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@Qubus0
Qubus0 / editor_plugins.md
Last active October 12, 2025 15:03
A short list of plugins for improving the Godot Editor experience
@Vaarlion
Vaarlion / my_ublock_static_filter_for_youtube.txt
Last active October 15, 2025 04:36
A list of ublock origin filter to get a cleaner youtube interface without installing to many addons
! https://www.reddit.com/r/youtube/comments/k76ext/lf_way_to_remove_people_also_watched_from_search/
www.youtube.com##ytd-reel-shelf-renderer.ytd-item-section-renderer.style-scope
youtube.com##ytd-shelf-renderer.style-scope:has(span:has-text(/Related to your search/i))
youtube.com##ytd-shelf-renderer:has-text(/People also watched/)
youtube.com###contents > ytd-shelf-renderer:has-text(/For you/)
youtube.com##ytd-shelf-renderer.style-scope:has(span:has-text(/Watch again/i))
youtube.com##ytd-horizontal-card-list-renderer.ytd-item-section-renderer.style-scope:has(span:has-text(/Searches related to/i))
youtube.com##ytd-shelf-renderer.style-scope:has(span:has-text(/Learn while you\'re at home/i))
youtube.com##ytd-horizontal-card-list-renderer.ytd-item-section-renderer.style-scope
youtube.com###secondary > .ytd-two-column-search-results-renderer
#include <stdio.h>
#include <stdlib.h>
#define da_append(xs, x) \
do { \
if ((xs)->count >= (xs)->capacity) { \
if ((xs)->capacity == 0) (xs)->capacity = 256; \
else (xs)->capacity *= 2; \
(xs)->items = realloc((xs)->items, (xs)->capacity*sizeof(*(xs)->items)); \
} \
@reduz
reduz / GPU_driven_renderer.md
Last active June 1, 2025 20:02
GPU Driven Renderer for Godot 4.x

GPU Driven renderer design for Godot 4.x

Goals:

The main goal is to implement a GPU driven renderer for Godot 4.x. This is a renderer that happens entirely on GPU (no CPU Dispatches during opaque pass).

Additionally, this is a renderer that relies exclusively on raytracing (and a base raster pass aided by raytracing).

It is important to make a note that we dont want to implement a GPU driven renderer similar to that of AAA/Unreal, as example.

@passivestar
passivestar / Editor.tres
Last active January 12, 2025 21:14
Godot editor theme
[gd_resource type="Theme" load_steps=12 format=3 uid="uid://7bvxnk5n5imx"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_6h42l"]
content_margin_left = 10.5
content_margin_top = 8.75
content_margin_right = 10.5
content_margin_bottom = 8.75
bg_color = Color(0.117647, 0.117647, 0.117647, 1)
draw_center = false
border_color = Color(1, 1, 1, 0.137255)
@anonymous1184
anonymous1184 / AutoClickers.md
Last active February 26, 2024 04:29
Auto-Clickers

Auto-Clickers

Toggle + Click & Hold (loop)

cps := 30

return ; End of auto-execute
@NovemberDev
NovemberDev / godot_async_scene_loader.gd
Last active March 12, 2025 16:00
Asynchronously loads scenes in godot
# Loads a scene in the background using a seperate thread and a queue.
# Foreach new scene there will be an instance of ResourceInteractiveLoader
# that will raise an on_scene_loaded event once the scene has been loaded.
# Hooking the on_progress event will give you the current progress of any
# scene that is being processed in realtime. The loader also uses caching
# to avoid duplicate loading of scenes and it will prevent loading the
# same scene multiple times concurrently.
#
# Sample usage:
#
@simonbroggi
simonbroggi / AmbientOcclusionDirection.osl
Created November 22, 2019 11:01
Calculates AO and the average direction where the ambient light came from.
/*
* Ambient Occlusion and Direction.
*
* Calculates AO and the average direction where the ambient light came from.
*
* Original AO code from https://github.com/sambler/osl-shaders/blob/master/ramps/BaAmbientOcclusion/BaAmbientOcclusion.osl
*
*/
void rng_seed(output int rng, int seed)
# Unix (Terminal)
open -a "Google Chrome" --args --disable-gpu-vsync --disable-frame-rate-limit
# Windows (Command prompt)
start chrome --args --disable-gpu-vsync --disable-frame-rate-limit
@cart
cart / FXAA.tscn
Last active October 14, 2025 03:21
Godot Nvidia FXAA 3.11 Port
[gd_scene load_steps=3 format=2]
[sub_resource type="Shader" id=1]
code = "shader_type canvas_item;
// Godot Nvidia FXAA 3.11 Port
// Usage: Drop this in to any 3D scene for FXAA! This is a port of the \"PC High Quality Preset 39\". However the medium quality
// parameters are also included. For medium quality, just comment out sections \"PS 6\" and above and uncomment the \"med 13\" variables.