Small fixes for V0.8
Event Dock
- Fixed default emit_local target/icon sync; icon updates correctly on first generate now.
- Minor auto-corrects (emit_local ⇒ call_local/any_peer, channel clamping).
- Removed assets folder from the plugin -> you can get the default godot icons used in the editor with: root.get_theme_icon(name, “EditorIcons”) -> name = The name from the .svg file you want to use
EventBus
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Added _can_send_to() guard; prevents RPCs to stale/missing peers. Checks connection status and that the target peer exists (server: in get_peers(), client: only peer 1) before any RPC. Skips bad sends to prevent ENet “Invalid target peer” errors.
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Implemented client→server relay for to_id(…) -> When a client calls to_id, it sends a relay request to the server; the server validates and forwards to the target. Clients never talk directly to other clients anymore.
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Replaced hard reference to EventBridgeLogger with _eb_log(…) Removes the hard reference to EventBridgeLogger by resolving it at /root/EventBridgeLogger at runtime (fallback to print). No parse errors if the autoload isn’t loaded yet.
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Safer JSON load path — If the registry file is missing/invalid, keep EVENTS untouched and emit a warning instead of failing.
Files
Get Godot EventBridge Plugin
Godot EventBridge Plugin
Perfect for multiplayer projects where managing signals and RPCs becomes a chaos
Status | In development |
Category | Tool |
Author | AUTeddy |
Tags | addon, editorplugin, eventbridge, Godot, multiplayer-api, networking, plugin, rpc, signals |
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