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Author SHA1 Message Date
cc7cb90041 Moving to Godot 4.6.2
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2026-04-04 12:29:15 +02:00
7a787a36d6 Moved the exploding sword forge object from the code only hardcoded stuff to the resource based stuff
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2026-04-04 12:06:48 +02:00
bfa1f251dd Replaced the entire mana usage and inhibition with the provided forge resources 2026-04-03 16:35:15 +02:00
673368a200 Added rider plugin and turned Empowered Action into a forge-resources-managed ability 2026-04-03 15:33:46 +02:00
c1108e96d7 moving further through forge godot-available resources and interfaces
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2026-04-01 15:53:38 +02:00
15cb80d045 Using provided ForgeManager singleton and forge_data resource for tags 2026-04-01 15:07:28 +02:00
1d298b3080 more encapsulated effect application 2026-04-01 10:00:22 +02:00
42ff38f39b yow it's working or wat
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2026-03-29 17:30:14 +02:00
dafb0c96cc fix manabar cue issue 2026-03-28 18:40:03 +01:00
ef454e9502 Trying custom execution periodic data 2026-03-28 18:20:47 +01:00
cc70fb361b WIP: integrating forge systems into the game, now trying periodic abilities 2026-03-28 11:43:34 +01:00
7bf19868e7 Setup the base for abilities and events
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2026-03-22 16:28:57 +01:00
d1f83525b1 updating mana through cues 2026-03-18 16:59:52 +01:00
4bcbda9690 fix: inputs were eaten by a tutorial text because of node ordering
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2026-03-18 11:10:06 +01:00
e51ef5a517 probably fixed stuttering of the camera and weapon animations 2026-03-18 11:02:08 +01:00
50de6abb5d mana bar 2026-03-15 21:26:59 +01:00
95616f61fc Implemented mana regeneration
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2026-03-11 16:29:09 +01:00
b15a4fef95 empowered action as a forge ability 2026-03-11 15:56:17 +01:00
14d29d68bb Setup empowered action as a Forge ability 2026-03-10 09:22:39 +01:00
9d612682ec created a normal process function
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2026-03-08 18:12:57 +01:00
9bfe37af62 trying cache
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2026-03-08 10:08:06 +01:00
55eba7fcc8 trying to remove xunit
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2026-03-08 09:49:18 +01:00
7a3e61b86f added lights in dark tutorial area 2026-03-08 09:46:33 +01:00
8153ec07e7 Revert "removing tests because they might break the solution"
This reverts commit 3a21f00528.
2026-03-08 09:44:02 +01:00
ddc85655be Revert "removed internal"
This reverts commit 5408f455af.
2026-03-08 09:43:38 +01:00
c92eb19a1c Revert "removed null!"
This reverts commit 290f79afd4.
2026-03-08 09:43:12 +01:00
290f79afd4 removed null!
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2026-02-26 19:18:27 +01:00
5408f455af removed internal
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2026-02-26 18:56:50 +01:00
3a21f00528 removing tests because they might break the solution
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2026-02-26 18:42:46 +01:00
22e8c27878 trying somthing
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2026-02-26 18:36:18 +01:00
6c4454848a removed something that has nothing to do on the vcs
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2026-02-26 18:15:50 +01:00
175e67d2d6 export fix
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2026-02-26 17:55:02 +01:00
ab69fa9323 trying to fix export
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2026-02-26 17:36:33 +01:00
263990b086 more tuts
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2026-02-25 10:27:28 +01:00
5da2aa31ab basic forge setup and refactored for some warning
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2026-02-24 10:27:57 +01:00
4f64139d61 removed useless stuff
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2026-02-23 15:29:08 +01:00
de41bbeb8d some other tests
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2026-02-23 15:22:57 +01:00
a4873f183c back with more tests 2026-02-22 17:25:45 +01:00
d37ae8d26c remove tests from ci for now because the loading of the runtime is broken and 2dog might change that, but when it's available 2026-02-22 17:24:12 +01:00
5227fedf15 trying to fix CI
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2026-02-22 17:13:51 +01:00
c9738d9c61 bis
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2026-02-22 16:49:58 +01:00
f3eea3f171 trying to fix CI
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2026-02-22 16:25:17 +01:00
96b4fa7197 trying to fix CI
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2026-02-22 16:06:04 +01:00
8d2fe1001e trying to fix CI
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2026-02-22 15:25:15 +01:00
25aec40d03 trying to fix CI
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2026-02-21 10:56:07 +01:00
80306bd095 trying to fix CI
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2026-02-20 18:08:16 +01:00
9207295a99 basic tests for a wider variety of files
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2026-02-20 16:58:17 +01:00
4474ba22fa added xunit and a few tests with gdunit 2026-02-20 15:41:43 +01:00
6101406f45 trying out something to fix CI
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2026-02-17 23:22:03 +01:00
c792c98ad2 fixed a flaky test and let the godot bin be defined by env variable
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2026-02-17 23:08:10 +01:00
6507 changed files with 4036 additions and 141424 deletions

