GodotSharp.SourceGenerators 2.7.0-250923-1943.Release

This is a prerelease version of GodotSharp.SourceGenerators.
There is a newer version of this package available.
See the version list below for details.
dotnet add package GodotSharp.SourceGenerators --version 2.7.0-250923-1943.Release
                    
NuGet\Install-Package GodotSharp.SourceGenerators -Version 2.7.0-250923-1943.Release
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="GodotSharp.SourceGenerators" Version="2.7.0-250923-1943.Release" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="GodotSharp.SourceGenerators" Version="2.7.0-250923-1943.Release" />
                    
Directory.Packages.props
<PackageReference Include="GodotSharp.SourceGenerators" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add GodotSharp.SourceGenerators --version 2.7.0-250923-1943.Release
                    
#r "nuget: GodotSharp.SourceGenerators, 2.7.0-250923-1943.Release"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package GodotSharp.SourceGenerators@2.7.0-250923-1943.Release
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=GodotSharp.SourceGenerators&version=2.7.0-250923-1943.Release&prerelease
                    
Install as a Cake Addin
#tool nuget:?package=GodotSharp.SourceGenerators&version=2.7.0-250923-1943.Release&prerelease
                    
Install as a Cake Tool

GodotSharp.SourceGenerators

C# Source Generators for use with the Godot Game Engine (supports Godot 4 and .NET 9!)

  • SceneTree class attribute:
    • Generates class property for uniquely named nodes
    • Provides strongly typed access to the scene hierarchy (via _ operator)
    • TscnFilePath for static access to tscn file
  • [NEW] Singleton class attribute (GD4 only):
    • Provides single instance access to data or scene objects
  • [NEW] AudioBus class attribute (GD4 only):
    • Provides strongly typed access to audio bus names and ids
  • [NEW] AnimNames class attribute (GD4 only):
    • Provides strongly typed access to animation names defined in .tres and .tscn files
  • [NEW] GlobalGroups class attribute (GD4 only):
    • Provides strongly typed access to global groups defined in godot.project
  • GodotOverride method attribute:
    • Allows use of On*, instead of virtual _* overrides
    • (Requires partial method declaration for use with Godot 4)
  • Notify property attribute:
    • Generates boiler plate code, triggering only when values differ
    • (Automagically triggers nested changes for Resource and Resource[])
  • InputMap class attribute:
    • Provides strongly typed access to input actions defined in godot.project
    • Attribute option to replace StringName with your own custom object/handler
  • LayerNames class attribute:
    • Provide strongly typed access to layer names defined in godot.project
  • Autoload/AutoloadRename class attribute:
    • Provide strongly typed access to autoload nodes defined in godot.project
  • CodeComments class attribute:
    • Provides a nested static class to access property comments from code (useful for in-game tooltips, etc)
  • OnInstantiate method attribute:
    • Generates a static Instantiate method with matching args that calls attributed method as part of the instantiation process
    • (Also generates a protected constructor to ensure proper initialisation - can be deactivated via attribute)
  • OnImport method attribute (GD4 only):
    • Generates default plugin overrides and options to make plugin class cleaner (inherit from OnImportEditorPlugin)
  • Includes base classes/helpers to create project specific source generators
  • Version 1.x supports Godot 3 only
  • Version 2.x supports Godot 3 & 4
  • Version 3.x will support Godot 4 only
    • Notify could be improved
    • OnImport will be removed
    • SceneTree could be simplified
    • Post comments/questions/suggestions in the discussion area
      • eg, should _ operator be replaced to avoid conflict with C# discard operator?

Table of Contents

Installation

Install via NuGet

Attributes

SceneTree

  • Class attribute
  • Generates class properties for uniquely named nodes
  • Generates a static property to retrieve tscn resource (TscnFilePath)
  • Provides strongly typed access to the scene hierarchy (via _ operator)
  • Nodes are cached on first retrieval to avoid interop overhead
  • Advanced options available as attribute arguments
    • tscnRelativeToClassPath: (default null) Specify path to tscn relative to current class
    • traverseInstancedScenes: (default false) Include instanced scenes in the generated hierarchy
    • root: (default _) Provide alternative to _ operator (eg, to allow use of C# discard variable)
// Attach a C# script on the root node of the scene with the same name.
// [SceneTree] will generate the members as the scene hierarchy.
[SceneTree]
//[SceneTree(root: "ME")]                       // Use this for alternative to `_`
//[SceneTree("my_scene.tscn")]                  // Use this if tscn has different name
//[SceneTree("../Scenes/MyScene.tscn")]         // Use relative path if tscn located elsewhere
//[SceneTree(traverseInstancedScenes: true)]    // Use this to include instanced scenes in current hierarchy
public partial class MyScene : Node2D 
{
    public override void _Ready() 
    {
        // You can access the node via '_' object.
        GD.Print(_.Node1.Node11.Node12.Node121);
        GD.Print(_.Node4.Node41.Node412);

