInvertGrowShrinkCoplanarSimilarBoundaryLoopRingAuto SmoothRow 3 · Selection SuiteInvertCtrl + IInverts the element selection.Needs: A selection, GrowAllInvertGrowShrinkCoplanarSimilarBoundaryLoopRingAuto SmoothRow 3 · Selection SuiteGrowAlt + GGrows the selection by one ring of adjacent elements.Needs: A selection, ShrinkAllInvertGrowShrinkCoplanarSimilarBoundaryLoopRingAuto SmoothRow 3 · Selection SuiteShrinkShift + Alt + GShrinks the selection to its boundary.Needs: A selection, CoplanarAllInvertGrowShrinkCoplanarSimilarBoundaryLoopRingAuto SmoothRow 3 · Selection SuiteCoplanarAlt + CSelects all adjacent coplanar faces.Needs: Face selection, SimilarAllInvertGrowShrinkCoplanarSimilarBoundaryLoopRingAuto SmoothRow 3 · Selection SuiteSimilarUnbound (rebindable)Selects faces with matching material.Needs: Face selection, BoundaryAllInvertGrowShrinkCoplanarSimilarBoundaryLoopRingAuto SmoothRow 3 · Selection SuiteBoundaryUnbound (rebindable)Selects the open boundary edges.Needs: A PBMesh, LoopAllInvertGrowShrinkCoplanarSimilarBoundaryLoopRingAuto SmoothRow 3 · Selection SuiteLoopAlt + LSelects the quad strip face loop through the selection.Needs: Face selection, RingAllInvertGrowShrinkCoplanarSimilarBoundaryLoopRingAuto SmoothRow 3 · Selection SuiteRingAlt + RSelects the perpendicular quad face ring.Needs: Face selectionAdvanced selection suite. Invert Ctrl+I, Grow Alt+G, Shrink Shift+Alt+G, Coplanar Alt+C, Loop Alt+L, Ring Alt+R.
Object stateLitLitCast ShadowsRow 3 · Object StateLitUnbound (rebindable)Shading on/off for every selected object. Mixed selections render unchecked; checking synchronizes all of them.Needs: Selected objects, Cast ShadowsLitCast ShadowsRow 3 · Object StateCast ShadowsUnbound (rebindable)Shadow casting on/off for every selected object. Same mixed-checkbox semantics as Lit.Needs: Selected objectsShading and shadow casting for every selected object (PBMesh, MeshInstance3D, CSG). Mixed-checkbox semantics: all on = checked, all off / mixed = unchecked, and checking synchronizes the whole selection. Rebindable as Object: Toggle Lit / Cast Shadows.
ObjectsMerge ObjsMerge ObjsMirrorCenter PivotFreeze XformPoibuilderizeRow 4 · Object ToolsMerge ObjsUnbound (rebindable)Merges the selected PBMesh nodes into one.Needs: 2+ selected PBMeshes, MirrorMerge ObjsMirrorCenter PivotFreeze XformPoibuilderizeRow 4 · Object ToolsMirrorUnbound (rebindable)Mirrors the object's geometry across local X (winding corrected).Needs: A PBMesh, Center PivotMerge ObjsMirrorCenter PivotFreeze XformPoibuilderizeRow 4 · Object ToolsCenter PivotUnbound (rebindable)Moves the pivot to the bounding-box center: the geometry stays put, the node origin moves (works in Object mode).Needs: A PBMesh, Freeze XformMerge ObjsMirrorCenter PivotFreeze XformPoibuilderizeRow 4 · Object ToolsFreeze XformUnbound (rebindable)Bakes the node transform into vertex positions and resets the transform to identity.Needs: A transformed PBMesh, PoibuilderizeMerge ObjsMirrorCenter PivotFreeze XformPoibuilderizeRow 4 · Object ToolsPoibuilderizeUnbound (rebindable)Converts any MeshInstance3D or CSG shape (including CSGCombiner3D) into an editable PBMesh.Needs: A MeshInstance3D or CSG nodeCombine meshes, mirror across X, recenter pivot to bounds, bake transform into vertices, convert MeshInstance3D/CSG to PBMesh.
CSGCSG UnionCSG UnionCSG SubtractCSG IntersectRow 4 · CSG BooleansCSG UnionUnbound (rebindable)Solid union of the selected meshes (select target first, cutter last).Needs: 2+ selected meshes, CSG SubtractCSG UnionCSG SubtractCSG IntersectRow 4 · CSG BooleansCSG SubtractUnbound (rebindable)Subtracts the LAST-selected mesh from the FIRST-selected mesh.Needs: Target + cutter selected, CSG IntersectCSG UnionCSG SubtractCSG IntersectRow 4 · CSG BooleansCSG IntersectUnbound (rebindable)Solid intersection of the selected meshes.Needs: 2+ selected meshesReal-time CSG booleans with full undo. Select target first, cutter last.
SmoothingAuto SmoothAllInvertGrowShrinkCoplanarSimilarBoundaryLoopRingAuto SmoothRow 3 · Selection SuiteAuto SmoothUnbound (rebindable)Auto-smooths faces by dihedral angle (45°).Needs: A PBMeshRecalculate smoothing groups by dihedral angle (45° threshold).
Snapping & ToolsV-SnapV-SnapSoftRow 4 · SnappingV-SnapHold V (toggle available)Snaps dragged elements to the nearest mesh vertex (or hold V during a drag).Needs: A drag, SoftV-SnapSoftRow 4 · SnappingSoftUnbound (rebindable)Proportional editing: a move also drags nearby unselected vertices with a smooth falloff (radius beside the toggle).Needs: A selection (proportional) + radius spinner, Trim WallsTrim WallsRow 4 · Trim WallsTrim WallsEnter applies · Esc cancelsClick wall faces to sweep mitred trim along them (teal hover, amber chosen).Needs: Wall faces to clickSnapping to vertices, proportional editing with smooth falloff, and interactive wall-clicking trim.