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@@ -9,6 +9,7 @@ on:
env:
GODOT_VERSION: 4.6
DOTNET_VERSION: 'net9.0'
GAME_NAME: MovementTests
ITCHIO_USERNAME: Minimata
ITCHIO_GAMEID: MovementTests
@@ -38,35 +39,52 @@ jobs:
INITIAL_VERSION: 0.1.0
DEFAULT_BUMP: patch
Test:
runs-on: godot
# Test:
# runs-on: godot
## env:
## RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
# steps:
# - name: Checkout with LFS
# uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
#
# - name: Setup Godot
# id: setup-godot
# uses: https://git.game-dev.space/minimata/setup-godot.git@main
# with:
# godot-version: ${GODOT_VERSION}
# dotnet-version: ${DOTNET_VERSION}
#
# - name: Run C# Tests
# env:
# RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
steps:
- name: Checkout with LFS
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
- name: Run tests
uses: godot-gdunit-labs/gdUnit4-action@v1
with:
godot-version: ${GODOT_VERSION}
godot-net: true
godot-force-mono: true
dotnet-version: 'net9.0'
paths: |
res://tests/
timeout: 1
publish-report: false
upload-report: false
- name: Upload test report
uses: actions/upload-artifact@v3-node20
with:
name: Test Report
path: ${{ github.workspace }}/reports/test-result.html
# GODOT_BIN: ${{ steps.setup-godot.outputs.godot_bin }}
# shell: bash
# run: |
# dotnet test --no-build --settings .runsettings --results-directory ./reports --logger "console;verbosity=normal" --logger "trx;LogFileName=results.xml" -- GdUnit4.Parameters="--verbose --headless --import"
#
## - name: Run tests
## uses: godot-gdunit-labs/gdUnit4-action@v1
## with:
## godot-version: ${GODOT_VERSION}
## godot-net: true
## godot-force-mono: true
## dotnet-version: ${DOTNET_VERSION}
## paths: |
## res://tests/
## publish-report: false
## upload-report: false
## console-verbosity: 'normal'
## arguments: "--verbose --headless --import"
#
# - name: Upload test report
# uses: actions/upload-artifact@v3-node20
# with:
# name: Test Report
# path: ${{ github.workspace }}/reports/test-result.html
Export:
runs-on: godot
env:
RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
needs:
- BumpTag
@@ -78,8 +96,8 @@ jobs:
id: setup-godot
uses: https://git.game-dev.space/minimata/setup-godot.git@main
with:
godot-version: '4.6'
dotnet-version: 'net9.0'
godot-version: ${GODOT_VERSION}
dotnet-version: ${DOTNET_VERSION}
- name: Remove GDUnit addon
run: |
@@ -89,7 +107,7 @@ jobs:
run: |
mkdir -v -p build/windows
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
zip -r Windows.zip build/windows
ls -la build/windows
# - name: Setup Butler
# shell: bash

