The builder
The editor: Full and Simple
Flockbay opens your game in the Godot editor that ships with it. Simple editor, where a new install starts, leaves only the view, the chat and Flockbay’s tools. Full editor is Godot’s editor with Flockbay added. Play belongs to the app in both.
Full editor is Godot’s own editor
Full editor keeps Godot’s own docks: Scene, Inspector, Signals and Groups, FileSystem, Import and History, open as Godot lays them out and yours to move, float and close. It keeps the main menu, the scene tabs, the Script editor, the Asset Store, and the bottom panel with Output, Debugger, Audio, Animation and the Shader Editor.
Flockbay adds three things: the chat, as a dock; the builder’s tools around the 3D and 2D view; and the Game screen, which stands in the row of screens where Godot’s own Game tab would.
Godot arranges its docks in a column on each side of the view, and the chat is one column more. Where the window is too narrow for that, Flockbay folds the docks into one column, or under the chat. Editor > Editor Layout > Default gives Godot’s own arrangement back.
The editor’s settings here are the app’s own, kept apart from a Godot you installed yourself. An external script editor you set there is not carried over; set it again in Editor Settings.
A new install opens in Simple editor
The switch is at the right end of the editor’s title bar. Simple editor puts Godot’s menu, docks, Script editor and bottom panel away and leaves the view, the chat and Flockbay’s tools.
Switch to Full editor once and it stays: the choice holds for every game you open, and switching needs no restart.
Play is the app’s, in both views
Godot’s run bar and its own Game tab are put away. F5 plays and F8 stops from anywhere in the editor, and every Play is one fresh run in Flockbay’s Game screen. Godot’s own runner never starts a second game the app does not know about.
In Full editor, Run Current Scene and Run Specific Scene play the game too, from its main scene, with a note that says so. Reload Current Project and Quit to Project List close the editor rather than start another one; open the game again from the app.
Project > Export is Godot’s own dialog. The bundled engine carries no export templates, so Godot asks for them through Manage Export Templates before it can export a preset.
Where it breaks: in Windows 2.0, a game that Play starts does not report to the editor’s Output and Debugger panels. Your AI reads the run’s output and its errors, with file and line, and says what it found.
An unsaved edit is never dropped
When your AI changes a file you have open with unsaved edits, Godot’s own dialog, "Files have been modified outside Godot", asks which to keep. A file with no unsaved edits follows the change on disk without asking. Play never saves over a file that changed on disk.
The world Flockbay mounts in the view is not part of your scene. Saving a scene never writes it into your scene file.
Import from this computer
Import sits beside the library’s search field in Place, in 3D and in 2D. It opens your system’s file picker, takes as many files as you pick, and copies them into assets/imported/ in your project.
Nothing in the project is written over. The same file under the same name copies nothing. A different file with the same name takes the next free name, such as rock-2.glb, and the panel says so.
There is no list of allowed file types. A model, a sprite or a sound shows in the library under Project, in the folder imported. Any other file stays in the project and the panel says the library does not list it. A file Godot could not import is taken back out.
Imported files are yours. An app update never overwrites them, and Remove Flockbay from this project does not take them out.
There is no drag and drop onto the view and no folder import. A text .gltf imports only when the .bin and the textures it names were picked with it.
