Releases: yannlemos/Signal-Lens
Release list
v1.4.1
Hey folks, this is just a small maintenance release to ensure Signal Lens is compatible with Godot 4.5.
There's a very interesting feature available now in the editor with Godot's new version, which is support for selecting multiple nodes in the remote tree.
This is a perfect basis to work on multiple node monitoring. I'm a bit out of time right now to work on this feature and there's some refactoring and organizing in the codebase to get to first, but I'm pretty excited for the next steps.
Thank you for using Signal Lens!
What's Changed
- Rename SignalLensLogger name-collide for Godot 4.5 by @duchainer in #44
New Contributors
- @duchainer made their first contribution in #44
Full Changelog: v1.4.0...v1.4.1
v1.4.0
Hey folks, here's an exciting new release for Signal Lens!
UI Rework + Customizable Panels
The default UI now concentrates all the controls in its upper part, mirroring the other tools in Godot's bottom panel and opening up as much space as possible so you can focus on the nodes being inspected.
The zoom controls and graph minimap no longer show up as default, and should be toggled in the brand-new options menu in the upper-left corner if you wish to use them.
Signal Log
1.4.0 brings the Signal Log, which is a panel inside the debugger dedicated to logging every signal emission from the currently targeted node.
Each log entry consists of:
- Datetime: Human-friendly date and time at the time of emission, e.g.
2025-07-08T10:27:33 - Timestamp: Amount of milliseconds passed since the project started running, e.g.
00:00:05:646 - Process: Current
_process frameat the time of emission, e.g. 255 (look for_get_process_frame()in the godot documentation for more info) - Physics: Current
_physics_process_frameat the time of emission, e.g. 567 (look for_get_physics_frame()in the godot documentation for more info) - Node Name: The node that is emitting the signal.
- Signal Name: The signal being emitted.
You are also able to copy all to clipboard and clear the log at any time. When you stop the running project, the log will stay as is so you can still inspect it.
NOTE: In a future version of Signal Lens, the logger will also support displaying the arguments of the signal emission — for now, it needs a feature from 4.5 for it to be supported.
Options Menu

Thanks to @mkh-user, Signal Lens now features an options menu inside the debugger panel, with a few upgrades coming inside it that pack quite a punch!
Hiding Built-in Signals
No more wading through all the base signals of a node. Now you are able to monitor only your own custom signals.
Hide Signals without connections
No more wading through every single signal of that big Signal Bus of yours. Now you are able to monitor only the connected signals for your node.
UI and more options
You can also toggle some interface elements inside the options menu and there's also a shortcut to the Project Settings.
Connection Opacity Slider
You can now control the opacity of the signal connections in a dedicated slider in the upper-right corner. This is important to improve legibility and is part of an effort to improve accessibility for the plugin, which will continue in the next versions.

A note on the future versions of the plugin
This is the last release that will support Godot versions 4.3 and 4.4. Also, the plugin has been out for about 6 months and the code is starting to grow way beyond its initial trappings, so a big refactor is needed. I plan on tackling this refactor before any other new feature so that Signal Lens' code-base can better support its future development.
That's it, thanks everyone for using Signal Lens!
Abraços,
Yann
What's Changed
- Settings handling (complete) by @mkh-user in #39
- Fix #36 by @mkh-user in #37
- Signal Logger by @yannlemos in #40
Full Changelog: v1.3.1...v1.4.0
v.1.3.1
Hey folks, here's a small maintenance release here with a bug fix for #36.
We're gearing up for version 1.4, which will come some really cool features, such as #7, #39 and #19.
As always, thanks for using Signal Lens!
Abraços,
Yann
Full Changelog: v1.3.0...v1.3.1
v1.3.0
Hey folks! Here's a new release for Signal Lens, with a few very important bugs fixed and UX improvements.
Anonymous lambda support
Thanks to @JSchrepp's report, I was able to make an initial implementation for anonymous lambda supports. Previously, they crashed the editor's runtime, which was really bad, but now they get rendered like every other callable. There's still plenty of room for improvement, but the focus for now was avoiding the runtime error.
Godot's Editor Icons + Streamlined Installation
Thanks to @mkh-user effort's, the plugin now uses Godot's internal editor icons with the correct implementation (I did it in a really dumb way initially because I didn't know you could load them directly from code). This means that there are no more custom icons in Signal Lens, which is something that was causing some very weird installation bugs that were very difficult to reproduce. Now that the icons are all internally set, installation should be much more hassle-free, and Signal Lens should blend-in much better visually with the editor.
This also means that we had to make some changes to the icon naming, because there's no icicle icon in Godot for example, but I believe we came up with good alternatives. The main changes are:
- Freeze Emissions -> Keep Emissions
- Lock Node -> Pin This Node
The features work basically the same, the change is only semantic.
Automatic Resizing of Editor Panel + Project Settings
Signal Lens will automatically resize the bottom panel when visible from now on. This was a huge pain for me and I was really eager to solve this, It's really bad to always be resizing the panel when debugging signals. You will also be able to set your default panel size in the Project Settings and also disable this feature if it doesn't make sense for you.