        // You can also directly access nodes marked as having a unique name in the editor
        GD.Print(MyNodeWithUniqueName);
        GD.Print(_.Path.To.MyNodeWithUniqueName); // Long equivalent

        // Only leaf nodes are Godot types (call .Get() on branch nodes)
        // Lets say you have _.Node1.Node2, observe the following code
        GD.Print(_.Node1.Name); // invalid
        GD.Print(_.Node1.Get().Name); // valid
        Node node1 = _.Node1; // implicit conversion also possible!
        GD.Print(node1.Name); // valid
        GD.Print(_.Node1.Node2.Name); // valid
    }
}

...

// (elsewhere)
public void NextScene()
    => GetTree().ChangeSceneToFile(MyScene.TscnFilePath);

Singleton

  • Class attribute
  • Provides single instance access to data or scene objects
  • Staticly created on first use with private constructor
  • If present, Invokes an Init method on instance creation
  • Advanced options available as attribute arguments
    • init: (default 'Init') Override name of default init function
[Singleton] // no tscn
public partial class MyData;

[Singleton] // no tscn, with Init function
public partial class MyNode : Node
{
    private void Init() { }
}

[Singleton(nameof(InitScene))] // with tscn (same folder, same name) and init override
public partial class MyScene : Node
{
    private void InitScene() { }
}

Generates:

partial class MyData
{
    public static MyData Instance { get; } = new();
    private MyData() { }
}

partial class MyNode
{
    public static MyNode Instance { get; } = Init(new());
    [EditorBrowsable(EditorBrowsableState.Never)] private static MyNode Init(MyNode x) { x.Init(); return x; }
    private MyNode() { }
}

partial class MyScene
{
    public static MyScene Instance { get; } = InitScene((MyScene)GD.Load<PackedScene>("res://PathTo/MyScene.tscn").Instantiate());
    [EditorBrowsable(EditorBrowsableState.Never)] private static MyScene InitScene(MyScene x) { x.InitScene(); return x; }
    private MyScene() { }
}

AudioBus

  • Class attribute
  • Provides strongly typed access to audio bus names and ids
  • Scrapes data from res://default_bus_layout.tres (or other provided path)
  • Advanced options available as attribute arguments
    • source: (default 'default_bus_layout') relative or absolute resource path
[AudioBus]
//[AudioBus("Resources/custom_bus_layout")] // Relative to current C# file or absolute path from project root (res:// prefix or .tres extension optional)
public static partial class AudioBus;

Generates:

partial class AudioBus
{
    public const int MasterId = 0;
    public const int MusicId = 1;
    public const int FxId = 2;

    public static readonly StringName Master = "Master";
    public static readonly StringName Music = "Music";
    public static readonly StringName Fx = "FX";
}

AnimNames

  • Class attribute
  • Provides strongly typed access to animation names defined in .tres and .tscn files
  • Supports AnimationLibrary (AnimationPlayer) and SpriteFrames (AnimatedSprite) animation names
  • Supports animations saved to tres or embedded in tscn
  • Advanced options available as attribute arguments:
    • path: (default null) Provide path to tscn/tres if not same folder/same name
// MyAnims.tres (AnimLib or SpriteFrames)
//  - Anim1
//  - Anim2
// MyAnims.cs (ie, same folder, same name)

[AnimNames]
//[AnimNames("path")] // (optional path to tscn/tres)
public static partial class MyAnims;

Generates:

partial class MyAnims
{
    public static readonly StringName Anim1 = "Anim1";
    public static readonly StringName Anim2 = "Anim2";
}
// MyScene.tscn (with embedded AnimLib or SpriteFrames)
//  - Anim1
//  - Anim2
// MyScene.cs (ie, same folder, same name)

[SceneTree, AnimNames] // Anims can be defined here
public partial class MyScene : Node
{
    [AnimNames] private static partial class MyAnims; // Or nested here
}

Generates:

partial class MyScene
{
    public static readonly StringName Anim1 = "Anim1";
    public static readonly StringName Anim2 = "Anim2";

    partial class MyAnims
    {
        public static readonly StringName Anim1 = "Anim1";
        public static readonly StringName Anim2 = "Anim2";
    }
}

