Generates an array of names (strings) with current indexed entries of:1. Female (first & last name) using real world database of names2. Male (first & last name) using real world database of names3. Unisex (first name) using Emi's code for random fantasy name generation4. Unisex (first name-short) using Sam's code for random fantasy name generation5. Unisex (first name-medium) using Sam's code for random fantasy name generation6. Unisex (first name-long) using Sam's code for random fantasy name generationCan use as either main screen plugin (click interface) or as direct plugin to your application (call to class_name NameGenerator.new_name() )Using multiple different methods, including a small database of a few thousand names commonly found in the world, this generator builds multiple random full names for you to quickly choose from. It generates both true real world, and realistic fantasy names. The underlying code is designed to be expandable, feel free to contribute to its growth.This is a 'Main screen plugin' and will appear next to the 2D,3D,Script,AssetLib buttons in the top center of Godot 4.xLicense: Creative Commons Attribution License (reuse allowed)This work is a derivative work of Emi @emi_cpl https://www.youtube.com/@emi_cpl updated for Godot 4.0It has been further developed by Samuel Landers of [email protected]
A simple Godot 4 asset for smooth scene transitions.Simply call the `Transit.change_scene_to_file` with the path of the scene to change to, and a fade-in/fade-out transition will play as the scene is changed. Now for Godot 4!Forked from backwardspy/transit
Godot State Charts is an extension for Godot Engine 4 or later that allows you to use state charts in your game. State Charts are similar to finite state machines, but they are more powerful and avoid the state explosion problem of traditional FSMs. To get started, check out the manual at: https://github.com/derkork/godot-statecharts/blob/main/manual/manual.md
Need a container? Select nodes, press Shift+A.- Keep pressing A to keep choosing containers from the list- Picks the most appropriate containers for the layout of the nodes- Grids choose column count automatically- Delete Node dialog now lets you delete while keeping children! Great to get rid of these containers.- After Shift+A, press Escape to cancel- After Shift+A, press R to replace the old parent with the chosen container
Dynamic Physical 3D rope that interacts with RigidBody3D.License at: https://github.com/Skyquakers/godot-rope3d/blob/develop/addons/rope3d/LICENSE.txt
Quiver Player Accounts allows you to create user accounts for your players. This is an early version of the service, so we only support guest accounts at this time (no username/passwords, etc.), but we'll be adding more functionality in the future. This plugin is used mostly to support Quiver Leaderboards (https://quiver.dev/leaderboards).Documentation: https://github.com/quiver-dev/quiver-player-accounts-godot-plugin#quiver-player-accounts
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
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!
Godot PostgreSQL Client is a GDscript script / class that allows you to connect to a Postgres backend and run SQL commands there. It is able to send data and receive it from the backend. Useful for managing player user data on a multiplayer game, by saving a large amount of data on a dedicated Postgres server from GDscript.The class is written in pure GDScript which allows it not to depend on GDExtention. This makes it ultra portable for many platforms.Detailed documentation: https://github.com/Marzin-bot/PostgreSQLClient/wiki/Documentation