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
Spritesheets from the Open Duelyst repository, with the frame data converted from XML to Godot Spriteframes for convenient use in AnimatedSprite2D and AnimatedSprite3D.The recently open sourced game Duelyst contains over 600 pixel art units, split in 6 factions and neutral, with attack, idle, running and death animations. Also includes animated icons and effects.If you need the remaining assets, download them from the original repository at https://github.com/open-duelyst/duelyst.
A simple, juicy tween animation library for Godot 4.Call any animation directlyTweenFX.shake(node)Demo + interactive tutorial: https://github.com/EvilBunnyMan/TweenFX/releases/
This is an addon that adds jigglebones to Godot 4.x. Jigglebones are bones that jiggle when the skeleton moves. They are used for procedural animation, so you can move only the important parts of the skeleton and the little bits will automatically jiggle with it.See the GitHub page for a detailed guide on how to use it in your project:https://github.com/yaelatletl/godot-jigglebones/blob/master/README.mdOriginally by BauxiteDev, current version includes upgrades and changes by Cory Petkovsek (tinmanjuggernaut) and Yael Atletl (me).
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
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.
# Nerd Fonts plugin for GodotUse [Nerd Fonts](https://www.nerdfonts.com) 3.4.0 icons in Godot 4.x!Nerd Fonts includes 10,764 icons from 17 icon sets: FontAwesome, Material Design, Devicons, Codicons, Octicons, and more.## UsageCreate a new "NerdFont" Node and configure its values. To change color, simply go to theme overrides and change the font color.All icons can be found under **Project > Tools > NerdFont Icons**.### Icon Categories- `cod` - VS Code Codicons- `custom` - Custom icons- `dev` - Devicons (programming languages/tools)- `extra` - Extra glyphs- `fa` - FontAwesome- `fae` - FontAwesome Extended- `iec` - IEC Power Symbols- `indent` / `indentation` - Indentation guides- `linux` - Linux distribution logos- `md` - Material Design (largest set)- `oct` - Octicons (GitHub)- `pl` / `ple` - Powerline / Powerline Extra- `pom` - Pomicons- `seti` - Seti UI icons- `weather` - Weather icons## Using Different FontsThe plugin includes `SymbolsNerdFont-Regular.ttf` by default (icons only, ~2.4MB).You can replace it with any patched Nerd Font from [nerdfonts.com](https://www.nerdfonts.com/font-downloads):1. Download a font (e.g., FiraCode Nerd Font, JetBrains Mono Nerd Font)2. Extract and copy the `.ttf` file to `addons/nerdfonts/fonts/`3. Update the `icon_font` path in `NerdFont.gd`## UpdatingTo update to a new version of Nerd Fonts:1. Download `glyphnames.json` from the [Nerd Fonts repository](https://github.com/ryanoasis/nerd-fonts)2. Open `utils/dump_nerdfonts.html` in a browser3. Drop `glyphnames.json` into the page4. Copy/download the output and replace `All.gd`5. Update font files in `addons/nerdfonts/fonts/` if needed
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
Mingos' Restrictive Precise Angle Shadowcasting is an algorithm used by traditional roguelike games for determining which map cells are in the player's field of view.See the README for instructions on usage: https://github.com/matt-kimball/godot-mrpas-assetlib/blob/master/README.mdA demo project using this algorithm is available on github: https://github.com/matt-kimball/godot-mrpas
# 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.
A simple state machine implementation. See the wiki (https://gitlab.com/addons-by-aura/simple-state/-/wikis/home) and/ or the in-editor help pages for details.
This plugin adds support for CrowdControl, allowing it to change how players play the game on streams.A simple TCP client connects to CrowdControl's client and parses event requests to activate effects that you can define. Simply create a named subclass of CCEffect and the custom registry will take care of the rest.Based on the implementation for Celeste in https://github.com/WarpWorld/CCPack-PC-Celeste