GlobalGroups

  • Class attribute
  • Provides strongly typed access to global groups defined in godot.project
# (project.godot)

[global_group]

Group1="Test Group"
Group2="Test Group"
[GlobalGroups]
public static partial class GRP;

Generates:

partial class GRP
{
    public static readonly StringName Group1 = "Group1";
    public static readonly StringName Group2 = "Group2";
}

Alternatively,

[SceneTree]
public partial class MyScene : Node
{
    [GlobalGroups] private static partial class GRP;
}

Generates:

partial class MyScene
{
    partial class GRP
    {
        public static readonly StringName Group1 = "Group1";
        public static readonly StringName Group2 = "Group2";
    }
}

GodotOverride

  • Method attribute
  • Allows use of On*, instead of virtual _* overrides
  • (Requires partial method declaration for use with Godot 4)
  • Advanced options available as attribute arguments
    • replace: (default false) Skip base call generation (ie, override will replace base)
public partial class MyNode : Node2D
{
    [GodotOverride]
    protected virtual void OnReady()
        => GD.Print("Ready");

    [GodotOverride(replace: true)]
    private void OnProcess(double delta)
        => GD.Print("Processing");

    // Requires partial method declaration for use with Godot 4
    public override partial void _Ready(); 
    public override partial void _Process(double delta); 
}

Generates:

    public override void _Ready()
    {
        base._Ready();
        OnReady();
    }

    public override _Process(double delta)
        => OnProcess(delta);

Notify

  • Property attribute
  • Generates public events ValueChanged & ValueChanging
    • (Automagically triggers nested changes for Resource and Resource[])
  • Events are triggered only if value is different
  • Initial value can be set without triggering event
public partial class NotifyTest : Node
{
    // Recommended usage: Partial properties were introduced in C# 13
    [Notify] public partial int Value { get; set; }

    // Original usage
    [Notify] public float Value1 { get => _value1.Get(); set => _value1.Set(value); }

    // Original usage with private changed event handler
    [Notify] public float Value2 { get => _value2.Get(); set => _value2.Set(value, OnValue2Changed); }
    private void OnValue2Changed() { GD.Print("Value2 has changed"); }

    // Incorrect usage: Must use partial or implement get/set as above
    [Notify] public int Value3 { get; set; }

    public NotifyTest()
    {
        // Optional: Set default values in constructor
        InitValue(7); // Set initial value without triggering events
        Value = 7; // Or set directly to trigger events
    }

    public override void _Ready()
    {
        ValueChanging += () => GD.Print($"Value is about to change from {Value}");
        ValueChanged += () => GD.Print($"Value has been changed to {Value}");

        // You can also subscribe to private events if needed
        // These will always be called before public facing events
        // This might be useful if you need to reset public listeners
        //_value.Changing += OnValueChanging;
        //_value.Changed += OnValueChanged;

        Value = 1; // Raises changing/changed events
        Value = 2; // Raises changing/changed events
        Value = 2; // No events are raised since value is the same
    }
}

InputMap

  • Class attribute
  • Provides strongly typed access to input actions defined in godot.project (set via editor)
  • If you want access to built-in actions, see BuiltinInputActions.cs
  • Advanced options available as attribute arguments
    • dataType: (default StringName)
[InputMap]
public static partial class MyInput;

[InputMap(nameof(GameInput))]
public static partial class MyGameInput;

// Example custom input action class
public class GameInput(StringName action)
{
    public StringName Action => action;

    public bool IsPressed => Input.IsActionPressed(action);
    public bool IsJustPressed => Input.IsActionJustPressed(action);
    public bool IsJustReleased => Input.IsActionJustReleased(action);
    public float Strength => Input.GetActionStrength(action);

    public void Press() => Input.ActionPress(action);
    public void Release() => Input.ActionRelease(action);
}

Equivalent (for defined input actions) to:

// (static optional)
// (string rather than StringName for Godot 3)
// (does not provide access to built-in actions)
partial static class MyInput
{
    public static readonly StringName MoveLeft = new("move_left");
    public static readonly StringName MoveRight = new("move_right");
    public static readonly StringName MoveUp = new("move_up");
    public static readonly StringName MoveDown = new("move_down");
}

partial static class MyGameInput
{
    public static readonly GameInput MoveLeft = new("move_left");
    public static readonly GameInput MoveRight = new("move_right");
    public static readonly GameInput MoveUp = new("move_up");
    public static readonly GameInput MoveDown = new("move_down");
}

