Releases: FootClanSoldier/SystemExplorer
🚀 System Explorer v1.2.1
🚑 Hotfix release
This hotfix resolves issues introduced in v1.2.0 affecting the new script filtering system.
🛠️ Fixed
- Fixed an issue where script filtering could leave the System Explorer tree empty.
- Added recovery guards for entering and exiting script filter mode.
🚀 System Explorer v1.2.0
This release introduces a cleaner workflow for creating systems and a brand-new script filtering feature, making it much easier to navigate larger projects.
✨ New Features
🔎 Script Filter
A new Filter Scripts field has been added above the System Explorer tree.
Features include:
- 🔍 Instantly filters scripts as you type.
- ❌ Click the clear icon to instantly reset the filter.
- 🌳 Automatically restores the previous tree expansion state when clearing the filter.
- 🖱️ Script context menus are fully supported while filtering.
➕ Improved System Creation
Creating new systems is now faster and cleaner.
Changes:
- ❌ Removed the large Add System button.
- ⌨️ Press Enter after typing a system name to create it.
- ➕ A small Add icon now appears inside the system name text field and can also be clicked to create the system.
- 🎨 This creates a cleaner interface while keeping both keyboard and mouse workflows.
🎨 UI Improvements
- Cleaner overall layout.
- Reduced visual clutter by removing the large button.
- Improved consistency with Godot's built-in editor UI.
- Better keyboard-focused workflow.
🚀 System Explorer v1.1.1
This is a small quality-of-life update focused on improving navigation between System Explorer and your project files.
✨ What's New
📂 Open File Path
Scripts now include an Open File Path option in the context menu.
This allows you to quickly open the folder containing the selected script directly from System Explorer, making it easier to:
- Locate files in your operating system's file explorer
- Access related project files
- Perform external file operations when needed
Simply right-click a script and select Open File Path.
📝 Notes
Documentation and screenshots are currently being updated for the latest releases.
Some sections may temporarily be out of date while the documentation catches up with new features.
🚀 System Explorer v1.1.0
This release expands System Explorer with better reorganization tools, improved script opening behavior, scene integration, and several workflow improvements focused on day-to-day usability.
✨ What's New
📂 Move scripts between systems and folders
Scripts can now be moved between systems and folders using drag & drop.
This makes it much easier to reorganize an existing System Explorer structure without having to manually remove a script and add it again somewhere else.
This is especially useful as a project grows and scripts need to be moved into clearer systems or more specific folders.
🔄 Reopen already selected scripts
Clicking a script item now opens the script even if it is already selected.
Previously, if a script was selected in System Explorer and another file was later opened elsewhere, such as from the Godot FileSystem dock, clicking the already selected script again would not reopen it. Users had to select a different script first before returning to the original one.
This has now been improved so clicking a script always attempts to open it, regardless of its current selection state.
🎬 Link scripts to scenes
Script items can now be linked to Godot scene files.
This feature is intended to make System Explorer better at connecting C# architecture with the actual Godot scenes that use those scripts.
Right-clicking a script item now provides scene linking actions:
Link to SceneUnlink from Scene
When linking a script to a scene, a file picker is opened and allows selecting a Godot scene file such as .tscn.
Once a scene is linked, the scene path is saved in systems.json and persists between editor restarts.
Scripts with a linked scene use a scene-style visual indicator in the tree, making it easier to identify scripts that are connected to Godot scenes.
Updated double-click behavior
- Single-clicking a script still opens the script
- Double-clicking a script without a linked scene opens the script
- Double-clicking a script with a linked scene opens both the script and its linked scene
Scene recovery support
If a linked scene can no longer be found, System Explorer now provides a recovery dialog instead of showing a warning or failing silently.
From there, the scene link can either:
- Be repaired by selecting a new scene
- Be removed from the script
🏷️ Script tooltips
Script items now show their script path in the tooltip.
For normal script items:
res://Scripts/Example.cs
For scripts linked to a scene:
res://Scripts/Player/Player.cs
res://Scenes/Player.tscn
This makes it easier to verify where a script is located without opening it or navigating through the FileSystem dock.
⌨️ Improved keyboard workflow
Several dialogs and input fields now support confirming actions by pressing Enter.
This currently applies to:
- Rename dialogs
- Delete confirmation dialogs
- Create Folder dialogs
- Add System input field
When entering a new system name, pressing Enter now performs the same action as clicking the Add System button.
Reducing unnecessary mouse movement and making common actions slightly faster.
🔄 Compatibility
Existing systems.json files from previous versions remain fully supported.
Scene link information is optional and is only added when scripts are explicitly linked to scenes.
🔮 Future Plans
After this release, System Explorer will likely enter a quieter maintenance phase.
The plugin has slowly evolved into a never-ending side quest, while my main quest is building my actual game.
That said, bug reports, suggestions, pull requests, and contributions are always welcome. I'll continue reviewing ideas and improvements that make sense for the project.
📝 Notes
The README will be updated separately at a later date to better document the features introduced in this release.
Why not update it now?
Because documentation is a mythical activity that everyone agrees is important, yet somehow nobody actually wants to do 😄
System Explorer v1.0.1
This release introduces visual improvements to make large architectures easier to navigate, along with an updated plugin identity and documentation improvements.
✨ Features
Tree View Icons
System Explorer now supports dedicated icons in the tree view.
Systems, folders, and scripts use distinct icons and colors to improve readability and help visualize project architecture at a glance.
Current defaults:
- 🌐 System → Environment
- 📁 Folder → Folder
- ⚙️ Script → CSharpScript
Special thanks to @BreakfastBrainz2 for the initial contribution that introduced tree view icons to the project.
🎨 Visual Updates
Updated Plugin Icon
The plugin icon has been redesigned to better reflect the purpose and structure of System Explorer.
The new icon visually represents:
- Systems
- Folders
- C# Scripts
- Architecture hierarchy
This brings the plugin branding more in line with how System Explorer is presented and used inside the Godot editor.
📖 Documentation
Documentation has been updated to reflect the new visual hierarchy.
Updated
- README screenshots
- Feature examples
- Visual references throughout the documentation
🔄 Upgrade Notes
No migration steps are required.
Existing System Explorer data and project configurations remain fully compatible with this release.
System Explorer v1.0.0
Initial Release
System Explorer is a Godot C# editor plugin focused on project architecture and script navigation.
Instead of relying entirely on the FileSystem dock, scripts can be organized into custom systems and folders that better reflect the structure of your project.
Features
- Create and organize Systems
- Create and organize Folders
- Add existing scripts
- Create new scripts directly from the plugin
- Rename Systems, Folders, and Scripts
- Remove items from the plugin or the FileSystem
- Drag-and-drop reordering
- Missing script detection and relinking
- Expansion state persistence
- Context menu workflow
- Single-click script opening
- Keyboard shortcuts for common actions
Tested With
- Godot 4.6.3 (.NET)
Notes
This is the first public release. While the plugin has been tested extensively during development, bugs may still exist.
Feedback, bug reports, and feature suggestions are welcome.