A collection of additional shader nodes ( + examples) that can be used in the visual shader editor to achieve common tasks faster.Installation:Just download into your projekt folder. The nodes are automatically added to shader editor. Example materials can also be found in the examples folder.Changelog 1.1:New Nodes:- Screen Space Refraction (GLES 3 only)- Read Normal Map - Various Noise nodes Changelog 1.2:New Nodes:- signed distance field (SDF) operator nodes (procedural shapes and pattern)- some generally useful helpers
Lite wrappers for Firebase App, Firebase Auth, and Firebase Database. (No Firestore or Cloud Storage as of yet.)Godot Firebase Lite promotes the pattern of using yield() for all of the CRUD methods (which saves a lot of signal wiring).INSTALLATIONIf installing from Godot's AssetLib Package Installer:1. Unselect all files and then select only the folders you need: - firebase_app_lite (required) - firebase_auth_lite (optional) - firebase_database_lite (optional)2. Create a `firebase` global namespace (AutoLoad Singleton) by going into Project Settings > AutoLoad tab, and add a new entry with the following settings: - Path: res://firebase_app_lite/firebase.gd (or wherever you put it) - Name: firebase (note this is all lower case) - Singleton: [x] Enable3. See https://github.com/juanitogan/godot-firebase-lite for usage
A container that lays out it's children on a horizontal row according to their minimum sizes. When it can't fit another, it starts a new row.The node is called "HFlowContainer" and is a child of "Container".Features:- Updates when it's width is changed.- Works in the editor.- Works in ScrollContainer.- Hiding children works.- Customizable horizontal and vertical margins between the child nodes.The container does (currently) not support:- Child scaling.- Child rotating.- Child Size Flags ("Fill", "Expand" etc.)---- Changelog ----- 1.0.0: Initial release.- 1.0.1: Fixed "narrowing conversion" warnings.- 1.0.2: Works by default in ScrollContainer. (By always settting horizontal size flag to EXPAND + FILL)
Emoji mode use Twemoji.This addon provides the following nodes to use emojis in Godot:EmojiIcon: A node that displays an Emoji.EmojiButton: A node that displays an Emoji as a button.It's also adds EmojiFinder to the Godot editor's toolbar. So you can find the emojis easily.
An overworld map for a JRPG.Comes with Dialogic v1.1 by coppolaemilio. For more info on Dialogic, see https://github.com/coppolaemilio/dialogic
A custom Control node that draw an isometric cube with given texture, color, size etc ...The Control rect width define the width of the cube.
This plugin adds Agones SDK functionality to GDScript.With this plugin you can call Agones SDK functions using GDScript to create your dedicated server powered by Agones and Godot Engine.
This script allows the creation of very BIG numbers, like those you see in idle games. It supports formating to AA-notation like 2.00M, 4.56AA or even bigger numbers.Make sure to get the latest version from Github.
Dispatch Queue implementation.Supports synchronous and threaded execution, with the later being either serial (1 Thread) or concurrent (2+ Threads, a.k.a. Thread Pool).If threading is not supported by OS, fallbacks to running in synchronous mode.There are signals for when each task is finished and another for when all tasks are finished, so it's very easy to hook callbacks or yield until they are emitted.You can also dispatch a group of tasks at once and respond to a signal when all of them are finished.Dispatch queues are References, but there are Node and Resource wrappers for it to ease integrating with other nodes and scenes.
A button that grabs key events and populate an InputEventKey instance.Comes with a property editor for easy setup of InputEventKey Resources in editor, great for creating ShortCuts.
INPUTS: "forward""back""left""right" "crouch""jump"This is a character controller that mimics the older "broken" version of move and slide. It has a constant move speed on slopes rather than the "correct" decelerating on ascent and accelerating descent and will stop on slopes below the max climb angle. Also supports bunny hopping and air strafing. Uses mouse for look. Max climb angle, move speed, acceleration, and friction all set with exports. Crosshair is available standalone at https://github.com/0xspig/CrosshairShader
A GDScript port of Delaunator: A fast library for Delaunay triangulation of 2D points.