
GodotXML - advanced XML support for Godot 4. Supports Godot 4.0+. Please see our README on GitHub for more information, including the v1 -> v2 migration guide: https://github.com/elenakrittik/GodotXML
GodotXML - advanced XML support for Godot 4. Supports Godot 4.0+. Please see our README on GitHub for more information, including the v1 -> v2 migration guide: https://github.com/elenakrittik/GodotXML
Allow Editor File System to dock at the bottom panel, similar to the layout found in Unreal Engine / Unity, with Menu & Shortcuts to Switch & show/hide the File System. - Use Shortcut `Alt + S` to toggle the dock location and `Control + Space` to show / hide the file system when docked on the bottom. - Or simply click/press FileSystem Split Mode button. - The Shortcut menu is available in : Projects > Tools > File System > Switch File System Dock - to customize the shortcut, you can modify the script in `addons/nv.file_system/nv.file_system.gd`
Allow Editor File System to dock at the bottom panel, similar to the layout found in Unreal Engine / Unity, with Menu & Shortcuts to Switch & show/hide the File System. - Use Shortcut `Alt + S` to toggle the dock location and `Control + Space` to show / hide the file system when docked on the bottom. - Or simply click/press FileSystem Split Mode button. - The Shortcut menu is available in : Projects > Tools > File System > Switch File System Dock - to customize the shortcut, you can modify the script in `addons/nv.file_system/nv.file_system.gd`
JSON-formatted logger **Feature Highlights:** 1. **Flexible Log Levels:** With Log, you have full control over the level of detail you want in your logs. Choose from DEBUG, INFO, WARN, ERROR, or FATAL log levels to focus on what truly matters. 2. **Customizable Prefix and Arguments:** Personalize your logs by adding prefixes and custom arguments. Tailor your messages to suit your specific needs, making debugging a breeze. 3. **Automatic Log File Generation:** Log ensures that your logs are stored safely and systematically. Choose to write logs to a file with just a simple configuration setting. 4. **Thread-Safe Debugging:** Debugging outside the main thread? No problem! Log will alert you and provide debug information while maintaining thread safety. 5. **JSON Serialization:** Seamlessly serialize your log messages to JSON format. This feature simplifies log analysis and enhances data readability. **Example**: GodotLogger.info("current node",self) ... INFO [31/7/2023 17:13:30] current node {"auto_start":-1,"current_members":0,"editor_description":"","lobby_id":0,"lobby_mode":"default","lobby_name":"Test","max_memebers":4,"meta":{},"min_members":1,"name":"","process_mode":0,"process_physics_priority":0,"process_priority":0,"process_thread_group":0,"process_thread_group_order":0,"process_thread_messages":0,"scene_file_path":"","unique_name_in_owner":false,"visablity":2}
GD Data Binding is a Godot library that simplifies your UI coding by automatically syncing data between views and models.
JSON-formatted logger **Feature Highlights:** 1. **Flexible Log Levels:** With Log, you have full control over the level of detail you want in your logs. Choose from DEBUG, INFO, WARN, ERROR, or FATAL log levels to focus on what truly matters. 2. **Customizable Prefix and Arguments:** Personalize your logs by adding prefixes and custom arguments. Tailor your messages to suit your specific needs, making debugging a breeze. 3. **Automatic Log File Generation:** Log ensures that your logs are stored safely and systematically. Choose to write logs to a file with just a simple configuration setting. 4. **Thread-Safe Debugging:** Debugging outside the main thread? No problem! Log will alert you and provide debug information while maintaining thread safety. 5. **JSON Serialization:** Seamlessly serialize your log messages to JSON format. This feature simplifies log analysis and enhances data readability. **Example**: GodotLogger.info("current node",self) ... INFO [31/7/2023 17:13:30] current node {"auto_start":-1,"current_members":0,"editor_description":"","lobby_id":0,"lobby_mode":"default","lobby_name":"Test","max_memebers":4,"meta":{},"min_members":1,"name":"","process_mode":0,"process_physics_priority":0,"process_priority":0,"process_thread_group":0,"process_thread_group_order":0,"process_thread_messages":0,"scene_file_path":"","unique_name_in_owner":false,"visablity":2}
Framework for RPG passive abilities. Attach a bunch of trigger reactions to `reaction_container`, then do `reaction_container.hit_received(who, how, damage)` and all the reactions will contribute to the received hit. - Reactions that change the outcome of an action based on conditions - can be attached and removed at runtime - Stat modifications that support grouping changes to then remove together - when an item gets equipped or unequipped, for example - Derivative stats (such as: strength becoming damage and health) - Temporary stat changes and reactions, for status effects 'n' such - Custom inspector view for reactions and stat modifications Using code generation, provides one of the simplest possible API implementations with good performance. Just configure it in the database resource, and trigger the chain like a regular function! Each item in the chain will call their own functions, modifying the result or reading from it to cause side effects. For example reactions and a description of how they work, check example/trigger_reactions/reactions.gd.