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@@ -63,6 +63,7 @@ jobs:
run: |
mkdir -v -p build/windows
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
ls -la build/windows
zip -r Windows.zip build/windows
- name: Upload Windows to itch.io
shell: bash
@@ -79,7 +80,7 @@ jobs:
mkdir -v -p build/windowsArm
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
zip -r WindowsArm.zip build/windowsArm
- name: Upload Windows to itch.io
- name: Upload Windows ARM to itch.io
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
@@ -94,7 +95,7 @@ jobs:
mkdir -v -p build/linux
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
zip -r Linux.zip build/linux
- name: Upload Windows to itch.io
- name: Upload Linux to itch.io
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
@@ -109,7 +110,7 @@ jobs:
mkdir -v -p build/mac
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
zip -r Mac.zip build/mac
- name: Upload Windows to itch.io
- name: Upload Mac to itch.io
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}

11
.gitignore vendored
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@@ -14,3 +14,14 @@
# Imported translations (automatically generated from CSV files)
*.translation
.output.txt
*.suo
*.user
*.csproj.old*
_ReSharper.*
*.DotSettings.user
bin
obj
packages

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@@ -6,9 +6,6 @@
<TargetFrameworks>net8.0;net9.0</TargetFrameworks>
<TestSessionTimeout>180000</TestSessionTimeout>
<TreatNoTestsAsError>true</TreatNoTestsAsError>
<EnvironmentVariables>
<GODOT_BIN>D:\Godot\Godot_v4.6-stable_mono_win64\Godot_v4.6-stable_mono_win64\Godot_v4.6-stable_mono_win64.exe</GODOT_BIN>
</EnvironmentVariables>
</RunConfiguration>
<LoggerRunSettings>

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@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.6.0">
<Project Sdk="Godot.NET.Sdk/4.6.2">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
@@ -125,10 +125,14 @@
</ItemGroup>
<ItemGroup>
<Folder Include="addons\" />
<Folder Include="tests\" />
<Folder Include="tools\" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="RustyOptions" Version="0.10.1" />
</ItemGroup>
<Import Project="addons/forge/Forge.props" />
<!-- gdUnit4 package dependencies -->
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0" />
@@ -139,5 +143,4 @@
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
</ItemGroup>
<Import Project="addons/forge/Forge.props"/>
</Project>