LayerNames

  • Class attribute
  • Provides strongly typed access to layer names defined in godot.project (set via editor)
  • WARNING: In Godot 3 all layer helper functions start from 0 instead of 1:
    • Camera3D.GetCullMaskBit(x - 1)
    • VisualInstance.GetLayerMaskBit(x - 1)
    • CollisionObject.GetCollisionMaskBit(x - 1)
    • CollisionObject.GetCollisionLayerBit(x - 1)
    • CollisionObject2D.GetCollisionMaskBit(x - 1)
    • CollisionObject2D.GetCollisionLayerBit(x - 1)
  • In Godot 4 this only applies to visibility/cull layer functions (which are also uint):
    • Camera3D.GetCanvasCullMaskBit((uint)x - 1)
    • VisualInstance.GetVisibilityLayerBit((uint)x - 1)
[LayerNames]
public static partial class MyLayers;

Equivalent (for defined layers) to:

// (static optional)
public static partial class MyLayers
{
    public static class Render2D
    {
        public const int MyLayer1 = 1;
        public const int MyLayer2 = 2;
        public const int MyLayer7 = 7;
        public const int _11reyaLyM = 11; // prefixed with underscore if required

        public static class Mask
        {
            public const uint MyLayer1 = 1u << 0;
            public const uint MyLayer2 = 1u << 1;
            public const uint MyLayer7 = 1u << 6;
            public const uint _11reyaLyM = 1u << 10;
        }
    }

    // Repeat for Render3D, Physics2D, Physics3D, Navigation2D, Navigation3D, Avoidance
}

Autoload/AutoloadRename

  • Autoload is a generated class (ie, not attribute) in Godot namespace
    • Provides strongly typed access to autoload nodes defined in editor project settings
    • Supports tscn nodes & gd/cs scripts with C# compatible types inferred wherever possible
  • AutoloadRename is an additional attribute that can be used to provide C# friendly names
Examples:

For the following autoloads (defined in project.godot):

[autoload]

gd_utils="*res://addons/handy_utils/gd_utils.gd"
cs_utils="*res://addons/silly_sausage/MyUtils.cs"
DebugMenu="*res://addons/debug_menu/debug_menu.tscn"

With the following renames (optionally defined in your project):

namespace Godot;

[AutoloadRename("UtilsGD", "gd_utils")]
[AutoloadRename("UtilsCS", "cs_utils")]
static partial class Autoload;

The following class is generated:

namespace Godot;

static partial class Autoload
{
    private static Node root = (Engine.GetMainLoop() as SceneTree)?.Root;

    /// <summary>Autoload: gd_utils</summary>
    public static Node UtilsGD => field ??= root?.GetNodeOrNull<Node>("gd_utils");

    /// <summary>Autoload: cs_utils</summary>
    public static MyUtils UtilsCS => field ??= root?.GetNodeOrNull<MyUtils>("cs_utils");

    /// <summary>Autoload: DebugMenu</summary>
    public static CanvasLayer DebugMenu => field ??= root?.GetNodeOrNull<CanvasLayer>("DebugMenu");
}

CodeComments

  • Class attribute
  • Provides a nested static class to access property comments from code
  • Advanced options available as attribute arguments
    • strip: (default "// ") The characters to remove from the start of each line
[CodeComments]
public partial class CodeCommentsTest : Node
{
    // This a comment for Value1
    // [CodeComments] only works with Property
    [Export] public float Value1 { get; set; }

    // Value 2 is a field so no comment
    [Export] public float value2;

    public override void _Ready() 
    {
        GD.Print(GetComment(nameof(Value1))); // output: "This a comment for Value1\n[CodeComments] only works with Property"
        GD.Print(GetComment(nameof(value2))); // output: "" (No output for fields, but could be added if needed)
    }
}

OnInstantiate

  • Method attribute
  • Generates a static Instantiate method with matching args that calls attributed method as part of the instantiation process
  • (Also generates a protected constructor to ensure proper initialisation - can be deactivated via attribute)
  • Advanced options available as attribute arguments
    • ctor: (default "protected") Scope of generated constructor (null, "" or "none" to skip)
// Initialise can be public or protected if required; args also optional
// Currently assumes tscn is in same folder with same name
// Obviously only valid for root nodes
public partial class MyScene : Node
{
    [OnInstantiate]
    private void Initialise(string myArg1, int myArg2)
        => GD.PrintS("Init", myArg1, myArg2);
}

Generates (simplified):

    private static PackedScene __scene__;
    private static PackedScene __Scene__ => __scene__ ??= GD.Load<PackedScene>("res://Path/To/MyScene.tscn");

    public static MyScene Instantiate(string myArg1, int myArg2)
    {
        var scene = __Scene__.Instantiate<MyScene>();
        scene.Initialise(myArg1, myArg2);
        return scene;
    }

    private Test3Arg() {}

Usage:

