Not for 4.0+! It is a plugin that you select the size of map you want (square map size only atm), and generate. Due to limitations in the editor, it will only generate up to about a 40 x 40 meter maze, which actually is intense! You should try it :)Once generated, it will perform algorithms so create a closed wall system for paths where only a single path will get you to the area of your selected finish. There are two meshinstances that mark the general areas of start and finish. Forward or backwards up to you. Each wall is a meshinstance that can be opened, scripted like doors, visibility, collisions, etc. Make it yours! You can even save the map as an obj for external editing further!. Questions, let me know.
If you have a mesh imported from a program like Sketchup, for example, and you wanted to use materials inside the editor rather than imported with the mesh, this script will fix the issues of importing the obj and not being able to see it due to missing materials or transparency issues. Just drag the script into your mesh instance and restart
A .gdshader Godot skybox. This shader allows you to have a tiled, textured skybox with each tile being moved.
Open an external script editor alongside the built-in editor, allowing you to use features from both at the same time.Visit the repository for setup instructions.Based off the original by calviken (repo now gone)
Can be used as generic noise generator using this technique:https://godotengine.org/asset-library/asset/78Consists of:worley 2dworley with 2x2 window instead of 3x3worley 3dworley 3d with 2x2x2 window instead of 3x3x3perlin 2dperlin 3dperlin 4dsimplex 2dsimplex 3dsimplex 3d with analytic derivative gradient outputsimplex 4dand last is 'psrdnoise' monster with 4:2-D non-tiling simplex noise with rotating gradients, without the analytical derivative2-D non-tiling simplex noise with rotating gradients and analytical derivative2-D tiling simplex noise with rotating gradients, without the analytical derivative2-D tiling simplex noise with rotating gradients and analytical derivativeAnalytical derivatives return vec3 with first element is a vector of the noise value. And 2nd and 3rd are x and y partial derivatives.You can test any of the shaders by creating a Sprite node, creating new ImageTexture for it (size like 256x256 would be fine), creating new shader material for it and loading desired shader to it. (try simplex3d.tres ^_^)
EditorPlugin for managing PCK-Files and a PCKDirectory-class to list added Files from a new PCK in game.
A simple project that uses cells from tilemaps to construct paths between origin and target position with a custom A* based Pathfinder written in GDscript.
Godot object pool. Used to instantiate a pool of objects using a user-defined pool size, PackedScene, and prefix. Some convenience methods exposed allowing a pool.get_next_dead() to fetch the next available object from the pool.
A behavior tree editor plugin
Godot quest system (WIP).
Godot Engine (v3.0) Hotbars
Godot Engine (v3.0) screen manager with config factory to support loading screen config using ConfigFile.See example project for some usage.