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@@ -1,131 +0,0 @@
<Project Sdk="Godot.NET.Sdk/4.4.1">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>Movementtests</RootNamespace>
</PropertyGroup>
<ItemGroup>
<Content Include="export_presets.cfg" />
<Content Include="menus\assets\git_logo\Git-Logo-2Color.png" />
<Content Include="menus\assets\git_logo\Git-Logo-2Color.png.import" />
<Content Include="menus\assets\git_logo\LICENSE.txt" />
<Content Include="menus\assets\godot_engine_logo\LICENSE.txt" />
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png" />
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png.import" />
<Content Include="menus\assets\icon.png" />
<Content Include="menus\assets\icon.png.import" />
<Content Include="menus\ATTRIBUTION.md" />
<Content Include="menus\resources\themes\expedition.tres" />
<Content Include="menus\resources\themes\gravity.tres" />
<Content Include="menus\resources\themes\grow.tres" />
<Content Include="menus\resources\themes\lab.tres" />
<Content Include="menus\resources\themes\lore.tres" />
<Content Include="menus\resources\themes\steal_this_theme.tres" />
<Content Include="menus\scenes\credits\scrollable_credits.gd" />
<Content Include="menus\scenes\credits\scrollable_credits.gd.uid" />
<Content Include="menus\scenes\credits\scrollable_credits.tscn" />
<Content Include="menus\scenes\credits\scrolling_credits.gd" />
<Content Include="menus\scenes\credits\scrolling_credits.gd.uid" />
<Content Include="menus\scenes\credits\scrolling_credits.tscn" />
<Content Include="menus\scenes\end_credits\end_credits.gd" />
<Content Include="menus\scenes\end_credits\end_credits.gd.uid" />
<Content Include="menus\scenes\end_credits\end_credits.tscn" />
<Content Include="menus\scenes\game_scene\configurable_sub_viewport.gd" />
<Content Include="menus\scenes\game_scene\configurable_sub_viewport.gd.uid" />
<Content Include="menus\scenes\game_scene\game_ui.tscn" />
<Content Include="menus\scenes\game_scene\input_display_label.gd" />
<Content Include="menus\scenes\game_scene\input_display_label.gd.uid" />
<Content Include="menus\scenes\game_scene\levels\level.gd" />
<Content Include="menus\scenes\game_scene\levels\level.gd.uid" />
<Content Include="menus\scenes\game_scene\levels\level_1.tscn" />
<Content Include="menus\scenes\game_scene\levels\level_2.tscn" />
<Content Include="menus\scenes\game_scene\levels\level_3.tscn" />
<Content Include="menus\scenes\game_scene\tutorials\tutorial_1.tscn" />
<Content Include="menus\scenes\game_scene\tutorials\tutorial_2.tscn" />
<Content Include="menus\scenes\game_scene\tutorials\tutorial_3.tscn" />
<Content Include="menus\scenes\game_scene\tutorial_manager.gd" />
<Content Include="menus\scenes\game_scene\tutorial_manager.gd.uid" />
<Content Include="menus\scenes\loading_screen\level_loading_screen.tscn" />
<Content Include="menus\scenes\loading_screen\loading_screen.gd" />
<Content Include="menus\scenes\loading_screen\loading_screen.gd.uid" />
<Content Include="menus\scenes\loading_screen\loading_screen.tscn" />
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.gd" />
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.gd.uid" />
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.tscn" />
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.gd" />
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.gd.uid" />
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.tscn" />
<Content Include="menus\scenes\menus\main_menu\main_menu.gd" />
<Content Include="menus\scenes\menus\main_menu\main_menu.gd.uid" />
<Content Include="menus\scenes\menus\main_menu\main_menu.tscn" />
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.gd" />
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.gd.uid" />
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.tscn" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_input_option_control.gd" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_input_option_control.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_input_option_control.tscn" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_options_menu.gd" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_options_menu.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\audio\audio_options_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.gd" />
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.gd" />
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.tscn" />
<Content Include="menus\scenes\menus\options_menu\input\input_extras_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.gd" />
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.tscn" />
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<Content Include="menus\scenes\menus\options_menu\master_options_menu.gd" />
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</ItemGroup>
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@@ -1,142 +0,0 @@
<Project Sdk="Godot.NET.Sdk/4.5.0">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>Movementtests</RootNamespace>
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<!-- gdUnit4 package dependencies -->
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0"/>
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[gd_resource type="Resource" format=3 uid="uid://8j4xg16o3qnl"]
[ext_resource type="Script" uid="uid://bq4vlbfx00hea" path="res://addons/forge/core/ForgeData.cs" id="1_x0pne"]
[resource]
script = ExtResource("1_x0pne")
RegisteredTags = Array[String](["effect.fire", "effect.wet", "cue.floating.text", "cue.vfx.fire", "cue.vfx.wet", "cue.vfx.regen", "cooldown.enemy.attack", "set_by_caller.damage", "event.damage", "cooldown", "cooldown.skill.projectile", "cooldown.skill.shield", "cooldown.skill.dash", "movement.block", "immunity.damage", "effect.mana_shield", "cue.vfx.shield", "event.damage.taken", "event.damage.dealt", "event", "set_by_caller", "trait.flammable", "trait.healable", "trait.damageable", "trait.wettable", "cue.vfx.reflect", "cue.vfx", "cooldown.skill", "cooldown.skill.reflect"])
RegisteredTags = Array[String](["character.player", "character.enemy", "weapon", "status.stunned", "status.burning", "status.frozen", "abilities.weapon.land", "abilities.weapon.flying", "abilities.weapon.left", "events.combat.damage", "events.combat.hit", "events.weapon.flyingTick", "events.weapon.startedFlying", "events.weapon.stoppedFlying", "events.weapon.handToFlying", "events.weapon.flyingToHand", "events.weapon.plantedToHand", "events.weapon.plantedToFlying", "events.weapon.planted", "cooldown.empoweredAction", "cooldown.empoweredSwordThrow", "cues.resources.mana", "events.player.empowered_action_used", "character.player.mana", "character.player.mana.regen", "character.player.mana.regen.inhibited"])

