This simple tool will automatically open .gd and .cs files in the editor when they are created by right-clicking in the filesystem browser and selecting create new -> script. Currently creating the file and opening it in the editor are two separate actions.Please upvote the proposal here if you think this should be default Godot behavior:https://github.com/godotengine/godot-proposals/discussions/11428Then I can remove this silly addon.Source code available here:https://gitlab.com/pahool_gamedev/godot_file_autoopen_addon
https://github.com/acegiak/Godot4-Action-List/
Interact with WebAssembly modules from Godot.Inspect Wasm modules, access globals, call functions, and manipulate memory.Documentation: https://github.com/ashtonmeuser/godot-wasm/wikiRepository: https://github.com/ashtonmeuser/godot-wasm
Prototype to implement OpenAI assistance to Godot 4. Inspired by https://github.com/keijiro/AICommand
A GDScript implementation of a line renderer in Godot 4.0, useful for rendering cylindrical volume such as lasers, trails, etc. Based on the Godot 3.0 version by @dbp8890 at https://github.com/dbp8890/line-renderer, which is based on the helpful C# implementation by @paulohyy at https://github.com/paulohyy/linerenderer and added 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!To edit the line's points, simply edit the points member variable of the line renderer, and add/remove points from the array (see demo project for details). This can also be done via the editor in Godot.
This tool lets you generate normal and specular maps using Laigter: https://github.com/azagaya/laigter from within the editor.
Testing Framework for GDScript in Godot 4 Game EngineFeatures: - Supports creation of custom user-defined tests. - Provides an editor dock to display all tests and their results. - Offers a Testing singleton with methods for easy assertions in non-test code.Please see the Github repo for more more information and the latest version of the plugin!https://github.com/accmltr/simple-testing-godot
An addon including a class that provides various functions that go beyond randf() and randi() to provide various kinds of RNG.The highlight is the Dynamic Wheel of Fortune, introducing weighted randomness with weights calculated based on the contents of a collection: requirements, limits and buffs.Perfect for games presenting a selection of random upgrades which may require other upgrades to provide any use! The `DynamicWheelItem` allows defining the item's weights, categories/tags, conditional weight bonuses and count limits.Includes classes (each instantiated through `Class.new()` unless a Resource):- `FortuneWheel`, a class providing the above described feature as well as simple weighted RNG;- `DiceArray`, a class taking several of an `AdvancedDie` Resource to roll them and tally up the symbols that were rolled (as in the game https://store.steampowered.com/app/1893620/Circadian_Dice/ or whatever else has different symbols on one die face);- `CardDeck`, a class that emulates drawing from a pile of cards. Implementation close to https://store.steampowered.com/app/646570/Slay_the_Spire/ - when you draw from `PILE_DRAW`, cards go to `PILE_IN_PLAY` until you move them to `PILE_DISCARD`. More custom piles can be added and existing ones reconfigured.Check out the `example` folder for uses of these features.
An integration for ink, a powerful narrative scripting language. GodotInk is mainly aimed at C# games, but is completely interoperable from GDScript. - Project home page: https://github.com/paulloz/godot-ink/- Installation: https://github.com/paulloz/godot-ink/wiki#%EF%B8%8F-installation- Quick start guide: https://github.com/paulloz/godot-ink/wiki#-quick-start-guide
This plugin helps to use the AdMob Plugin created by Poing Studios.Android: https://github.com/Poing-Studios/godot-admob-androidiOS: https://github.com/Poing-Studios/godot-admob-ios
Plugin designed to be generic and usable for any kind of game.The system is called Thoth from the Egyptian deity that was the holder of knowledge and patron of scribes, so Thoth is in charge of saving your game.If you want to support me : https://www.stupidrat.com/senselessIf you wish to pledge to help me I also have a Patreon page.https://www.patreon.com/c64cosminDocumentation : https://stupidratstudio.github.io/thoth/Contact & Support : https://discord.gg/FX5NaQHcjS
# WDebugger: A Git-friendly DebuggerMost (if not all) of the debugging plugins have two major flaws that I always disliked:1. They are not git-friendly. You can't ignore the debugging functions, therefore they're committed to the git history. This causes: - Bloat in your git history - Unwanted changes to files when you just want to change a debugging function - Conflicts when working in a team - which is probably the most important issue2. They take too much space on the game, which interfers with the testing; Whether be a debugging console that pops up, or just normal GUI buttons you have defined.To Address and fix these issues, I made this plugin. It solves the first issue by separating the debugging functions in a specific file (which you can put in `.gitignore` afterwards); And solves the second problem by introducing a Window node that is separate from the main window.If you enjoyed the plugin, please give it a star on Github: https://github.com/zmn-hamid/Godot-WDebugger## How To TestJust enable the plugin in the settings and run your game. If you're happy with the plugin, you can continue to the next section:## How To Use1. Define your debug functions inside `addons/wdebugger/wdebugger_core.gd` with the given instruction inside that file.2. Open `.gitignore` file in your root directory and write the path to the core file inside of it:`addons/wdebugger/wdebugger_core.gd`3. Enable the plugin and enjoy!## How To Move The Core File1. Cut/Copy the core file and paste it anywhere you want2. Define this new path inside `.gitignore` and `addons/wdebugger/wdebugger.gd` -> `wdebugger_core_path` variable.## ContributionEven though this is a fully functional plugin, any reasonable and beneficial contributionis highly appreciated. Feel free to make your changes and make a pull request or to just simply open an issue Please visit the project on github for more info: https://github.com/zmn-hamid/Godot-WDebugger# LicenseThis project is licensed under the GNU General Public License (GPL) v3. See `LICENSE` for full terms.