# 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.
Most basic vim motion controls for those who really miss it while editing scripts! Check the repo for a list of bindings.https://github.com/joshnajera/godot-vimRecent massive update thanks to github user wenqiangwang!
Simple yet fancy particles effect made for Godot4.Inspired by particles.js.See the preview video on reddit: https://www.reddit.com/r/godot/comments/x2fo0n/a_fancy_background_effect_inspired_by_some_web/
https://github.com/acegiak/Godot4-Action-List/
GodotXML - advanced XML support for Godot 4. Supports Godot 4.0+.Please see our README on GitHub for more information, including the v1 -> v2 migration guide: https://github.com/elenakrittik/GodotXML
Steamworks API wrapper for Godot Engine (version 4.0 - 4.0.3)... now for GDExtension. Available for the Windows, Linux, and Mac platforms. It is based on GodotSteam 4.2.2 with Steamworks SDK 1.57.This version is meant for Godot Engine 4.0.3, but it should work with previous Godot 4.x versions. For the Godot 4.1 version, please go here: https://godotengine.org/asset-library/asset/2445Previous versions of the plug-in can be found at the GodotSteam repository: https://github.com/GodotSteam/GodotSteam/releases.You can find the full documentation with tutorials at https://godotsteam.com.
Arcweave Godot Plugin is a plugin for importing Arcweave Projects from arcweave.com in Godot and using them in your Projects.
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
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
Designer-friendly Finite State Machine implemented in "Godotic" wayThis version is only compatible with Godot 4.x, check out godot3(https://github.com/imjp94/gd-YAFSM/tree/godot3) branch for older version- Design StateMachine in a flowchart-like editor- Visualize flow of StateMachine & inspect parameters in realtime- Visualize game/UI state from flowchart- Similar workflow as using AnimationTree, and not required to inherit any custom class, just plug and play- Nested Finite State Machine workflow supported to create complex state machine with ease- As a Resource, StateMachine can be used repeatedly in different scenarios(StateMachinePlayer) and provide different outcome based on the input.- Compact data structure for StateMachine resource filev0.6.2:Fixes StateMachineEditor is_instance_valid check on reconnection Fix StateDirectory.get_current_end() doesn't work as expectedFix FlowChartGrid draw_multiline_colors errorFix StateDirectory.get_current_end() and StateMachinePlayer.path_end_dir(Remove some super._init() for godot 4.1.3v0.6.1:Fix _on_update params error, flowchart grid and popup menusv0.6.0:Port to Godot 4.0v0.5.2:Support sorting transitions.Fix "entered" signal is not emitted and trigger is flushed when StateMachinePlayer started.v0.5.1:Fix condition label in graph not removed as deleted from inspector.Fix output flooded with null exception, when stopping scene in remote debug and when switching between local/remote StateMachinePlayer node.v0.5.0:Support remote debug, simply select any StateMachinePlayer node in remote scene tree to view flow of StateMachine in realtime.Fix StateMachinePlayer's nested triggers are not flushed and some UI bugs.v0.4.1:Fix possible to connect to self when reconnecting, validate StateMachine Resource everytime loaded in editor, and minor improve on UI.v0.4.0:gd-YAFSM now support nested FSM workflow in 0.4.0 & fixed various annoying UI bugsCheck out CHANGELOG(https://github.com/imjp94/gd-YAFSM/blob/master/CHANGELOG.md) for more details*Always backup project files before update
GDSAM provides retro voice synth capabilities via a wrapper library for SAM, the Software Automatic Mouth. Based on the C port by Sebastian Macke at https://github.com/s-macke/SAM.