NumDot is a tensor math and scientific computation library for the Godot Engine. Documentation: https://numdot.readthedocs.io/ Changelog: https://numdot.readthedocs.io/en/latest/setup/changelog.html See NumDot in action: https://ivorius.itch.io/numdot-demos -- NumDot provides a multidimensional array object (NDArray) and many functions for fast operations on arrays, including mathematical, logical, statistical, and more. It is inspired by the Python tensor math library, NumPy, and thus shares many semantics with it. Visit the documentation for a full feature overview, as well as guides and tutorials. NumDot supports all common platforms (including web exports).
Basic scene loader with support for loading screens for Godot 4.
A set of Finite State Machine nodes for organizing and processing logic.
GD_ is a Lodash inspired recreated in Godot. It offers a bunch of utility functions like map, intersection and debounce.
This ECS framework is very suitable for use in GDScript. Separate data and logic, get rid of the hassle of class inheritance relationships.
Allows scheduling of local notifications on the Android platform. Installation Steps: - click `Download` button - on the installation dialog... -> keep `Change Install Folder` setting pointing to your project's root directory -> keep `Ignore asset root` checkbox checked -> click `Install` button - enable the plugin via `Project->Project Settings...->Plugins` in the Godot Editor - for usage info, see https://github.com/cengiz-pz/godot-android-notification-scheduler-plugin/blob/main/README.md
Part of the godot-gameplay-systems. This is a c++ addon which handles attributes, attribute systems, buffing, debuffing and so on.
A struct implementation in gdscript using Godot's Server/Resource pattern. Structs are an abstraction over type safe and highly memory efficient data pools. Tests comparing memory overhead of Objects, Resources, Nodes, and Node2D's have shown at least 25x less memory usage for cheaper Objects and over 35x less memory usage for more complex objects like Node2D's while maintaining comparable get/set speeds. The Struct "server" extends Resource, and is inherently able to serialize/deserialize entire struct collections. See the repository for usage information and examples.
Implementation of the Open Sound Control protocol in Godot using GDScript and a group of nodes for convenient use. GodOSC receives and sends OSC messages over UDP. Currently supports: * Sending and Receiving OSC messages. * Receiving OSC Bundles * Booleans * Floats * Integers * Strings * Blobs Includes the following nodes: OSCServer * Receives OSC messages OSCClient * Sends OSC messages OSCMessage * Helper node. Attaches to a node who's data will be used in an outgoing OSC message. OSCReceiver * Helper node. Attaches to a node that will be controlled by incoming OSC messages.
Safely serialize/deserialize objects (and built-in Godot types) to JSON or binary in Godot. Enables registration of scripts/classes and conversion of values to/from JSON or bytes, without any risk of code execution. Perfect for save state systems or networking. View more details on the project page (click "View files")
Finite state machines (FSMs) empower you to create intricate behaviors in a modular way. Each state can be defined independently, allowing for data sharing, state transitions, and more
a Godot plugin that provides a unified API for handling tracking transparency on both iOS and Android.
Finite State Machine for managing different States that anything can be in. For example, an Enemy can "Attack", "Patrol", "Idle", etc.
Easy to use Coroutine functionality in Godot 4, such as resume() or join()
GDLinter is an addon for Godot Engine that runs gdlint on save to automatically lint your GDScript as you code. NOTE: This plugin only runs if "gdlint" is installed. Instructions available at https://github.com/Scony/godot-gdscript-toolkit
An easy, powerful and lightweight TCP client/server in C#. TCPMaid makes it easy to setup a robust client & server, send messages and requests, and provide your own SSL certificate. Features • Easy client & server setup • Supports SSL (TLS) encryption and certificates • Automatically serialises messages • Automatically fragments large messages • Supports requests and responses • Supports IPv4 and IPv6