Collection of commonly used C# scripts, nodes, and other content for Godot. Serves as a library to build Godot games and editor plugins from.
- Curves - Preset curve assets ready to be used
- Custom types
Vector2Int
- Vector2 but with integer componentsGDScriptWrapper
- Can be extended to provide a typed wrappere around a GDScript godot objectPropertyListBuilder
- A builder object for making property listsPropertyListItem
- Used by thePropertyListBuilder
and represents an item in the property list
- IO - Utility methods to load resources, including from relative paths
ExtendedPlugin
- Abstract base class for plugin development- Can load
SubPlugins
- Can add managed controls to docks that are automatically freed
- Plugin is automatically reloaded on solution rebuild
- Can load
- Custom plugin components
PluginAssetsRegistry
-Handles loading of plugin assets, making sure to scale them with the screen size. This ensures the plugin looks right on High DPI displays.NodeSelectDialog
- Dialog that lets you select a node from the subtree of a given node
- Utility classes
BitUtils
- Utils for bit manipulationByteSerializationUtils
- Utils for serializing to and from bytesCollectionUtils
- Utils for C# collectionsDirectoryUtils
- Utils for file directory traversal, using theGodot.Directory
object.DrawUtils
- Utils for manually drawing in CanvasItem nodesEditorHackUtils
- Utils for peeking around the tree structure of the GodotEditor itselfEditorUtils
- Utils for editor pluginsEngineUtils
- Utils for setting up metadata about the engine, including version and preprocessor definesVersionInfo
- Struct that stores data about an engine version.
FileUtils
- Utils for file and directory fetchingGDCollectionUtils
- Utils for Godot collectionsGDUtils
- Utils for Godot objectsGeneralUtils
- Utils for general C# stuffNodeUtils
- Utils for nodesRectUtils
- Utils forRect2
Reflectionutils
- Utils for C# reflectionStringUtils
- Utils for stringsVectorUtils
- Utils for vectors
FracturalCommonsPlugin
- Plugin for Fractural Commons, which contains multiple sub pluginsMainPlugin
- Adds preprocessor defines for the Godot version to allow plugins to adjust their behaviour depending on the version being run on.EditorUtilsPlugin
- Allows some ofEditorUtils
' functionality to work, including having a black tint show up when a window dialog is popped up.CSharpResourceRegistryPlugin
- Registers custom C# nodes and resources to show up in the Create Node and Create Resource menus- Custom C# nodes and resources should use the
RegisteredType
attribute. - Also adds a
CSRG
(CSharp Resource Registry) button to the top right to let you refresh C# resources manually.
- Custom C# nodes and resources should use the