{"id":50923043,"url":"https://github.com/njs-guy/glog","last_synced_at":"2026-06-16T20:32:35.563Z","repository":{"id":320266247,"uuid":"1079492183","full_name":"njs-guy/glog","owner":"njs-guy","description":"A simple logger for Godot 4","archived":false,"fork":false,"pushed_at":"2025-11-09T20:41:21.000Z","size":77,"stargazers_count":0,"open_issues_count":0,"forks_count":0,"subscribers_count":0,"default_branch":"main","last_synced_at":"2025-11-09T21:18:43.852Z","etag":null,"topics":["gdscript","gdscript-language","godot","godot-addon","godot-engine","godot-plugin","godot4","logger","logging"],"latest_commit_sha":null,"homepage":"","language":"GDScript","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"mit","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/njs-guy.png","metadata":{"files":{"readme":"README.md","changelog":"CHANGELOG.md","contributing":null,"funding":null,"license":"LICENSE.txt","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null,"zenodo":null,"notice":null,"maintainers":null,"copyright":null,"agents":null,"dco":null,"cla":null}},"created_at":"2025-10-19T22:55:09.000Z","updated_at":"2025-10-22T22:33:10.000Z","dependencies_parsed_at":"2025-10-22T22:07:39.931Z","dependency_job_id":"529944c3-6368-4d3a-b6b8-ee5b91a75560","html_url":"https://github.com/njs-guy/glog","commit_stats":null,"previous_names":["njs-guy/glog"],"tags_count":2,"template":false,"template_full_name":null,"purl":"pkg:github/njs-guy/glog","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/njs-guy%2Fglog","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/njs-guy%2Fglog/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/njs-guy%2Fglog/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/njs-guy%2Fglog/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/njs-guy","download_url":"https://codeload.github.com/njs-guy/glog/tar.gz/refs/heads/main","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/njs-guy%2Fglog/sbom","scorecard":null,"host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":286080680,"owners_count":34423214,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2026-05-26T15:22:16.424Z","status":"online","status_checked_at":"2026-06-16T02:00:06.860Z","response_time":126,"last_error":null,"robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":true,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["gdscript","gdscript-language","godot","godot-addon","godot-engine","godot-plugin","godot4","logger","logging"],"created_at":"2026-06-16T20:32:34.862Z","updated_at":"2026-06-16T20:32:35.548Z","avatar_url":"https://github.com/njs-guy.png","language":"GDScript","funding_links":[],"categories":[],"sub_categories":[],"readme":"# Glog\n\nA simple GDScript logger for [Godot Engine 4](https://godotengine.org/).\n\n## Installation\n\n### Manual\n\n1. Download the addon files from the [releases](https://github.com/njs-guy/glog/releases).\n2. Unzip the `glog.zip` file.\n3. Move the `glog` folder into your project under `addons/`.\n3. Enable the addon through `Project -\u003e Project Settings... -\u003e Plugins -\u003e Glog`.\n4. Under `Project Settings -\u003e Globals`, move `Glog` to the top of the list.\n5. An autoload singleton will be added under the name `Glog`.\n\n### Minimum Godot version\n\nTL;DR `Godot 4.1.4`\n\nGlog should work with Godot 4.1.4 or newer out of the box,\nbut in older versions, you may get a warning about an invalid UID.\nThis warning can be safely ignored\nas long as the addon is working as expected.\n\nGlog will work on 4.0.4 if you disable a few lines in `addons/glog/glog.gd`\nthat set the config settings as a basic setting.\nAfter that, you'll need to enable advanced settings to change the config.\n\nSo while you *can* use Glog in Godot 4.0.4, it's not recommended.\n\n## Usage\n\nAfter the addon is enabled, you can use the logger like this:\n\n```gdscript\nGlog.debug(\"rng\", \"Rolled 50\")\nGlog.info(\"shop\", \"Player bought Holy Grail for 100G.\")\nGlog.warn(\"flags\", \"Grandma is about to explode.\")\nGlog.error(\"player\", \"Could not find PlayerController.\")\n```\n\nWhich will give the following output:\n\n![Output screenshot](assets/output_screenshot.png \"Output screenshot\")\n\nThe first argument is for the log category or scope, and the second is for the message itself.