A GDScript implementation of a line renderer in Godot, useful for rendering cylindrical volume such as lasers, trails, etc. Based on the helpful C# implementation by @paulohyy at https://github.com/paulohyy/linerenderer, with some additional features such as UV tiling and a .tscn file for ease of use.To use, simply download and unzip the folder, which contains a demo project. If the demo project is not needed, the LineRenderer subfolder can be copied directly into the Godot project. Drag and drop the LineRenderer.tscn scene into the project, and you should see a line! Note: There appears to be a bug in certain versions of Godot 3.0 that causes problems involving not being able to edit instanced arrays. Make sure to right click and toggle "Discard Instancing" if you encounter this.
/!\ This module is deprecated !!! See PythonScript module (https://godotengine.org/asset-library/asset/179) instead /!\ /!\ This module requires to restart Godot once installed /!\Introduction------------This is a beta version of the Python module for Godot.You are likely to encounter bugs and catastrophic crashes, if so pleasereport them to https://github.com/touilleMan/godot-python/issues.Working features----------------Every Godot core features are expected to work fine:- builtins (e.g. Vector2)- Objects classes (e.g. Node)- signals- variable export- rpc synchronisationOn top of that, mixing GDscript and Python code inside a project should work fine.Python and pip are working, however depending on platform and backend they- on Windows+CPython use `python.exe` and `python.exe -m pip`- on Linux+CPython `bin/python` and `bin/pip` are provided out of the box.However you must provide path to `libpython3.6m.so` to make them run:```$ LD_LIBRARY_PATH=`pwd`/lib ./bin/pip3 --version$ LD_LIBRARY_PATH=`pwd`/lib ./bin/python --version```- on Linux+Pypy `bin/pypy` runs like a charm, you should use ensurepip toinstall pip:```$ bin/pypy -m ensurepip$ bin/pypy -m pip --version```Not so well features--------------------Memory management is a big issue (given Godot and Python garbage collectors should be synchronized)so leaks are possible (hence Godot complaining there is still MemoryPool allocs in use at exit...).Exporting the project hasn't been tested at all (however exporting for linux should be pretty simple andmay work out of the box...).Have fun ;-)- touilleMan
An extension to the ColorPicker control which adds an HSV-based color wheel. A button scene, similar to ColorPickerButton, is also included.Update 1.22 (2 Oct 2018):* ClassicControls color preview sliders now update their gradients when color is changed externallyUpdate 1.21 (21 Sep 2018):* Bugfix: Color property not updating on PickerPanel under certain conditionsUpdate 1.2 (19 Sep 2018):* Bugfixes to PickerPanel affecting editor persistence and signallingUpdate 1.1 (19 Sep 2018):* Neat hack to show custom editor icons for each control type* Flat mode for PickerPanelUpdate 1.0 (18 Sep 2018): * Colored slider bars are back! ClassicControls no longer hijack input when clicking in the area above the control. * A combined picker tool is now offered. * HuePicker now has a preview swatch that can be clicked to bring up a standard ColorPicker.
An abstraction layer for Godot Engine to enable interaction with Twitch chat.You can find the legacy versoin (For 2.x) here: https://godotengine.org/asset-library/asset/161History---------* v1.3.0 - Add your aliases for commands. They become a regular commands with a cloned reaction, so you can manage them as regular commands; - Chat list is now present, so you can track what users join or leave your chat (the corresponding signals are there) .* v1.2.1 - Integrated interactive commands.You can now easily add commands for the bot and reaction callbacks to them in a glimpse of a second!
Open an external script editor alongside the built-in editor, allowing you to use features from both at the same time.Visit the repository for setup instructions.Based off the original by calviken (repo now gone)
This is a water shader with optional chromatic aberration, it has some options to tweak like tilling (To adjust waves scale), Murky ramp (To make it more or less "cloudy"), water tint colors (To make muddy water o caribean like), etc. It problably needs some optimization or has some bugs (since is one of my first incursions in shader coding) so please you are welcome to post issues or improvements.Only works on Godot 3.x, with GLES 3 backend for now.
Open an external script editor alongside the built-in editor, allowing you to use features from both at the same time.Visit the repository for setup instructions.