The voxel editor
The block-model editor from my other project moves to Godot, ready to share its models with Groundwork.
Going 3D meant I needed a way to make models. I already had one: my other project, Nimby, has its own voxel model editor. Today Nimby moved to Godot too, the same engine as Groundwork, editor and all.

Models are built in layers, and each layer has a connection point it turns around, so an arm can swing or a saw blade can spin without the rest of the model moving. That same idea ended up driving every moving part in Groundwork.