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GdUnit3 - Unit Testing Framework icon image
NullPointer
GdUnit3 - Unit Testing Framework

GdUnit3 is a framework for testing Gd-Scrips/C# and Scenes within the Godot editor. https://mikeschulze.github.io/gdUnit3/Features- Write and run tests in GdScript and full C# testing support- Embedded test Inspector in the Godot to navigate over your test suites- Run test-suite(s) by using the context menu on FileSystem, ScriptEditor or GdUnit Inspector- Create test’s directly from the ScriptEditor- A Configurable template for the creation of a new test-suite- A spacious set of Asserts use to verify your code- Argument matchers to verify the behavior of a function call by a specified argument type.- Fluent syntax support- Test Fuzzing support- Parameterized Tests (Test Cases)- Mocking a class to simulate the implementation which you define the output of certain function- Spy on a instance to verify that a function has been called with certain parameters.- Mock or Spy on a Scene- Provides a scene runner to simulate interactions on a scene - Simulate by Input events like mouse and/or keyboard - Simulate scene processing by a certain number of frames - Simulate scene proccessing by waiting for a specific signal - Simulate scene proccessing by waiting for a specific function result- Update Notifier to install latest version from GitHub- Command Line Tool- Visual Studio Code support by (GdUnit Test Explorer) extension- You are welcome to test in and send me your feedback- You are welcome to suggest improvements- You are welcome to report bugs

GF Framework icon image
C76GN
GF Framework

# GF FrameworkGF Framework is a lightweight architecture framework for Godot 4. It helps larger projects keep gameplay code organized without taking over Godot's scene tree.It separates:- data and state in `GFModel`- gameplay rules in `GFSystem`- scene, UI, input, and presentation bridges in `GFController`- lifecycle-managed runtime services in `GFUtility`- pure algorithms and data helpers in `standard/foundation`- optional atomic gameplay extensions in `addons/gf/extensions`## Highlights- Managed lifecycle through the `Gf` AutoLoad and project installers.- Events, commands, queries, typed accessors, bindable properties, and lifecycle-safe module lookup.- Editor workspace for extension management, script templates, diagnostics, export filtering, and project tooling.- New projects start with only the kernel and standard library active; bundled optional extensions are disabled by default and must be explicitly enabled.- Standard utilities for storage, settings, audio, input, assets, diagnostics, UI routing, time, logging, and runtime inspection.- Foundation helpers for graphs, grids, pathfinding, hex grids, layer masks, tags, validation reports, formulas, timelines, variant data, and formatting.- Optional extensions for capabilities, action queues, save graphs, flow graphs, network snapshots, turn flow, interaction, feedback, camera, dialogue, combat, domain models, and physics helpers.- Optional AI Developer Kit for explicit project intent, version-bound API discovery, managed agent guidance, and approval-gated framework feedback without runtime dependencies.- GUT-tested maintenance suite and generated API reference.## BoundariesGF does not define your gameplay rules. It does not replace Godot physics, rendering, animation, UI design, or scene composition. Use it when you want stable architecture seams and reusable tools while keeping project-specific decisions in your own code.## InstallInstall the official Store package `gf-framework-9.0.1.zip`. It contains the full `addons/gf` addon folder: kernel, standard library, editor tooling, package manager, and bundled optional extensions. Optional extensions remain disabled until the project explicitly enables them, so the full package is the recommended first-install path.Copy `addons/gf` into your Godot project, enable `GF Framework` in `Project > Project Settings > Plugins`, then call `await Gf.init()` from your boot scene or use a project installer.Advanced modular installs are available from the GitHub Release. Download `gf-kernel-9.0.1.zip` only when you intentionally want a minimal bootstrap and will install additional packages through `GF Package Manager`, the Godot-native package CLI, a release registry, or an offline bundle. The minimal kernel package is not the recommended Store download for first-time users.Documentation: https://gf-framework.readthedocs.io/Source: https://github.com/C76GN/gf-frameworkLicense: Apache-2.0

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DialogueDSL icon image
zhoeshin
DialogueDSL

DialogueDSL is a dialogue manager plugin for [Godot 4.6+](https://godotengine.org/), primarily focusing on snippet-like conversations and integration with the GDScript systemSource code and latest versions on [Github](https://github.com/zHoeshin/DDSL)## Features- built-in syntax highlighting for `.ddsl` dialogue scripts- translation support- no dependencies- integration with GDScript- simple interface for creating dialogue UI- custom input types creation- structured branching over jumping## Basic usageDialogue scripts can be created anywhere within the game's project folder. For this, create a text file, and end it with `.ddsl`, then fill it with the dialogue, for example```ddsledwin = ^"res://sprites/portraits/edwin.png"edwin: "Hello, little rover. Are you lost?" { autoconfirm = true }<- option- "Yes" edwin: "Oh, well, we can't have that here. Come, follow me" Cutscenes.trigger("edwinTavernWalk")- "No" edwin: "Are you sure? Well, then... Hope this helps you in your journey" Inventory.add("potion/health2") edwin: "If you need me, you can find me in my tavern"- "Kill all humans" ? Inventory.has("weapon/knife") # this branch is not created unless the player has a knife edwin: "Why, why, so aggressive! And here I thought you were a friendly little roomba!" edwin: "I say, you shouldn't have this" Inventory.remove("weapon/knife") edwin: "Are you even old enough to have a knife? When were you born?" age <- number(1980, 10000) ? Time.get_time_dict_from_system()["year"] < age edwin: "A time traveller too? I find it hard to believe." edwin: "I think you should come with me" Cutscenes.trigger("edwinTavernWalk")```Note that the language focuses on programmer-styled dialogue description rather than a writer-style one. It is also not intended for creating monolithic dialogues carrying the entire story(i.e. it is not made for visual novels)Once a dialogue file is created, it can be executed in-game in two primary ways```gdscript# Note that there is no default dialogue box provided so Dialogue will error during execution if one is not explicitly setDialog.setBox(someDialogBoxScene)# The main way the dialogues can interact with GDScript is via explicit object bindings# Global bindings are permanent between all dialogue callsDialog.bindGlobal(InventoryManager, "Inventory")# This will start the dialogue without blocking current execution, executing _dialog_callback after the dialogue finishesDialog.start("res://path/to/dialog.ddsl", null, _dialog_callback)# Current execution will be paused for the duration of the dialogue# `value` will be assigned to a dictionary containing all variables created during script executionvar vars = await Dialog.start("res://path/to/dialog.ddsl")```## DocumentationThe documentation for the plugin is hosted on the [Github Wiki](https://github.com/zHoeshin/DDSL/wiki) of the repository

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