I kept hitting the same three cleanup problems on a project that had been through a few art passes and refactors, so I built a dock for each. All free, GDScript only, no dependencies, Godot 4.x.

Todo Tracker — walks every .gd/.cs/.shader/.gdshader file for TODO, FIXME, HACK, BUG, NOTE, plus any custom tag you type in (handy if your team writes REVIEW(name): or PERF:). Per-tag filter checkboxes, double-click a row to jump to the line, re-scans on save, and an “Export Markdown” button for pasting a checklist into a PR.

Broken Reference Finder — checks res:// paths in scenes, resources and scripts against files that no longer exist. The part that actually took the work: Godot scenes carry a uid://... next to the path, and Godot resolves by uid first, silently repairing a stale path on load. A plain text search flags that as broken when it isn’t. This one checks the uid against ResourceUID before reporting anything, and splits results into High/Low confidence.

Unused Resource Finder — same uid-aware logic applied to “is this file referenced anywhere,” plus oversized textures (>2048px on a side), folders where every asset is unused, and asset folders with no LICENSE/CREDITS/ATTRIBUTION file nearby.

All three, with screenshots and the actual store listings, are on one page: https://kurtisbyrne2026.pythonanywhere.com/godot

Open to feedback, especially from anyone whose project layout trips up the “unused” or “broken” detection — static analysis like this always has edge cases I’d rather know about than guess at.