A Quake/CryEngine-style console for Godot. Requires a Godot 3.0-beta1 or newer
- Toggleable console with fast fade animation (use ~ to toggle)
- Commands (CComs) with limitless amount of arguments (no strict type checking, though)
- Variables (CVars), with strict type checking (str/int/float/bool), ability to specify range of min/max and/or allowed values
- Rich text format (colors, bold, italic, and more) using a RichTextLabel, with scrolling support
- Full-featured tab completion, with command history
- Ability to declare commands/cvars in any file (an issue of original console implementation)
- Simple logging (normal, warning, error) with timing. Could be useful when use console also for logging purposes
- Very verbose in context of ccoms/cvars registration and usage. If you made a mistake, console will tell you about it
- Warm color scheme by default, should be comfrotable for eyes :-)
- Semi-transparent console by default.
- Always on top of others elements (an issue of original console implementation).
- Example #1: Unittest-like file with variety amount of examples of how to use console and how to not use (see ConsoleUnitTest.gd).
- Example #2: PerfMon simple script as example of "production-like usage"
Contains some parts of code from another one good enhanced implementation of original Calinou's console - https://github.com/DmitriySalnikov/godot-console
That one particulary support strict type checking to commands arguments.
Mine and DmitriySalnikov's (in cooperation with QuentinCaffeino) implementations were started in the same time at Godot's telegram channel, after I started discussion about flaws of Calinou's original.
Take a look at their implementation, if you want either strict type checking for commands arguments or you don't like surplus usage/error verbose or color scheme of my implementation.
Despite the fact our implementations actually do the same thing, we do it very differently.
Copyright (c) 2017 Dmitry Koteroff and contributors
Licensed under the MIT license, see LICENSE.md
for more information.