Another stab at generating trees procedurally. Still only one level of branches and no leaves. This time as a custom #godotengine resource, which is simultaneously harder and more flexible. It uses a subclass of ArrayMesh, so the mesh is only regenerated when the parameters change. A custom resource is a bit easier to use in a MulitMesh.
https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html#creating-your-own-resources
https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html#creating-your-own-resources
