Update 2.0- Added Character Panel with equipment slots- Character Panel and Inventory Panel can be moved by dragging title bar- Added slot and item types (eg. boots can't be equipped on helmet slots)- Added Sort by Rarity button to Inventory panel- Increased default amount of inventory slots to 45- Added scrollbar to slots- Added custom item tooltip- Added "Add Item" button to add random item with random rarity- Items can be equipped and deequipped using Right Mouse Button- Improved items picking and dropping- Updated code for better performance and managemen
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.
Visually edit and store Vector2/3 core data types as resources, both from the inspector and code.This plugin adds `VectorResource` global resource class which can be referenced via code once edited in the inspector.
Here is a class called Storage that allows loading and saving json files, text-plain and data.But you can add the StorageManager in your scene to access to that class. You can turn TRUE the "blocker" property in this Node to specify that in case of error a message should be displayed and the game ended.
This script allows you to load scenes in a seperate background thread to eliminate any lag!NOTE: This does not work for WEB, since Threads are not supported there.
A GDScript implementation of Redux.
Alternative stretch handler for low resolution (pixel art) games in high resolution windows. Restricts the game resolution to integer steps, keeping pixels square. Multiple between-resolution handling modes. Minimal setup, immediate results.
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
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
JSON Configuration File is a plugin for Godot that aims to aid reading user input via a JSON file. Using a JSON file as a way to configure your Godot application would allow your users to share configuration files. Minecraft is a remarkable example that uses JSON files to configure certain aspects of the game, such as block models.The definition of JSON Schemas inspired this plugin. However, instead of using a JSON file to define the structure of a JSON, it takes a coding approach. This approach has the advantage of allowing more features.
This script allows you to load entire levels and all required assets while playing cutscenes. The attached demo shows a movie, after a while (specifically after reloading assets into temporary memory) a button appears. Clicking it will take the player to the test scene. It does not work on the network because threads are not supported there, and may stutter when loading more complex scenes, or just switching to another scene, e.g. when it was created using the HeightmapTerrain plugin from Zylann.Now this includes the C# version from nonunknown
Godot-Stuff ECS 3.2This is a Framework for adding a simple Entity Component System using Godot.The Framework puts less emphasis on performance, and instead tries to focus on improving Workflow and Code Reuse.Features* simple design* flexible* create using scene structure or codeThis version supports the Godot 3.2 releases.Read the documentation here:https://gs-ecs-docs.readthedocs.io/en/latest/index.htmlGet started with a very simple example here:https://gs-ecs-docs.readthedocs.io/en/latest/simple.html