In-game console for Godot, easily extensible with new commands.I'll try to keep project on this website up-to-date with its sources. If you have any problems with this project please try downloading more up-to-date version from github (https://github.com/quentincaffeino/godot-console/archive/master.zip). If problem persists do not hesitate to contact me on GitHub via Issues or QuentinCaffeino#9674 on DiscordProject website: https://github.com/quentincaffeino/godot-console
A node that adds mouse, keyboard and gesture zooming, panning and dragging to Camera2D. Exported properties:- zoom_factor (multiplies Camera2D.zoom each mouse wheel scroll)- zoom_min (minimum Camera2D.zoom)- zoom_max (maximum Camera2D.zoom)- zoom limited (if true, MapCamera2D.zoom_min is effectively increased to stay within limits)- zoom_relative (if true, mouse zooming is done relative to the cursor)- zoom_keyboard (if true, zooming can also be done with the plus and minus keys)- pan_speed (adds to Camera2D.offset while the cursor is near the viewport's edges)- pan_margin (maximum number of pixels away from the viewport's edges for the cursor to be considered near)- pan_keyboard (if true, panning can also be done with the arrow keys)- drag (if true, the map can be dragged while holding the left mouse button)- drag_inertia (multiplies the final drag movement each second)
This is an addon for implementing rollback and prediction netcode in the Godot game engine.Beyond the basics (gathering input, saving/loading state, sending messages, detecting mismatches, etc) this library aims to provide support for many of the other aspects of implementing rollback in a real game, including timers, animation, random number generation, and sound - along with high-quality debugging tools to make solving problems easier.Implementing rollback and prediction is HARD, and so every little bit of help is important. :-)
Yandex-Games addon for html game.More information in the github repository.Documentation in the github repository.Give me stars on github! :)
This is 100% pure GDScript embeddable Software Mod Player.1.7.1 updates:* Fixed portamento up/down* Fixed error when read empty pattern from XM files* Remove unused codes1.7 updates:* Fixed tone portamento in linear frequency* Fixed vibrato does not working* Fixed volume slide command* Fixed Instrument panning* Fixed portamento/vibrato in linear frequency* Fixed tone portamento bug* Fixed 16-bit sample loop point bug.* Fixed 3xx/4xx "continue" parameter* Fixed volume resets when has no instrument number* Implement frequency 0 to stream stop.1.6 updates:* Fixed pitchbend in linear frequency mode.* Implemented vibrato depth of volume command.* Implemented global volume slide continue (parameter 0x0000).* Implemented temporary multi retrig note.1.5 updates:* Refactoring code* Fixed silence seconds* Added code for reuse AudioBus(es)1.4.3 updates:* Fixed double displaying in Node list.1.4.2 updates:* Fixed note cut parameter bug* Refactoring source code.* Some changes mod/xm file reader APIs1.4.1 updates:* Fixed doesn't re-note on when sets instrument.* Fixed some tempo bugs.1.4.0 updates:* Implemented using threads.1.3.2 updates:* Implemented global volume command.1.3.1 updates:* Fixed can't read flexible pattern order table for XM files.* Fixed mod-sample finetune on minus.* Fixed misalignment timing and found noises when use 16bit samples* Fixed behavior when not set instrument ID.1.3.0 updates:* Fixed problem play mod files* Fixed tempo bugs* Implemented some commands: patttern delay, note delay and pattern loop1.2.0 updates:* Implemented xm loader and player.Supported files:* xm* modDemo app:https://bitbucket.org/arlez80/godot-mod-player/downloads/demo.zip
A node like AudioStreamPlayer2D, but plays from a polygonal area rather than a single point. Exported properties:- polygon (the area to play from approximately, must be clockwise)
These are support scenes for creating AR and VR applications in Godot.Please note: Godot XR Tools v3 has breaking changes compared to v2!They need to be used in combination with one of the AR or VR interfaces.This plugin requires features added to Godot 3.5Documentation is provided here:https://godotvr.github.io/godot-xr-tools/
Easily store/fetch data using key-value storage.EZStorage* A low-level key-value storage using the file system.* Store/Fetch anything that would work with var2str.* Replication logic can prevent corrupted files.EZCache* An efficient in-memory cache that only loads files once.* Includes events for receiving updates when values change.
Functions for supporting a dice rolling syntax (eg "4d6d1!"). Allows for dice rolls and probability calculations. The syntax supports dropping high/low rolls, exploding/compounding dice, and rerolls. See https://github.com/oganm/dice_syntax_gd/tree/godot3 for a documentation.
Embeddable Software MIDI Player for Godot Engine 3.4 and later.2.6.2 update:* Fixed text event parse bug2.6.1 update:* replace deep_equal to == for Godot 3.4(s)* fixed bug for GS/XG resets.2.6.0 update:* Refactoring code* Fixed silence seconds* Make faster with MIDI system messages for resets* Added code for reuse AudioBus2.5.5 update:* Fixed double displaying in Node list.2.5.4 update:* Refactoring source codes* Some changes smf/sf2 file reading APIs.2.5.3 update:* No use when running on debug build.2.5.2 update:* Added no_thread_mode for HTML5 env.2.5.1 update:* Fix crash when hot reload in the debug mode by save on the editor.2.5.0 update:* Use thread for sequence playing.Features:* 100% pure GDScript* Play Standard MIDI File format 0 and format 1 with SoundFont.* Emit signals on some MIDI events (changes tempo, lyrics, markers or something).* Receive raw midi messages* You can play procedural generate MIDI sequences.Demo:https://bitbucket.org/arlez80/godot-midi-player/downloads/demo.zipRepository:https://bitbucket.org/arlez80/godot-midi-player/Wiki:https://bitbucket.org/arlez80/godot-midi-player/wiki/
Godot Touch Input Manager (GDTIM) is an asset that improves touch input support (includes new gestures) in the Godot game engine. You just need to autoload a script and it will start analyzing the touch input. When a gesture is detected a Custom Input Event corresponding to the detected gesture will be created and fed up to the Godot built in Input Event system so it triggers functions like _input(InputEvent event). There is also a signal for each gesture if you prefer using signals to the aforementioned.
This is not an official LaunchDarkly product. This is a personal project.LaunchDarkly is a feature management platform that helps teams control and deliver better software, faster.This LaunchDarkly Client-Side SDK for Godot is designed primarily for use by code that is deployed to an end user, such as in a desktop application or a smart device. It follows the client-side LaunchDarkly model for single-user contexts (much like their mobile or JavaScript SDKs). It is not intended for use in multi-user systems such as web servers and applications.