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# Contribution
Hello, thanks for taking time and helping out with the addon!
Most contributions require you to agree to a Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us the rights to use your contribution. Please sign the CLA before sending the PR: https://www.jetbrains.com/agreements/cla/.
#### Local setup
Open the `godot-editor-plugin/CMakeLists.txt` in Rider 2026.1+, select `rider-gdextension` target in the run configuration selector.
There are some more fixes coming in 2026.2, which will allow working on gdscript and cpp files within the same workspace.
#### Signing the binaries
Plugin binaries need to be signed to comply with modern operating system security requirements. Unsigned dynamic libraries may fail to load or trigger security warnings:
- **macOS**: Requires code signing (and often notarization) for `.dylib` files. Unsigned libraries may simply fail to load.
- **Windows**: SmartScreen may block unsigned binaries, and corporate environments often enforce signed code only.
- **Linux**: Generally allows unsigned `.so` files, but some sandboxed environments (Flatpak, Snap) impose restrictions.
**How signing is implemented:**
1. **TeamCity Configuration**: [ijplatform_master_Net_Deploy_Plugins_Public_Godot](https://buildserver.labs.intellij.net/buildConfiguration/ijplatform_master_Net_Deploy_Plugins_Public_Godot) (internal JetBrains link)
- Note: The automatic trigger on new tags is currently not working, so manual triggering is required.
2. **Release Process**:
- First, use your GitHub Action to prepare a **pre-release** with a tag
- Manually trigger the TeamCity configuration on the necessary branch/tag
- The configuration will download assets, sign them, and upload them back (removing the pre-release flag)
- The pre-release flag is required at the start; otherwise, the signing configuration will skip the release (protection against double signing)
3. **Signing existing releases**:
- You can run signing on already existing old releases/tags
- Mark them as pre-release first, then run the configuration on the necessary tag

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@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2025 JetBrains
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# JetBrains Rider Integration Godot addon
This addon currently provides two features:
1. Finds all Rider installations in the system and provides a selector on the `Text Editor` -> `External` tab in the settings to select one.
2. Provides the "Use Rider" toggle in the Godot toolbar and, when enabled, applies a set of editor settings recommended for working with JetBrains Rider. The goal is to make it trivial to switch between Rideroptimized settings and stock Godot settings with a single click.
## Quick start
Requirements:
- Godot 4.2.2+
Install:
1. Inside the Godot editor, it can be installed from the AssetLib view or [downloaded](https://godotengine.org/asset-library/asset/4576)
2. [Optional] Change the initial value of `active` in the plugin.cfg
3. [Optional] Change the initial values in the presets.json file.
4. Enable "JetBrains Rider External Editor" plugin in the Project → Project Settings… → Plugins tab.
Use:
- A toolbar toggle named "Use Rider" will appear. Click it to turn the preset On/Off.
Screenshot:
![Toolbar toggle](screenshots/Toolbar.png)
## What the toggle changes
The preset values live in `presets.json`.
When ON:
- Write the values from the "on" preset into the Editor Settings.
When OFF:
- Write the values from the "off" preset into the Editor Settings.
Note: The plugin does not currently autoset Riders executable path or flags. See Plans below.
## Setting Rider to be the external editor
The plugin automatically detects installed Rider versions on your system and provides a convenient dropdown menu to
select which installation to use as your external editor.
- The plugin scans common installation locations for Rider on Windows, macOS, and Linux.
- Detected installations appear in the "Select Rider" dropdown in the toolbar.
- When you select a Rider installation, the plugin automatically updates the `dotnet/editor/external_editor_path` editor
setting.
## License
See `addons/rider-plugin/LICENCE`.
## Acknowledgements
Created by JetBrains to streamline using Rider with Godot.
Initial idea https://github.com/sszigeti/toggle_external_editor