2025-03-26.11-41-47.mp4
No more stuff in the Output
We made an effort this release to remove possible messages from Signal Lens to the editor's output. When you click the Root it no longer shows an output warning and again thanks to @mkh-user Signal Lens no longer tries to render a graph for EVERY node, which is really important because it was trying to render nodes from inside the editor, which could lead to nasty runtime errors.
If Signal Lens sends any more stuff to your output, let me know. We'll keep the warnings etc to the editor like it is done in the Root node warning.
Thanks everyone for using Signal Lens! Also wanted to give a shout-out to the Godot team for featuring the plugin in the Nodeletter, and a big welcome to everyone that started using the plugin because of it.
Abraços,
Yann
What's Changed
- Use internal icons instead saved files by @mkh-user in #22
- Fix #21 by @mkh-user in #25
- Root node inspection warning implemented in editor panel by @yannlemos in #28
- Fix parsing of anonymous lambdas by @yannlemos in #30
- Auto-resize debugger panel on open by @yannlemos in #29
New Contributors
Full Changelog: v1.2.1...v1.3
Signal Lens 1.2.1
1.2.1 Version is out!
This version of Signal Lens is pretty much the same as v1.2, it just contains a fix for #17 (thanks @mkh-user)
Also, the release folder can now be directly dragged into your addons folder, as it doesn't contain the root of the project, also as per recommended in #17
Thanks for using Signal Lens!
Signal Lens 1.2
1.2 Version is out!
Hey folks! When I first started Signal Lens, this is the place I wanted to get to: real-time debugging of signal emissions. Happy to have reached it in the first month of the plugin's life! Now Signal Lens feels like a proper signal debugger for Godot.
Here's an overview of the most important changes:
Demo.mp4
- Now you can view the signals being emitted in real-time in the graph view, with some cool additional functionalities to enhance debugging
- The plugin now supports Godot 4.4 Beta 1 and 2
- A small visual overhaul was made in the editor panel to make it blend more seamlessly with Godot's default theme, including implementing Godot's own editor icons in the plugin
- The plugin autoload code has been improved to make it less messy and more easily readable for future contributors
I've had a lot of new people giving stars here because of a Reddit post I made, I hope you all enjoy this new release for the plugin and that real-time signal emission fulfills its potential!
Abraços,
Yann
What's Changed
- Fixed error in debugger signal when pausing or reaching breakpoint by @yannlemos in #10
- Fix debugger warning on node inspection by @yannlemos in #11
- Implemented feature for inspecting signal emissions in realtime by @yannlemos in #13
Full Changelog: v1.1...v1.2
Signal Lens 1.1.1
1.1.1 Version is out!
Hey folks, I merged a couple of fixes from the main branch that will make Signal Lens stop polluting users' console output.
What's Changed
- Fixed error in debugger signal when pausing or reaching breakpoint by @yannlemos in #10
- Fix debugger warning on node inspection by @yannlemos in #11
Full Changelog: v1.1...v1.1.1
Signal Lens 1.1.0
1.1 Version is out!
Hey folks! Happy to release the first update for Signal Lens. Here's an overview of the most important changes:
- Graph is now drawn based on which node is selected in the remote tree (thanks @Sch1nken!)
- UX improvements in the editor panel, with additional buttons, better reactivity to debugging states and icons!
- Decoupling of backend components, improving code legibility and extensibility
Now the plugin is in a good state to have its functionalities expanded. I think there's a TON to be done with better debugging of signals in Godot and I'd love to have more contributors and proposals incoming.
Some stuff I want to look into for the next releases:
- Real-time monitoring of signal emissions
- Support for multiple node paths so the graph can draw relationships between multiple nodes (also proposed by @Sch1nken)
- Full support for Godot 4.4
Thanks to everyone that took a chance with the 1.0 version of Signal Lens!
Abraços,
Yann
What's Changed
- Instead of copying and pasting the node's path in the remote tree, now all you have to do is select in the editor @Sch1nken #3
- Added a lock button so you can select nodes in the remote tree without drawing their signal data in the editor as proposed by @Sch1nken in #3 @yannlemos
- Changed the original "Inspect" button to two new buttons: Refresh and Clear. Refresh requests a new graph for the currently selected node (useful for debugging changing objects while the game is running with breakpoints) and Clear to you can clean the graph by hand in case anything weird happens @yannlemos
- Added a "Repo" button to the top-right of the editor panel with the plugin's logo to give easy access to this repository for users. @yannlemos
- Change the main button panel position to the bottom left side to avoid it being drawn below the GraphEdit's button panel @yannlemos
- Decoupled the backend so that the Editor Panel, the Debugger and the Remote Node Inspector are three completely separate components, making it much easier to understand the plugin's internals and expand functionality @yannlemos
New Contributors
Full Changelog: https://github.com/yannlemos/Signal-Lens/commits/v1.1









