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LogIn & User Panel
Once everything is set up the right way, you will be able to see a new button in your toolbar.
Clicking the GitHub button will open a new panel, which will be the only interface to the GitHub Integration, which will be something like this:
In the top left corner you will se the version number of the plugin, and a "debug message" checkbox.
Leaving this checkbox checked will allow you to get debug messages from this plugin in your console:
Anyway, you can uncheck this box to leave your console empty, and you can check this box whenever you want in any panel.
To sign in, use your GitHub account datas, e-mail and password/token.
This datas will be asked only the first time you sign in to this plugin per project you create with GitHub Integration, since these datas will be stored locally.
After the first login, everytime you need to access GitHub via this plugin you will notice a purple "!" icon on the right of the "Sign in" button.
This icon means that there are some account datas stored in your computer, so you won't need to type them in again in e-mail and password field. You can just press the "Sign in" button and it will automatically log in.
Also, this fields will be filled with some placeholders and not real datas, so if this panel is exposed (like in a youtube video or friends) real data won't appear.
Once you successifully log into your account, the main panel will open, letting you manage repositories and gists.
For repositories will be displayed the total number of repositories and a list of your repositories, with repo's names, stars and forked times.
Also, a simple legend will differentiate:
- public repositories
- private repositories
- repositories you've forked
For repositories managing read the Managing your repositories page
For gists will be displayed the total number of gists and list of your gists.
The same legend used for repositories will be applied to gists.
For gists managing read the Managing your gists page
Since v0.7.5 I've decided to not update this plugin anymore.
It doesn't mean this plugin won't be supported anymore, or I will abandon it: I'm planning to fully migrate this project from a simple GDScript addon to a C++ module for Godot.
Eventual bugfixes and additional little features will still be implemented if they are needed to support all platforms and to stay updated to Godot Engine's new version, but due to GDScript and Godot limits, I'll migrate the whole code to a C++, fully implemented and optimized GitHub module.
Please, watch this project or join Discord groups I've mentioned in this page to get all updates.