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[plugin]
name="JetBrains Rider External Editor"
description="Provides a toolbar toggle, to switch a set of settings on and off. Default set of settings helps to enable/disable the following settings recommended by the Rider documentation https://www.jetbrains.com/help/rider/Godot.html#optimize-godot-editor-for-rider"
author="JetBrains"
version="1.0.0"
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{
"on": {
"text_editor/external/use_external_editor": true,
"interface/editor/import_resources_when_unfocused": true,
"interface/editor/save_on_focus_loss": true,
"text_editor/behavior/files/auto_reload_scripts_on_external_change": true,
"run/window_placement/game_embed_mode": -1
},
"off": {
"text_editor/external/use_external_editor": false,
"interface/editor/import_resources_when_unfocused": false,
"interface/editor/save_on_focus_loss": false,
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@tool
extends EditorPlugin
var editor_settings: EditorSettings
var checkbutton: CheckButton
var _preset_applier: PresetApplier
var _settings_service: EditorSettingsService
var _locator_service: RiderLocatorService
var _plugin_cfg_path: String
var _presets_json_path: String
func _enter_tree() -> void:
editor_settings = EditorInterface.get_editor_settings()
var script_path := (get_script() as Script).resource_path
var plugin_dir := script_path.get_base_dir()
_plugin_cfg_path = plugin_dir + "/plugin.cfg"
var cfg := ConfigFile.new()
var err := cfg.load(_plugin_cfg_path)
if err != OK:
push_warning("Failed to load plugin.cfg: %s" % [err])
return
var active_str := str(cfg.get_value("presets", "active", "on"))
var is_active := active_str == "on"
var presets_rel_path := str(cfg.get_value("presets", "presets", "presets.json"))
_presets_json_path = plugin_dir + "/" + presets_rel_path
# Build UI
checkbutton = CheckButton.new()
checkbutton.text = "Use Rider"
checkbutton.tooltip_text = "Shortcut for setting recommended settings"
checkbutton.button_pressed = is_active
checkbutton.pressed.connect(_on_checkbutton_pressed)
add_control_to_container(EditorPlugin.CONTAINER_TOOLBAR, checkbutton)
# Initialize services and panel
_settings_service = EditorSettingsService.new()
_locator_service = RiderLocatorService.new()
_preset_applier = PresetApplier.new(_presets_json_path)
_locator_service.add_selector_in_editor_interface(_settings_service)
# Ensure settings reflect current state on startup
_preset_applier.apply_preset(editor_settings, is_active)
func _on_checkbutton_pressed() -> void:
var cfg := ConfigFile.new()
if cfg.load(_plugin_cfg_path) != OK:
push_warning("Failed to load plugin.cfg to update state")
return
var is_active := checkbutton.button_pressed
var key := _preset_applier.get_preset_key(is_active)
cfg.set_value("presets", "active", key)
var save_err := cfg.save(_plugin_cfg_path)
if save_err != OK:
push_warning("Failed to save plugin.cfg: %s" % [save_err])
# Apply selected preset to editor settings
_preset_applier.apply_preset(editor_settings, is_active)
func _exit_tree() -> void:
if checkbutton != null:
remove_control_from_container(EditorPlugin.CONTAINER_TOOLBAR, checkbutton)
checkbutton.queue_free()
var args = OS.get_cmdline_args()
if "--rider-addon-tests" in args:
print("==== rider-addon-tests finished ====")

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@tool
## Simple JSON helpers for editor/runtime use.
## Keeps file and JSON parsing concerns out of feature code.
class_name JsonUtils
static func load_from_file(path: String) -> Variant:
# Returns parsed JSON value (Dictionary/Array/etc.) or null on error.
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_warning("JsonUtils: Failed to open file: %s" % path)
return null
var text := file.get_as_text()
file.close()
var data: Variant = JSON.parse_string(text)
if data == null:
push_warning("JsonUtils: Invalid JSON in file: %s" % path)
return null
return data
static func load_dict_from_file(path: String) -> Dictionary:
# Returns Dictionary or empty {} on error.
var data := load_from_file(path) as Dictionary
return data

