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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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playlogic
Godot MCP/CLI

Godot MCP/CLI drives the Godot editor you already have open. The addon hosts a small server inside the running editor, and a command line tool or an AI agent connects to it to build scenes, write GDScript and C#, place geometry, run the game, and read state back out of it.This is not Godot's own batch command line. Running "godot --headless" or "--export-release" starts a fresh engine process with no open scene, no selection, and no undo history. This connects to the live editor session instead, so a command can act on the scene you are looking at, and every editor mutation goes through UndoRedo where Ctrl+Z reverses it.There are 312 commands across 49 groups. They cover scenes and nodes, GDScript and C# authoring, spatial placement with real world bounds and raycast seating, materials, tilemaps, animation and animation trees, physics, navigation, audio, UI, shaders, procedural generation, and project settings. A second family of commands reaches into the running game to inspect live node state, evaluate expressions, inject input, wait for signals, and capture frames, which is the part a text editor cannot do on its own.Discovery is built in. The engine group reads ClassDB from the running build, so an agent can confirm that a class, property, or method actually exists in your version of Godot before writing code against it. Newer engine features stay reachable without waiting for an addon update, because node properties and script execution reflect whatever the running binary exposes.Two ways to connect. Any MCP client that speaks streamable HTTP can talk to the editor directly at POST 127.0.0.1:9100/mcp with no external process running. Everything else uses the godot-mcp command line tool, which doubles as a stdio MCP server and is self describing at the terminal, so shell driven agents need no tool schemas at all. Both paths dispatch through the same command router with the same safety guards.Safety. Both servers bind 127.0.0.1 only and never 0.0.0.0. The HTTP endpoint also validates the Origin header, so a page open in a browser cannot reach the editor. Code execution paths are audited, direct editor write APIs are refused unless explicitly allowed, and file writes are confined to the project.Requires Godot 4.7 or newer. This entry contains the editor addon, which is all an HTTP capable MCP client needs. The command line tool, prebuilt for Windows, Linux, and macOS, and an agent skill that teaches the discover then drive workflow, are separate downloads from the GitHub releases page.

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yanivkalfa
Reactive UI Editor

A full .guitkx editor inside the Godot editor - the authoring companion for the Reactive UI (React for Godot) addon. Double-click a .guitkx in the FileSystem dock and edit it in a main-screen tab: theme-matched syntax highlighting with embedded GDScript colouring, live compiler diagnostics with gutter icons and a project-wide Problems panel, completion for tags, attributes, values, directives, hooks and events, hover docs, signal-aware signature help, Ctrl+Click go-to-definition, find references, project-wide rename, find/replace and project search, outline, bookmarks, multi-file sessions with full state restore, and the same formatter as the VS Code extension (guitkx.config.json honored, format-on-save available). Saving plays cleanly with the runtime watcher and Fast Refresh: save while the game runs and the live UI hot-reloads with hook state preserved. REQUIRES the Reactive UI (React for Godot) addon, 0.8.4 or newer: enable reactive_ui first, then reactive_ui_editor (Project Settings -> Plugins). The download BUNDLES the reactive_ui_analyzer GDExtension (Windows x86_64, Linux x86_64 and arm64, macOS universal) - embedded GDScript gets type-aware completion, hover, diagnostics, navigation, rename and signature help out of the box, no extra install. Editor-only tooling: exclude addons/reactive_ui_analyzer from game export presets. macOS: the bundled library is unsigned - its README has the one-line fix. Developed with AI assistance (Anthropic Claude) under human direction.

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