    // ... in some class
    private void AddSceneToWorld()
    {
        var myScene = MyScene.Instantiate("str", 3);
        MyWorld.AddChild(myScene);
    }

OnImport

  • Method attribute (GD4 only)
  • Generates default plugin overrides and options to make plugin class cleaner (inherit from OnImportEditorPlugin)
  • Includes base classes/helpers to create project specific source generators
  • (Not that useful unless writing lots of plugins - will be removed in v3)
Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
.NET Core netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 was computed. 
.NET Framework net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 was computed.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • .NETStandard 2.0

    • No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories (2)

Showing the top 2 popular GitHub repositories that depend on GodotSharp.SourceGenerators:

Repository Stars
chickensoft-games/GameDemo
The Chickensoft Game Demo — a fully tested, third-person 3D game built with Godot and C#. Now with saving and loading!
CSharpGodotTools/Template
A template used for quickly setting up new Godot 4 C# games that features ENet multiplayer, visual in-game debugging and more.
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2.7.0 1,943 6/8/2026
2.7.0-260519-1042.Release 102 5/19/2026
2.7.0-260429-2100.Release 119 4/29/2026
2.7.0-260408-2121.Release 254 4/8/2026
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2.7.0-250923-1943.Release 343 9/23/2025
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v.2.7.0 (pre-release)
     - ADDED: AudioBus class attribute
     - ADDED: AnimNames class attribute
     - ADDED: Singleton class attribute
     - ADDED: GlobalGroups class attribute

     v.2.6.0
     - ADDED: Generated Autoload class
     - ADDED: InputMap data type override
     - ADDED: TscnFilePath static property
     - FIXED: Generated LayerName values are no longer offset by 1

     v.2.5.0
     - Documentation updates:
     -- Add comments for generated InputMap classes (credit to @Delsin-Yu)
     -- Add note about [SceneTree] leaf nodes in README.md (credit to @valkyrienyanko)
     - Bug fixes:
     -- Added more explicit prepend of res:// to Instantiate resource paths
     -- Disabled hidden inherited member warning for generated Instantiate methods
     - Enhancements:
     -- Adding support for default parameters for generated Instantiate methods
     -- Adding support for SceneTree usage on subnodes (credit to @benjiwolff)
     -- Adding parameter to SceneTreeAttribute to override _ (credit to @benjiwolff)
     -- Adding support for partial properties with NotifyAttribute (credit to @willnationsdev)

     v.2.4.0
     - ADDED: LayerNames attribute
     - ADDED: Support for Nullable Reference Types (for `Notify` and `OnInstantiate`)

     v.2.3.4
     - ADDED: Support for .NET 8.0
     - ADDED: Nested InputMap entries
     - ADDED: OnImport attribute for editor only builds (GD4 only)

     v.2.1.0
     - ADDED: CodeComments attribute
     - ADDED: OnInstantiate attribute (with protected constructor)
     - ADDED: Inline changed action on Notify setter
     - ADDED: Implicit operators as an alternative to calling .Get() on scene tree for non-leaf nodes

     v.2.0.0
     - ADDED: Support for Godot 4.0
     -- KnownIssue: GodotOverride requires an additional partial method override declaration
     - CHANGED: Notify must be used on property instead of field to access privately generated content
     - ADDED: InputMap attribute

     v.1.3.3
     - ADDED: Support for placeholder scenes
     - ADDED: Support for editable instanced scenes
     - FIXED: GodotOverride in derived class now calls rather than hides base method
     - FIXED: Previously, types could not share the same name. This has now been fixed.
     - ADDED: Notify attribute (with support for [Export])
     - ADDED: Support for uniquely named nodes (ie, Godot 3.5 - GetNode("%MyUniqueNode"))

     v.1.2.0
     - Replaces ISourceGenerator with IIncrementalGenerator for faster builds
     - Hierarchy of inherited scenes are now fully accessible from base classes
     - Hierarchy of instanced scenes can be made accessible using [SceneTree(traverseInstancedScenes=true)]
     - FIXED: Modifications (overrides) of inheritance hierarchy now supported
     - FIXED: Inheriting/Instancing scenes without scripts now supported
     - FIXED: Consumers with implicit usings enabled now supported

     v.1.1.4
     - Exposed base classes/helpers to help create project specific source generators

     v.1.0.0
     - Initial release (SceneTree/GodotOverride)