
- 4.2
- 3.5v1.7.1Scripts
This is 100% pure GDScript embeddable Software Mod Player. 1.7.1 updates: * Fixed portamento up/down * Fixed error when read empty pattern from XM files * Remove unused codes 1.7 updates: * Fixed tone portamento in linear frequency * Fixed vibrato does not working * Fixed volume slide command * Fixed Instrument panning * Fixed portamento/vibrato in linear frequency * Fixed tone portamento bug * Fixed 16-bit sample loop point bug. * Fixed 3xx/4xx "continue" parameter * Fixed volume resets when has no instrument number * Implement frequency 0 to stream stop. 1.6 updates: * Fixed pitchbend in linear frequency mode. * Implemented vibrato depth of volume command. * Implemented global volume slide continue (parameter 0x0000). * Implemented temporary multi retrig note. 1.5 updates: * Refactoring code * Fixed silence seconds * Added code for reuse AudioBus(es) 1.4.3 updates: * Fixed double displaying in Node list. 1.4.2 updates: * Fixed note cut parameter bug * Refactoring source code. * Some changes mod/xm file reader APIs 1.4.1 updates: * Fixed doesn't re-note on when sets instrument. * Fixed some tempo bugs. 1.4.0 updates: * Implemented using threads. 1.3.2 updates: * Implemented global volume command. 1.3.1 updates: * Fixed can't read flexible pattern order table for XM files. * Fixed mod-sample finetune on minus. * Fixed misalignment timing and found noises when use 16bit samples * Fixed behavior when not set instrument ID. 1.3.0 updates: * Fixed problem play mod files * Fixed tempo bugs * Implemented some commands: patttern delay, note delay and pattern loop 1.2.0 updates: * Implemented xm loader and player. Supported files: * xm * mod Demo app: https://bitbucket.org/arlez80/godot-mod-player/downloads/demo.zip
By: arlez80 - 4.0v1.0.1Scripts
Make requests with the Gemini protocol (https://geminiprotocol.net/) & easily parse gemtext documents. Note: does NOT work with godot 4.3! all other godot 4 versions work as expected
By: mocha - 4.0v1.0.0Scripts
The Composite Reverter is a memento-based undo/redo utility. A unique feature is its support of composition, allowing subsystems to handle their own saving and loading independently of each other while still operating in unison. This enhances decoupling and encapsulation in your code. Features: * Clean interface that runs like git with only basic functionality. * Easy to get up and running using plain dictionaries for mementos. * Extensible to optimize time and memory efficiency. * Equality can be defined between mementos to ignore insignificant changes. * Tags allow jumping through history like loading save-states. * Undo, redo, and revert methods. * Thoroughly documented. * Example included.
By: svetogam - 4.0v1.0.0Scripts
This is a plugin that creates a singleton Node for playing music that can persist even between scenes.
By: atrus - 4.0
- 4.0v1.0Scripts
The script uses two static functions to create a wait system for your scripts akin to using create_timer(). However instead of an abstract time you place the state of the script you wish to wait for. The StateSync will create a node with debug information at runtime about what called the StateSync and its id. When the state becomes your desired state it will continue your code's processes. There is no Autoload in the script and it comes with 2 calls, a singular wait condition or grouped batched wait conditions. The README contains example uses.
By: Arte - 4.3v2.0Scripts
A simple logger that emits BBCode-formatted log entry signals.
By: Taffer - 4.3v1.0Scripts
Load resources for your "Loading…" screen. Receive signals (that you can use to update your UI) when resources are loaded, when errors happen, and when everything is done.
By: Taffer - 4.1v1.0Scripts
C# implementation of observer pattern for generic types.
By: jkuttu - 4.4v1.0Scripts
A simple Godot First-Person Controller with movement, jumping, walking, crouching, footstep sounds and smooth animations. Input Setup: Configure these inputs in the Input Map: - forward (W recommended) - backward (S recommended) - left (A recommended) - right (D recommended) - jump (Space recommended) - walk (Shift recommended) - crouch (Ctrl recommended) Features: - Ceiling Detection: Uses a raycast to prevent uncrouching if there’s not enough space. - Landing Animation: Smooth transition when hitting the ground after a fall or jump.
