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A Godot 4.7 GDScript AST parser + logic flow analysis tool. Integrated as an EditorPlugin, supporting signal connection tracing, method call graphs, variable def-use chain analysis, cross-file reference tracking, and scene/resource structure visualization.

Authors: Original by あるる / きのもと 結衣 @arlez80 (Godot 3.x bytecode parser) · This version by kenyonxu (Godot 4.7 AST rewrite)


What Can It Do for You?

🎮 Game Developers

  • Refactor with confidence — See every caller before renaming a function. Know what will break.
  • Debug signal spaghetti — Where is health_changed actually emitted? Who connected to it? Signal flow panel traces the entire chain.
  • Track variable flow — "When did this value change?" Def-Use panel lists every read and write site.
  • Understand inherited code — Drop into someone else's project, run a project scan, and build a mental model from the call graph.
  • Export for AI consumption — One-click CodeGraph JSON export. Let Claude or other AI read your code structure directly.

🔌 Plugin Developers

  • Analyze any GDScript project — Use as the analysis backend for your own plugin. Read sources, run the pipeline, get structured results.
  • Build visual programming tools — Auto-generate blueprint nodes and connections from call graphs.
  • Auto-generate documentation — Walk function lists and call relationships to output API docs.
  • Cross-file dependency analysis — Track class_name references to understand module coupling in large plugins or frameworks.

Features

Three-Phase Analysis Pipeline

.gd source → [GDScriptTokenizer] → Token stream → [GDScriptParser] → AST → [GDScriptSymbolResolver] → AnalysisResult

Analysis Capabilities

  • Call Graph — 7 call pattern detection (self/super/external/connect/signal_connect/lambda/emit)
  • Signal Flow — Full tracing: signal declaration → emit sites → connect sites
  • Def-Use Chain — Variable define/read/write tracking
  • Cross-File Analysis — Resolve cross-file method calls and signal connections via class_name
  • Graph Visualization — Interactive GraphEdit-based call/signal graphs with hub highlighting, degree filtering, and jump-to-definition
  • JSON Export — Structured CodeGraph JSON consumable by AI agents

Scene Visualization (new in 2.1)

  • Three-view visualization of .tscn/.tres: node tree (scene structure + node detail) / script lookup (which scenes use a script) / signal graph (node-to-node signal connections)
  • Instance sub-scene expansion — recursively parses instance=ExtResource(...), merges sub-scene node tree (with override nodes + cycle detection)
  • View linking — click node in lookup/signal graph → jump to node tree view
  • Real-world project support — limboai behavior trees, instantiated scenes, modern Godot syntax (%Node / expression suffixes / UID references / line continuation, etc.)

Editor Integration

  • Bottom panel: Summary / Call Graph / Signal Flow / Def-Use / Project tabs
  • Main screen "Flow Visualizer" tab: Scope × Graph switching + degree filter + legend + auto-layout
  • Tool menu: GDScript AST Flow → Parse Current / Scan Settings...
  • Auto re-analysis on resource save

Quick Start

Installation

  1. Copy addons/gdscript_ast/ into your Godot project's addons/ directory
  2. Open Project → Project Settings → Plugins, enable GDScript Util

First Analysis

  1. Open any .gd script
  2. Menu Project → Tools → GDScript AST Flow → Parse Current
  3. Check the bottom panel Summary / Call Graph tabs

Project Scan

  1. Menu Project → Tools → GDScript AST Flow → Scan Settings...
  2. Check Enable Project Scan, Browse to add directories to scan
  3. Click Save, then switch to Project Tab and click Rebuild Project
  4. Explore cross-file call relationships and signal flows

Documentation

Document Description
User Guide Installation, single-file analysis, project scan, graph navigation, export
Developer Guide API reference, integration patterns, as infrastructure for other plugins

Changelog for version v2.4.0

2026-08-12 03:51:52

No changelog provided for this version.

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