
DateTime and Schedule class for handling many time related tasks.
DateTime and Schedule class for handling many time related tasks.
An addon for the Godot Engine which adds several functions for creating and modifying shapes, and a few nodes that uses those functions for creating visuals or for creating collision shapes. These functions and nodes are written in GDScript to make them universally compatible. They are exposed to C# via wrapper classes in the `ComplexShapeCreation` namespace. --- Nodes --- Currently, there are 4 nodes: - RegularPolygon2D < 'Polygon2D' - General purpose node for drawing shapes. - SimplePolygon2D < 'Node2D' - counterpart to RegularPolygon2D that only draws simpler shapes. - StarPolygon2D < 'Polygon2D' - Version of RegularPolygon2D for drawing stars. - RegularCollisionPolygon2D < 'CollisionShape2D' - Node for creating both regular and star collision shapes. --- Functions --- Currently, functions used for creating shapes are split across the multiple nodes added. Most of them are in RegularPolygon2D. Some exceptions are: - a simplified version of 'get_shape_vertices' is in SimplePolygon2D. - 'widen_polyline' and 'widen_multiline' are in RegularCollisionPolygon2D. - 'get_star_vertices' is in StarPolygon2D. The 'get_*' functions create shapes and returns a new 'PackedVector2Array'. All other functions modify the array passed in as the argument.
Non frame-dependent timers, true real-time accuracy! RealTimeTimer utilizes system time to provide dependable timers that work consistently even with fluctuating framerates. Pause, resume, create intervals, and easily track remaining time with this straightforward tool. Perfect for scenarios where real-world timing is critical.
This plugin allows you to easily generate normal maps from textures within Godot. It provides a simple dock to open a texture and create a normal map with adjustable settings. The normal map is saved in the same directory as the original texture with a "*_n.png" prefix. Originally developed for Godot 3.2, this version is now ported to Godot 4.4. For more advanced normal map generation, consider using Laigter, a free and open-source tool.
High Level Custom Multiplayer Implementation for Godot. * Custom network implementation. * Easy communication between player and room. * Control and restriction of players between each other.
Godot implementation of the glTFX Reference Format, also known as glTF External Reference, glTF Experience Format, or glXF. The glTFX format allows for referencing external glTF files, and also other glTFX files, allowing for a nested scene hierarchy of arbitrary depth, with its leaf scenes being glTF files. https://github.com/KhronosGroup/glTF-External-Reference Note: The glTFX Reference Format is still a work in progress and is not yet ratified by the Khronos Group. Until glTFX is finalized, this addon should be considered experimental and subject to change at any time to comply with the latest iteration of the draft specification. For full functionality, this addon requires Godot 4.4 or later with this PR. https://github.com/godotengine/godot/pull/94603 It can be used with Godot 4.3, but the export settings will not be available.
This plugin adds the Buffer class for managing the execution of one player action with buffering. It can both buffer one player input for a set amount of time to run the action when allowed, and buffer the potential of an action for a set amount of time to run it when a player input is recieved. The plugin includes an example use.
A small plugin that allows you to add color blind filter options, color changing, and glow effects to your games created in godot. All through a small interface that allows you to create and add these shaders and place them in your desired scenes. Colorblind Filter - Create a color rect and an option button with which you can control the type of filter. Replace Color - Creates a shader within the selected scenes that allows you to change a specific color previously selected. Glow Elements - Creates a shader within selected scenes with effects modifiable by the player. Whenever you use or create a feature, a scene will be created with a menu to use those options in-game. Ver. 1.0.0
This shader will create a 3D hovering effect with mouse interaction on a canvas item like TextureRect. Also, it renders a specular highlight that changes with hover.
it adds bob lol mak sur plugin enabled or it no wurk it comes with README.md and LICENSE.md so just delete those
This plugin allows you to save/load resources in the background using threads, preventing main thread freezes and handling the process using signals. For more information click "View files".
A simple Main Menu for Godot 4.0 with : Start Menu with an Option Menu that include a Video Option & Audio Options
Port to Godot 4 for the pixel space background generator by deep-fold https://deep-fold.itch.io/space-background-generator
A Remote Procedure Call framework for Godot C#. Features: - Call source-generated RPCs with static typing and optimal performance. - Request and return values from RPCs. - Send variant-incompatible values with MemoryPack. - Extra access enum (peer -> authority). - Fully compatible with async / Tasks. - Created for use in a real MMORPG. Example: ```cs [Rem(RemAccess.Any)] public void SayWords(List<string> Words) { foreach (string Word in Words) { GD.Print(Word); } } // Send SayWords to authority SendSayWords(1, ["cat", "dog"]); // Broadcast SayWords to all peers BroadcastSayWords(["cat", "dog"]); ```
The object pool pattern is a software creational design pattern that uses a set of initialized objects kept ready to use – a "pool" – rather than allocating and destroying them on demand.
About A set of components that can be used as basic building blocks for the construction of role playing games.
DynamicDataTable is a GDScript plugin for Godot 4 that allows you to create and manage dynamic data tables easily and flexibly.
A drag-and-drop grid inventory system that allows for definition of custom patterns, as seen in inventory management games.
This plugin provides the ability to parse simple TOML files and serialize data back into the TOML format within the Godot Engine. It supports basic parsing of dictionaries and arrays of objects, as well as commonly used data types. The primary goal is to offer a foundational TOML parsing capability that can be extended and improved over time. Please note: This plugin is in the early stages of development (version 0.1.0). It is not feature-complete and is considered barebones at this point. The purpose of releasing this initial version is to gauge interest and receive feedback from the community.
A custom node designed to store and update the health amount of a node, emitting signals based on health amount changes and set properties. The node enables the addition of health capabilities, which can be adjusted by invoking the update_amount function. It can automatically send signals based on changes in the health amount and set properties.
A simple plugin to add a background image to the editor.