By: Linko - 4.0v4.0-R1Scripts
Godot-Stuff ECS 4.0 This is a Framework for adding a simple Entity Component System using Godot. The Framework puts less emphasis on performance, and instead tries to focus on improving Workflow and Code Reuse. Features * simple design * flexible * create using scene structure or code This version supports the Godot 4.0 releases. Read the documentation here: https://gs-ecs-docs.readthedocs.io/en/latest/index.html Get started with a very simple example here: https://gs-ecs-docs.readthedocs.io/en/latest/simple.html
By: paulhocker - 4.0v4.0-R2Scripts
Godot-Stuff Logger 4.0 A 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 4.0 releases. For more information follow this link https://gitlab.com/godot-stuff/gs-logger/-/blob/4.0/README.md
By: paulhocker - 4.3v0.1Scripts
Plugin for the godot engine, contains some easy to use widgets.
By: JohnnyB0Y - 4.2v1.0Scripts
i've recently started using godot and this is a very simple script for generating random positions in range of an area i made this for my own project and noticed there is no such thing in asset store even tho its very simple features: include an area wich the random position will be generated in exclude an area from generating in order to get the random position you need to call the give_random_pos() function. in order to enable exclude zone hit the bool in scene and set the pos1 and pos2
By: mo - 4.3v4.3.0Scripts
This is 100% pure GDScript embeddable Software Mod Player for Godot Engine 4. Supported files: *.mod, *.xm 4.3.0 updates: * Optimize for loops 4.2.5 updates: * Fixed portamento up/down * Fixed error when read empty pattern from XM files * Remove unused codes 4.2.4 updates: * Fixed tone portamento in linear frequency * Fixed vibrato does not working * Fixed volume slide command * Fixed Instrument panning * Refactoring codes 4.2.3 updates: * Fixed portamento/vibrato in linear frequency * Fixed tone portamento bug * Fixed 16-bit sample loop point bug. * Implement frequency 0 to stream stop. 4.2.2 updates: * Fixed 3xx/4xx "continue" parameter * Fixed volume resets when has no instrument number * Remove thread codes * Remove old workaround codes * Refactoring codes 4.2.0 updates: * Implemented 9xx Sample Offset * Fixed some errors 4.1.1 updates: * Implemented full features for multi retrig note (0x1B) 4.1.0 updates: * Fixed pitchbend in linear frequency mode. * Implemented vibrato depth of volume command. * Implemented global volume slide continue (parameter 0x0000). * Implemented temporary multi retrig note. 4.0.1 updates: * Fixed some clamp/max to clampf/clampi/maxf * Fixed @export_files attribute 4.0.0 updates: * Ported from Godot Engine 3 version.
By: arlez80 - 4.2v1.1.0Scripts
Are singletons giving you a headache? Is injecting dependencies getting you down? The Contextual Service Locator could be the answer to your game programming architecture woes! Don't delay! Try the Contextual Service Locator (formerly known as "I Can't Believe It's Not A Singleton!") today! Real Description: The Contextual Service Locator provides a clean interface to register and find objects through the scene tree like localized singletons. Its purpose is to enhance decoupling and flexibility in mid-to-large games. Valuable for: * Structural decoupling * Temporal decoupling * Multiplying and localizing singletons It's recommended to read the usage guide by clicking through View Files > Wiki > Usage Guide.
By: svetogam - 4.1v1.0.0Scripts
The Contextual Signal/Setup Connector provides a clean interface to dynamically manage descendant nodes. Its purpose is to enhance decoupling and flexibility in mid-to-large games. Valuable for: * Structural decoupling * Temporal decoupling * Connecting signals on descendant nodes * Connecting setup (dependency injection) on descendant nodes It's recommended to read the usage guide by clicking through View Files > Wiki > Usage Guide.
By: svetogam