With this tool you can automatically setup the animations of spritesheets exported from Aseprite.
Hides the "Play Scene" button and adds a custom button, useful for games with custom scene switching, I personally use this to make sure playing a scene from the editor is the same as loading it normally in the game.The plugin sets a project setting to the scene that has to be played and then runs the game normally from the main scene, you have to load the scene manually in your code using this project setting.The project setting used to store the scene path is "application/run/custom_first_scene", this string is a constant stored at CustomPlayButton.scene_setting.
PLEASE REFER TO THE 0.9.0 VERSION FOR GODOT 3.2 IN THE ASSET LIBRARY.
Implements algorithms for maze generation with configurable width and height.
A plugin that adds a Node that allows the creation of chained modifiers for any node property and editor tools to ease its use.Features:- Define any number of property modifiers.- Every node property and type is supported.- Chain multiple modifiers to the same property statically or dynamically.- Change the way two values are combined in the chain thanks to mix modes.- Add/remove and activate/deactivate modifiers at any time.- Modifiers (value, mix mode and active state) keyable in the AnimationPlayer node.- Define custom mix modes for your project.- Custom editors and inspectors to ease the use of the plugin.
This tool allows typing with fonts made from a collection of PNG images.
An editor plugin to edit translation files from inside Godot Engine. It supports .csv and .po files, although gettext support is limited to what Godot can handle. It can also be used as a standalone editor if translation_editor.tscn is run or exported as main scene.New in 0.3:- Minimal supported version of Godot is now 3.1- Added support for string prefix- Added support for JSON and C# files (preferably useful with string prefix)- Added options in ProjectSettings (category `TranslationEditor`)- Limited prints to warnings and errors, the rest uses Godot's verbose option- Typed GDScript is now used in the plugin's codebase- Fixed `tr()` calls within an str() call not being detected- Fixed calls to `TranslationServer.translate()` not being detected- Fixed renaming a string key not marking files as changed- Fixed window titles not being detected- Fixed previous extraction results not being cleared when opening the dialog again- Fixed "clear search" button not updating search results and remaining shownSee full changelog at https://github.com/Zylann/godot_translation_editor
[For Godot 3.1] WAT is a Testing Framework. It allows you to easily create test scripts and quickly run many at a time. You can find the documentation @ https://wat.readthedocs.io/en/latest/