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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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Repechul
Virtual Joystick DX

Virtual Joystick DXA fully customizable, modular virtual joystick plugin for touchscreen games in Godot 4. Switch between a smooth **360Β° analog joystick** and an **8-direction D-Pad**, all from a single node.Compatible with Godot 4.6+ β€” tested on 4.7---Features- Two control styles β€” Joystick (360Β°) or D-Pad (8-direction), swappable per node.- Three joystick modes β€” `STATIC`, `DYNAMIC`, `FOLLOWING`, from a fixed base to one that floats and follows the finger.- Action Mapping system β€” bind any stick to custom InputMap actions with five trigger modes (`ON_TOUCH`, `CONTINUOUS`, `ON_THRESHOLD`, `ON_RELEASE`, `TAP_GESTURE`), great for a second stick dedicated to aiming or shooting.- Full haptic feedback β€” independent vibration for press, release, and direction change, tuned separately per style.- Active Region β€” restrict touch detection to a custom screen area, ideal for dual-stick setups.- Dynamic visibility β€” auto-hides when a gamepad or physical input is detected, and reappears on touch.- Fully skinnable β€” custom textures for the joystick and D-Pad, with color fallbacks when none are set.- Modular architecture β€” math, rendering, region logic, and hardware detection each live in their own class.---Quick start1. Copy `addons/virtual_joystick_DX/` into your project's `addons/` folder.2. Enable Virtual Joystick DX in Project β†’ Project Settings β†’ Plugins.3. Add the `VirtualJoystickDX` node under a `CanvasLayer`.4. Read movement with `Input.get_axis()` β€” not `get_vector()`.For full property tables, trigger-mode details, signals, and troubleshooting, see the extended Readme: https://github.com/Repechul/Virtual-Joystick-DX/blob/master/addons/virtual_joystick_DX/README.md.

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