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@tool
extends RefCounted
class_name RiderLocatorService
var _installations_found: Array = []
var _thread: Thread = null
func get_installations() -> Array:
var result: Array = RiderLocator.new().get_installations() # from the gdextension
return result
# todo
func fix_external_editor_if_supplied_in_commandline(_settings_service: EditorSettingsService, editor_settings: EditorSettings) -> bool:
# When Godot is started from Rider (or vice versa), we may receive the Rider path
# via command-line so we can keep Godot's external editor setting in sync.
# Supported form (only this one):
# --my_rider_path="/absolute/path/to/rider with possible spaces"
var args : Array = OS.get_cmdline_args()
var provided_rider_path := ""
for a_raw in args:
var a: String = str(a_raw)
if a.begins_with("--my_rider_path="):
provided_rider_path = a.substr("--my_rider_path=".length())
break
if provided_rider_path.is_empty():
return false
provided_rider_path = trim_quotes(provided_rider_path)
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var looks_existing := FileAccess.file_exists(provided_rider_path) || DirAccess.dir_exists_absolute(provided_rider_path)
if looks_existing:
_settings_service.set_external_editor_path(editor_settings, provided_rider_path)
print("Rider path provided via CLI (my_rider_path): ", provided_rider_path)
return true
else:
push_warning("my_rider_path was provided but does not exist: %s" % [provided_rider_path])
return false
func trim_quotes(s: String) -> String:
if s.begins_with('"') and s.ends_with('"') and s.length() >= 2:
return s.substr(1, s.length() - 2)
return s
func add_selector_in_editor_interface(_settings_service: EditorSettingsService):
_update_selector(_installations_found)
if _installations_found.is_empty() and _thread == null:
_thread = Thread.new()
_thread.start(_load_installations)
func _load_installations() -> void:
var array: Array = get_installations()
call_deferred("_on_installations_loaded", array)
func _on_installations_loaded(array: Array):
_installations_found = array
if _thread:
_thread.wait_to_finish()
_thread = null
_update_selector(_installations_found)
func _notification(what: int) -> void:
if what == NOTIFICATION_PREDELETE and _thread != null:
_thread.wait_to_finish()
func _update_selector(array: Array):
var name := "text_editor/external/editor"
var settings := EditorInterface.get_editor_settings()
if !(settings.has_setting(name)):
settings.set(name, 0)
var installations: Array = ["Custom"]
for element in array:
var display_name: String = element.get("display", "")
# Replace special characters that break PROPERTY_HINT_ENUM format
# Comma is the enum delimiter, colon is used for explicit value assignment
display_name = display_name.replace(",", "").replace(":", " -")
installations.append(display_name)
var options :String = ",".join(installations)
settings.add_property_info({
"name": name,
"type":TYPE_INT,
"hint":PROPERTY_HINT_ENUM,
"hint_string": options
})
# Connect to settings changes to update external editor path when selection changes
if not settings.settings_changed.is_connected(_on_selection_changed):
settings.settings_changed.connect(_on_selection_changed.bind())
func _on_selection_changed() -> void:
var name := "text_editor/external/editor"
var settings := EditorInterface.get_editor_settings()
var selected_index: int = settings.get_setting(name)
# Index 0 is "Custom", so user manages the path manually
if selected_index == 0:
return
# Map to actual installation (offset by 1 because of "Custom" at index 0)
var installation_index := selected_index - 1
var installations_array = _installations_found
if installation_index >= 0 and installation_index < installations_array.size():
var installation = installations_array[installation_index]
var new_path: String = installation.get("path", "")
if not new_path.is_empty():
EditorSettingsService.new().set_external_editor_path(settings, new_path)

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@tool
extends RefCounted
class_name PresetApplier
var presets_path: String
func _init(p_path: String) -> void:
presets_path = p_path
func get_preset_key(is_active: bool) -> String:
return "on" if is_active else "off"
func apply_preset(editor_settings: EditorSettings, is_active: bool) -> void:
var data: Dictionary = JsonUtils.load_dict_from_file(presets_path)
if data.is_empty():
push_warning("Failed to load presets: %s" % presets_path)
return
var new_preset_key := get_preset_key(is_active)
var previous_preset_key := get_preset_key(not is_active)
if not data.has(new_preset_key):
push_warning("Preset '%s' not found in presets.json" % new_preset_key)
return
var new_preset := data[new_preset_key] as Dictionary
# Reset keys from previous preset that are missing in the new preset
if data.has(previous_preset_key):
var previous_preset := data[previous_preset_key] as Dictionary
for key in previous_preset:
if not new_preset.has(key):
editor_settings.set_setting(str(key), editor_settings.property_get_revert(str(key)))
# Apply the new preset
for key in new_preset:
editor_settings.set_setting(str(key), new_preset[key])