\n\nThe tags at the beginning of the message will be colored in the Godot output panel.\nTheir colors can be changed in the project settings, or on a per-message basis like this.\n```gdscript\nGlog.info(\"player_state\", \"The player died.\", \"#ef4444\")\n```\nThis argument accepts any [Color](https://docs.godotengine.org/en/stable/classes/class_color.html)\nthat Godot accepts.\n\nC# support is limited, clunky and error prone. While it does work for the most part,\nGlog was made with GDScript in mind.\nIt can be accessed like any other GDScript singleton. For example:\n```cs\n// C#\n\nvar glog = GetNode\u003cNode\u003e(\"/root/Glog\");\n\nglog.Call(\"debug\", \"rng\", \"Rolled 50\");\nglog.Call(\"info\", \"shop\", \"Player bought Holy Grail for 100G.\", \"#ef4444\");\nglog.Call(\"warn\", \"flags\", \"Grandma is about to explode.\");\nglog.Call(\"error\", \"player\", \"Could not find PlayerController.\");\n```\n\nThat's pretty much it. What information you decide to log is up to you.\n\n## Config\n\nGo to `Project -\u003e Project Settings...` and scroll all the way down to `Glog/Config`.\n\nThe default settings should be fine for most use cases.\n\n### General\n\n- Log Level: The lowest logging level to write to output. Defaults to Debug.\nDebug messages are hidden in release builds.\n- Show Init Message: Whether to show the \"glog loaded successfully\" message at startup.\nDefaults to true.\n- Include Debug Traceback - Whether to show function traceback for debug messages. Defaults to true.\n- Include Timestamp: Whether to print a timestamp for each log. Defaults to true.\n\n### Timestamps\n\n- Date Separator: What character to use to separate date numbers. Defaults to \".\".\n- Include Date: Whether to include a date in the timestamp. Defaults to true.\n- Include Time: Whether to include the time in the timestamp. Defaults to true.\n\n### Colors\n\n- Show Colors: Which messages should display colors. Defaults to All.\n- Debug Color: The color  for debug messages. Defaults to #70BAFA.\n- Info Color: The color  for info messages. Defaults to #478CBF.\n- Warning Color: The color  for warning messages. Defaults to #FFDE66.\n\n## Writing output to file\n\nBy default, Godot automatically outputs log files.\n\nTo access them, go to `Project -\u003e Open User Data Folder` and open the `logs` folder.\n\nAnything output to Godot's console will be written here.\n\n## Limitations\n\n### Warnings are faked\n\nGodot doesn't currently have any way to print a warning to the console through gdscript,\nso all warnings sent by Glog are a yellow-colored `rich_print()`.\nThe warning is still labeled as a warning in the text output,\nbut you can't filter out the warnings like you can with the rest of the output.\n\nThis will remain an issue until Godot officially supports some kind of `printwarn()`.\n\n### Debugging panel\n\nAs far as I know, you can't change the traceback for `push_warning()` or `push_error()`.\nFor this reason, it's recommended to follow any `Glog.warn()` or `Glog.error()`\nwith a `push_warning()` or `push_error()` with the same message\nso that Godot's debugger can properly show you where the warning or error was.\n\n### Limited C# support\n\nGlog was written for GDScript. While you can still call the singleton from C#,\nit's messy and error-prone. Debug traceback is also broken in C# and traces back to `glog.gd` because of language differences.\n\nIf your codebase has a lot of C#, Glog may not be for you.\n\n\n## Building\n\n1. Clone this repo. Usually with `git clone https://github.com/njs-guy/glog.git`.\n2. Open [Godot 4.5.1](https://godotengine.org/download/archive/4.5.1-stable/)\nand select `Import` in the top left corner.\n3. Select the `project.godot` from the root folder and click `Open`.\n4. Run the test scene with the play button in the top right corner.\n\n## License\n\nAll code in this repo, unless otherwise stated, is licensed under the [MIT License](LICENSE.txt).\n\nAll assets in the assets folder, unless otherwise stated, are licensed under the [CC0-1.0 License](./assets/LICENSE.txt).\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fnjs-guy%2Fglog","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fnjs-guy%2Fglog","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fnjs-guy%2Fglog/lists"}