Run godot --convert-3to4 (automated conversion)
Apply Godot 4.6 automated conversion: renames Spatial.translate->position, margin_*->offset_*, tool->@tool, .empty()->.is_empty(), DynamicFont->FontFile, onready->@onready, export()->@export, and many more. 127 files changed by the tool. Manual fixes still required for: - godot_db_manager plugin (incompatible APIs: WindowDialog, Tabs, etc.) - lod plugin (Spatial -> Node3D renames) - ResourceLoader.load_interactive removed -> load_threaded_request - OS.set_window_fullscreen removed -> DisplayServer - Viewport.set_size_override removed Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -1,59 +1,59 @@
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"""
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class GDDBEditStringDlg
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"""
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class_name GDDBEditStringDlg
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tool
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extends WindowDialog
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signal string_edited
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var m_prop_id = gddb_constants.c_invalid_id
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var m_row_idx = gddb_constants.c_invalid_id
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var m_data_text = ""
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# Called when the node enters the scene tree for the first time.
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func _ready():
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$v_layout/btns/ok_btn.connect("pressed", self, "on_ok_btn_pressed")
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$v_layout/btns/cancel_btn.connect("pressed", self, "on_cancel_btn_pressed")
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$v_layout/text.connect("text_changed", self, "on_text_changed")
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# sets property id
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func set_prop_id(prop_id : int) -> void:
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m_prop_id = prop_id
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# returns property id
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func get_prop_id() -> int :
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return m_prop_id
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# sets row index
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func set_row_idx(row_idx : int) -> void :
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m_row_idx = row_idx
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# returns row index
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func get_row_idx() -> int :
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return m_row_idx
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# sets data text
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func set_data_text(text : String) -> void :
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m_data_text = text
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$v_layout/text.set_text(text)
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# returns data text
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func get_data_text() -> String :
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return m_data_text
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# Called when the OK button is pressed
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func on_ok_btn_pressed() -> void :
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emit_signal("string_edited")
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hide()
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# Called when the Cancel button is pressed
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func on_cancel_btn_pressed() -> void :
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hide()
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# Called when text is changed
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func on_text_changed() -> void:
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m_data_text = $v_layout/text.get_text()
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@tool
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"""
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class GDDBEditStringDlg
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"""
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class_name GDDBEditStringDlg
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extends Window
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signal string_edited
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var m_prop_id = gddb_constants.c_invalid_id
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var m_row_idx = gddb_constants.c_invalid_id
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var m_data_text = ""
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# Called when the node enters the scene tree for the first time.
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func _ready():
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$v_layout/btns/ok_btn.connect("pressed", Callable(self, "on_ok_btn_pressed"))
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$v_layout/btns/cancel_btn.connect("pressed", Callable(self, "on_cancel_btn_pressed"))
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$v_layout/text.connect("text_changed", Callable(self, "on_text_changed"))
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# sets property id
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func set_prop_id(prop_id : int) -> void:
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m_prop_id = prop_id
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# returns property id
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func get_prop_id() -> int :
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return m_prop_id
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# sets row index
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func set_row_idx(row_idx : int) -> void :
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m_row_idx = row_idx
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# returns row index
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func get_row_idx() -> int :
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return m_row_idx
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# sets data text
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func set_data_text(text : String) -> void :
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m_data_text = text
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$v_layout/text.set_text(text)
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# returns data text
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func get_data_text() -> String :
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return m_data_text
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# Called when the OK button is pressed
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func on_ok_btn_pressed() -> void :
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emit_signal("string_edited")
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hide()
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# Called when the Cancel button is pressed
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func on_cancel_btn_pressed() -> void :
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hide()
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# Called when text is changed
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func on_text_changed() -> void:
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m_data_text = $v_layout/text.get_text()
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