Adds a toggle button to the editor toolbar which allows enabling or disabling Mono build by hiding the project's solution file. Useful for projects which use both C# and another language like GDScript, so that you can disable Mono while you're not editing any C# source files.
An addon for 2d thunder&lightning addon in godot game engine.there is a Demo.tscn in the project, which is in the addon folder/src/main/.
Godot's High-level Multiplayer API can operate over WebRTC, however, it requires a signaling server to establish the WebRTC connections between all peers.Nakama is an Open Source, scalable gameserver that provides many features, including user accounts, authentication, matchmaking, chat, and much more.This Godot add-on provides some utility code to allow easily setting up those WebRTC connections using Nakama as the signaling server.
This tool allows you to easily build your GDNative code directly from Godot.Attention!!I ran into some issues where GDScript was not behaving correctly under Linux and macOS, when the addon was updated. So when the "Build Platforms" or "Build Configuration" in the new settings dialogue do not work (no tabs listed), quit Godot and start it again. Otherwise delete the folder and reinstall the addon.Changes v0.2:- Added settings dialogue.- Fixed file structure for installing from assetlib.The supported features are:- Checking and setting up your build environment.- Build using already existing SCons files.- Supports Visual Studio 2015, 2017 and 2019 compilers for Windows.- Supports GCC and Clang for Linux.- Supports Xcode for macOS.- Platforms and configurations can be freely defined in the project settings.- Generate batch files to build your project.- Create solution and build from Visual Studio.- Create generic Qt Creator project.- Update your gdnlib file.- Create a new GDNative library.Known Issues- Some batch files contain global paths.- The tool does not always correctly wait for processes running in a terminal.- When installing SCons for macOS, the button must be pressed twice, due to a hotfix that needs to be applied.Please report any issues you find at https://github.com/dkollmann/easycpp/issues.
This is a camera motion blur shader for Godot. It automatically works when the camera moves and rotates - but it won't blur when anything else moves.It's really easy to use in your project! Simply:1. Download the zip and extract it.2. Copy the motion_blur folder into the root folder of your project.3. In the scene of your game, select your camera node, and then click the chain icon above the scene tree to instance a scene, then select the motion_blur.tscn scene file.4. That's all!
Godot-Stuff Logger 3.3A GDScript based logging utility, it provides a very low level way to debug your Games. There are different Appenders and Layouts available that let you control how the logger output is delivered.This latest release is now installed like a proper plugin. Activate the Logger by going into your Project settings and activating it.Note: Cyclical errors have been correct and a restart of Godot should no longer be required when adding this asset.Features* low overhead* simple to include in your projects* eight different logging levels* output to console or filesystem* html output available (experimental)This version supports the Godot Version 3.3 releases.For more information follow this linkhttps://gitlab.com/godot-stuff/gs-logger/-/blob/3.3/README.md
A GDNative wrapper for libOpus, allowing for very high compression rates for audio containing speech.It adds 2 nodes to Godot:- OpusEncoder- OpusDecoderThis can allow for the implementation of a very simple form of VOIP. It will not be truly streaming or real-time though. Much more work is required before we get to that.Demos:Trivial: the example/ directory in this asset has a simple demoVOIP: https://github.com/Godot-Opus/libopus-gdnative-voip-demo
Export CSG Meshes with 1 click How to use :- Combine all your CSGMeshes under a CSGCombiner node then press (Export to OBJ) in the Spatial Container Menu.Limitations :- Only works when you select 1 CSGCombiner node (Cant multiselect)- Only material diffuse and emission colors will be exported (Textures and maps wont be exported, but you can add them manually in your 3D editing software) - The plugin is still experimental ,so please report for bugs at: [email protected]=== New Version 0.3.2===*Bug fixes by (@szabotudor):--Object variable is cleared before being reused (to avoid stacking old meshes over new ones)*Bug fixes by (@mohammedzero43):--Fixed an issue with exporting .mtl and .obj with unmatched names=== New Version 0.3.0 ===*Usability improvements by (@Janders1800) :-- Added a FileDialog so the user can select where to save the exported obj file=== New Version 0.2.0 ===*Bug fixes by (@Henriquelalves) :-- Empty materials will now have a default material applied-- script fixes in writing object name
Iconify offers an easily accessible Icon picker so you can focus on building a good editor UI without constantly switching tabs to assign them via script.Features:- Search icons by name- Automatically assign icons to node properties- View all built-in editor icons to use them in a script- Keyboard shortcuts for extremely fast UI designFor full description see README.md at [https://github.com/Hugo4IT/Iconify]
Inspired by https://github.com/gruns/icecreamBetter debug information using ad.p(arg) rather than print(arg)Awesome Debug returns the input argument so it can be dropped into existing code without issue.
A tool to automatically create materials based on a selection of texture files
A little plugin to easy-way manage your text files inside your project folder.