Edit of asset "Gsom Console" Accepted
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Title | Gsom Console | GsomConsole |
Description |
A Half-Life 1 inspired console for Godot projects. There is an autoload singleton and optional UI. Implements variables, commands, aliases, input, etc. See full readme on GitHub or built-in Godot docs. Register CVARs/CMDs/actions from code: GsomConsole.register_cvar("test", 5, "Description.") GsomConsole.register_cmd("do_something", "Description.") GsomConsole.register_action("jump") This is NOT a GDScript REPL console, it uses separate syntax and rules similar to Half-Life and Quake (and Bash/CMD terminals if that makes sense). There is a number of built-in commands - all documented in readme and in embedded help. Just a list here: greet, help, quit, mainscene, map, alias, echo, exec, find, write_cvars, write_groups, set, toggle, ifvi, ifvv, inc, dec, condump, open_user, clear, list_bound_commands, list_bind_names, bind, unbind, unbindall, toggle_console, wait. # A short example script gravity 10 ifvi gravity == 10 "echo gravity was 10; inc gravity" bind quote_left toggle_console bind w +move_up alias +m_up "+move_up; recolor #549f16" alias -m_up "-move_up; recolor #9f5416" bind t +m_up |
A Half-Life 1 inspired console for Godot projects. There is a singleton and optional UI (that doesn't autoload). It's also possible to craft your own UI instead. Future versions may provide additional UI implementations as well. The core idea: you have CVARs (console variables) and CMDs (commands). You can use CVARs as global variables and settings. CMDs are like global events/signals. Supported variable types: `bool, int, float, String` - the variable type is determined when it is registered with an initial value. After that, new values are interpreted as being of that type. `GsomConsole.register_cvar("test", 5, "Description.")` - will register an `int` CVAR. * `test` -> output 5 * `test 6` -> now `test` is `6` * `test 7.1` -> now test is `7` because it is `int` Registering commands simply declares them for future calls. The console doesn't do anything specific per CMD call - only emits the `called_cmd` signal. `GsomConsole.register_cmd("do_something", "Description.")` - will register the `do_something` CMD. * `do_something` -> will emit `called_cmd.emit("do_something", [])`. * `do_something abc -1 20 true 3.3` -> will emit `called_cmd.emit("do_something", ["abc", "-1", "20", "true", "3.3"])`. |
Category | Tools | Tools |
License | MIT | MIT |
Repository Provider | GitHub | GitHub |
Repository Url | https://github.com/raub/gsom_console | https://github.com/raub/gsom_console |
Issues Url | https://github.com/raub/gsom_console/issues | https://github.com/raub/gsom_console/issues |
Godot version | Godot 4.2 | Godot 4.2 |
Version String | 1.0.0 | 0.0.1 |
Download Commit | 11048dc3fda145ac2b1e7039f20e90b79dcfd1d5 | 4df1c63567c2d01cb2e86ba3b4dc38c406572457 |
Download Url (Computed) | https://github.com/raub/gsom_console/archive/11048dc3fda145ac2b1e7039f20e90b79dcfd1d5.zip | https://github.com/raub/gsom_console/archive/4df1c63567c2d01cb2e86ba3b4dc38c406572457.zip |
Icon Url |
https://raw.githubusercontent.com/raub/gsom_console/0.0.1/icon.png
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https://raw.githubusercontent.com/raub/gsom_console/0.0.1/icon.png
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https://raw.githubusercontent.com/raub/gsom_console/0.0.1/gdignore/screenshot_1.jpg
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https://raw.githubusercontent.com/raub/gsom_console/0.0.1/gdignore/thumbnail_1.jpg
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Type | image | |
Image/Video URL |
https://raw.githubusercontent.com/raub/gsom_console/0.0.1/gdignore/screenshot_2.jpg
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Thumbnail |
https://raw.githubusercontent.com/raub/gsom_console/0.0.1/gdignore/thumbnail_2.jpg
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