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Aseprite Wizard icon image
viniciusgerevini
Aseprite Wizard

Import Aseprite animations to AnimationPlayers, AnimatedSprite2D, AnimatedSprite3D and SpriteFrames.Features:- Godot importer and inspector docks for easy import and re-import.- Adds automatic importers: - Aseprite SpriteFrames: Use Aseprite files as SpriteFrames resources. - Aseprite Texture: Use Aseprite files as static images (only first frame is imported) - Aseprite Tileset Texture: Use Aseprite files with tilemap layers as AtlasTexture which can be added directly to Godot's tileset creator.- Inspector docks to manually import animations to: - AnimationPlayer (Sprite2D, Sprite3D and TextureRect). - AnimatedSprite2D/3D. - As standalone SpritesFrames resource.- Supports Aseprite animation directions (forward, reverse, ping-pong, ping-pong reverse).- Supports loopable and non-loopable animations via Aseprite repeat or tags.- Separates each Aseprite Tag into animations. In case no tags are defined, imports everything as default animation.- Filters out layers you don't want in the final animation using regex.- Supports slices. Import only a region from your file.- For AnimatedSprite - Creates SpriteFrames with Atlas Texture to be used in AnimatedSprites. - Converts Aseprite frame duration (defined in milliseconds) to Godot's animation FPS. This way you can create your animation with the right timing in Aseprite and it should work the same way in Godot. - Choose to export the Aseprite file as a single SpriteFrames resource or separate each layer in different resources. - Adds Aseprite file importer to Godot.- AnimationPlayer - Adds and removes animation tracks without removing other existing tracks. - You are free to import multiple files to the same AnimationPlayer or import each layer to their own Sprite/TextureRect and AnimationPlayer. - Supports animation libraries.Aseprite Wizard is only required during development. If you decide to not use it anymore, you can remove the plugin and all animations previously imported should keep working as expected.

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TileCopy icon image
究极炸天大炮仗
TileCopy

# Tile Copy User GuideTile Copy copies `TileData` properties between Atlas tiles and replaces Terrain IDs in batches.`TileData` defines tile behavior, including collision, navigation, terrain, occlusion, rendering properties, and custom data.Supported version: Godot 4.3 or later.## ControlsSelect an Atlas Source and one or more tiles in the TileSet editor. The following controls appear in the Inspector:| Control | Function || --- | --- || **Copy** | Records the source tiles and their relative coordinates. || **Paste** | Pastes properties into the target tiles. || **Setting** | Configures the position mask and property filter. || **Change Terrain** | Replaces a Terrain ID. |## Property Paste1. Select the source tiles and click **Copy**.2. Select the target tiles and click **Paste**.A single tile uses relative coordinate `(0, 0)`. For multiple tiles, the source and target coordinates are normalized separately and matched by their coordinate intersection. Tiles without a corresponding position are ignored, and gaps in the selection are neither collapsed nor filled.Without a **Setting** configuration, all available `TileData` properties at matching coordinates are pasted. Target tile textures remain unchanged.## Selective PasteClick **Setting** to configure two levels of filtering:- **Position** on the left is the position mask. Click a tile preview to toggle it; gray tiles are excluded from paste.- **Property** on the right is the property filter. It controls which property paths are pasted at each coordinate.The two sides keep independent state and are combined after clicking **OK**. The position mask has priority: a coordinate disabled on the left produces no paste operation; an enabled coordinate then uses the property filter on the right.Parent checkboxes control their descendants, and partially selected branches show an indeterminate state. Click **OK** to apply changes. Running **Copy** again clears the current filter configuration.## Terrain ID ReplacementThis operation applies directly to the current selection and does not require **Copy**.1. Enter the source Terrain ID in **From**.2. Enter the target Terrain ID in **To**.3. Click **Change Terrain**.The operation replaces:- the main `terrain` property when it equals the source ID;- valid Terrain Peering Bits when they equal the source ID.Empty Peering Bits and other Terrain IDs remain unchanged. The operation is unavailable when the source and target IDs are equal.The entered Terrain IDs must belong to the Terrain Set used by the selected tiles.## Notes- **Paste** and **Setting** become available after **Copy**.- Before pasting multiple tiles, confirm that the source and target selection shapes and gaps correspond.- When pasting across TileSets, both sides should use the same physics, navigation, occlusion, terrain, and custom-data layer configuration.## LicenseMIT License. Contact: `[email protected]`

Breakpoint MCP icon image
jlivingston-Cipher
Breakpoint MCP

Breakpoint MCP exposes the live Godot editor — and, through an in-game runtime autoload, your running game — to an MCP (Model Context Protocol) host, so an AI assistant can drive Godot directly instead of guessing at your project from the outside.The addon runs a loopback-only TCP/JSON bridge on 127.0.0.1, authenticated with a per-project shared secret. Paired with its companion host (the "breakpoint-mcp" npm package, which your MCP client launches), it gives an assistant 289 tools — 276 with the higher-trust capability group off by default — across four capability planes:- Editor authoring: scene / node / resource CRUD, project settings, ClassDB introspection, and editor screenshots. Every mutation is wrapped in EditorUndoRedoManager, so anything the assistant changes is fully undoable.- In-game runtime bridge: inspect the live SceneTree, get/set properties, call methods, emit signals, inject input, and read Performance monitors while the game is running — plus deterministic playtesting (freeze time, step an exact number of frames, seed the RNG, and snapshot state for frame-by-frame comparison), live AnimationPlayer control, node spawn/despawn, an await-condition helper, and a read-only verification family (assert node / scene / on-screen-text / performance state, and screenshot diffs).- Language + debug (GDScript and C#): symbols, definitions, completions, and diagnostics via Godot's own Language Server (and OmniSharp for C#), plus real breakpoint/step debugging over the Debug Adapter Protocol (and netcoredbg for C#).- Headless CLI: run, export, import, and run headless tests; long jobs use the MCP task model.Human-in-the-loop control: destructive tools are confirmation-gated, the higher-trust tools sit in a default-off capability group, and a one-click "Pause Agent" toggle in the editor dock lets you hold the assistant's actions on demand. Nothing on the tool surface reaches past loopback.Requirements: Godot 4.2+ (4.4+ recommended — several editor tools use APIs added in 4.4; a few runtime-capture features use 4.5+). The host requires Node.js 18+. Works with any MCP-compatible client; developed and tested with Claude.Install: copy addons/breakpoint_mcp/ into your project (or install via the Asset Library), then enable it under Project > Project Settings > Plugins > Breakpoint MCP. On enable it listens on 127.0.0.1:9080 and auto-registers the in-game runtime autoload. Point your MCP client at the breakpoint-mcp host — see the repository README for client setup.Security: the bridge binds to loopback only, requires a per-project shared secret, and handlers run on the editor main thread. Treat the port as a local trust boundary; do not expose it beyond 127.0.0.1.Open source under the MIT license. Full tool catalog, user guide, and configuration reference are in the repository.

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