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@tool
extends RefCounted
class_name EditorSettingsService
func set_external_editor_path(editor_settings: EditorSettings, path: String) -> void:
editor_settings.set_setting("text_editor/external/exec_path", path)
func has_valid_external_editor_path(editor_settings: EditorSettings) -> bool:
var has_setting: bool = editor_settings.has_setting("text_editor/external/exec_path")
if not has_setting:
return false
var path : String = editor_settings.get_setting("text_editor/external/exec_path")
var exists := not path.is_empty() && (FileAccess.file_exists(path) || DirAccess.dir_exists_absolute(path))
return exists
func set_use_external_editor(editor_settings: EditorSettings, enabled: bool) -> void:
editor_settings.set_setting("text_editor/external/use_external_editor", enabled)

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28
agents.md Normal file
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### Project Overview: Godot C# Movement Tests
This project is a high-performance 3D character controller for Godot 4.x using C# 13 and .NET 9. It focuses on modular movement systems (Dash, Mantle, Stairs) and robust combat mechanics (Damage, Health, Knockback) decoupled through interfaces.
### Core Architecture
- **Modular Systems**: The `PlayerController.cs` acts as a central hub for multiple specialized "Systems" (e.g., `DashSystem`, `MantleSystem`, `HeadSystem`, `StairsSystem`).
- **State Management**: Uses `GodotStateCharts` for complex movement and action states. Look for state transitions and triggers within the system scripts.
- **Interface-Driven Design**: Located in `/interfaces/`, these define how objects interact (e.g., `IDamageable`, `IHealthable`, `IKnockbackable`). Always implement these interfaces for new interactable entities.
- **Node Composition**: Most systems are attached to the `PlayerController` scene as child nodes and initialized via their respective `Init()` methods or exported fields.
### Key Directories
- `/scenes/player_controller/`: Contains the main player scene, the central `PlayerController.cs`, and its sub-systems.
- `/scenes/player_controller/components/`: Modular logic for specific features like Dash, Mantle, and Weapons.
- `/interfaces/`: Core C# interfaces and shared records (e.g., `DamageRecord`, `HealthChangedRecord`).
- `/tests/`: Automated unit and integration tests using `GdUnit4` and `xUnit`.
### Coding Standards & Idioms
- **C# 13 & .NET 9**: Use modern C# features (records, primary constructors, collection expressions).
- **Godot Partial Classes**: All Godot scripts must be `partial` and use `[GlobalClass]` where appropriate for editor visibility.
- **RustyOptions**: The project uses `RustyOptions` for safer null handling and result types (`Option<T>`, `Result<T, E>`).
- **Signals**: Use `[Signal]` and the `EventHandler` pattern for Godot signals.
- **Dependency Injection**: Systems are typically assigned to fields in `PlayerController` via the editor or `GetNode<T>()` in `_Ready()`.
### LLM Interaction Tips
1. **Partial Classes**: When suggesting changes to `PlayerController.cs` or systems, remember they are `partial`. Large files like `PlayerController.cs` (2500+ lines) are often split or contain many regions.
2. **Node Hierarchy**: Always check `PlayerController.tscn` or system scenes (`head_system.tscn`) when dealing with node references (`GetNode`).
3. **GdUnit4**: For testing, follow the pattern in `tests/PlayerMovementTest.cs`. Use `ISceneRunner` to simulate inputs and await frames/milliseconds.
4. **Vector Operations**: Use Godot's built-in `Vector3` methods for movement logic. The project often uses `GlobalPosition` and `DirectionTo`.
5. **Boilerplate**: When creating new systems, mirror the `Init()` and `_PhysicsProcess` patterns found in existing systems like `DashSystem.cs` or `MantleSystem.cs`.

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