The voxel editor
Going 3D meant I needed models. The block editor from my other project moves to Godot, ready to share them with Cinderdeep.
Yesterday ended with pink boxes and no models. As it happens, I already had a way to make them. My other project, Nimby, has its own voxel model editor, and today Nimby moved to Godot too, the same engine Cinderdeep runs on, editor and all.

Models in it are built in layers, and each layer has a connection point it turns around. That is how an arm can swing, or a saw blade can spin, without the rest of the model moving.
It looked like a small detail today. That same idea ended up driving every moving part in Cinderdeep.