Overlay

A compact floating panel in the viewport.

  • Selection readout while something is selected.
  • Drag readout while dragging.
  • Params modal for shape create and bevel.
  • ⚙ Edit Emitter Properties while a placed particle emitter is in the selection — the fine-tuning surface for emitters (count, size, speed, spread, blending, flipbook). It works from object mode too; the emitter session stays open even while no mesh is selected.
  • Drag it by the header. Pin with PanelMaterial & UVUVPanelReset PanelSettingsRow 2 · DocksPanelPins the floating overlay panel on (it otherwise auto-hides when nothing is selected).Needs: Nothing. Recover with Reset PanelMaterial & UVUVPanelReset PanelSettingsRow 2 · DocksReset PanelRecovers the overlay panel and dock to the bottom-left corner if they were dragged away.Needs: Nothing.

Params modal rules (do not mix these up):

  • Shape create / Edit Params: Apply commits, Cancel restores. Clicking elsewhere cancels.
  • Bevel: clicking elsewhere applies.
  • Any mode or tool change applies the open modal first.
  • Esc before the confirming create-click creates nothing.

Docks

  • Material & UV — six modes on one dock: Material & UV (palette, per-face assignment), Texture Paint (the splat brush), Stamp (decals), Sprite (billboard placement), Shapes (always-armed primitive placement), and Particles (click-to-place emitters). See Materials and Paint & stamps.
  • UV Editor — bottom panel, can pop out to a window. See UV editor.

Status

During creation the overlay shows a hint (base drag, then height). Extents print in metres. Directional shapes (doors, stairs) display an orange facing arrow on the base plane; holding Ctrl locks the arrow direction so lateral sizing won't flip the facing. Environment presets write a scene meta the export reads. While a placement mode is armed (paint, stamp, sprite, shapes, particles) a small banner at the top of the viewport names it and how to leave it — it is a pure readout and never eats clicks.

The toolbar never hides. If a button is grey, read its tooltip — it is waiting for faces, or edges, or two objects.