initial commit, 4.5 stable
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This commit is contained in:
2025-09-16 20:46:46 -04:00
commit 9d30169a8d
13378 changed files with 7050105 additions and 0 deletions

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# meta-description: Classic movement for gravity games (platformer, ...)
extends _BASE_
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()

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# meta-description: Classic movement for gravity games (FPS, TPS, ...)
extends _BASE_
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()

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# meta-description: Basic plugin template
@tool
extends _BASE_
func _enable_plugin() -> void:
# Add autoloads here.
pass
func _disable_plugin() -> void:
# Remove autoloads here.
pass
func _enter_tree() -> void:
# Initialization of the plugin goes here.
pass
func _exit_tree() -> void:
# Clean-up of the plugin goes here.
pass

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# meta-description: Basic import script template
@tool
extends _BASE_
# Called by the editor when a scene has this script set as the import script in the import tab.
func _post_import(scene: Node) -> Object:
# Modify the contents of the scene upon import.
return scene # Return the modified root node when you're done.

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# meta-description: Basic import script template (no comments)
@tool
extends _BASE_
func _post_import(scene: Node) -> Object:
return scene

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# meta-description: Basic editor script template
@tool
extends _BASE_
# Called when the script is executed (using File -> Run in Script Editor).
func _run() -> void:
pass

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# meta-description: Base template for Node with default Godot cycle methods
extends _BASE_
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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# meta-description: Empty template suitable for all Objects
extends _BASE_

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# meta-description: Base template for rich text effects
@tool
# Having a class name is handy for picking the effect in the Inspector.
class_name RichText_CLASS_
extends _BASE_
# To use this effect:
# - Enable BBCode on a RichTextLabel.
# - Register this effect on the label.
# - Use [_CLASS_SNAKE_CASE_ param=2.0]hello[/_CLASS_SNAKE_CASE_] in text.
var bbcode := "_CLASS_SNAKE_CASE_"
func _process_custom_fx(char_fx: CharFXTransform) -> bool:
var param: float = char_fx.env.get("param", 1.0)
return true

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#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
import editor.template_builders as build_template_gd
env.CommandNoCache("templates.gen.h", Glob("*/*.gd"), env.Run(build_template_gd.make_templates))

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# meta-description: Visual shader's node plugin template
@tool
# Having a class name is required for a custom node.
class_name VisualShaderNode_CLASS_
extends _BASE_
func _get_name() -> String:
return "_CLASS_"
func _get_category() -> String:
return ""
func _get_description() -> String:
return ""
func _get_return_icon_type() -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 0
func _get_input_port_name(port: int) -> String:
return ""
func _get_input_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "result"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_code(input_vars: Array[String], output_vars: Array[String],
mode: Shader.Mode, type: VisualShader.Type) -> String:
return output_vars[0] + " = 0.0;"