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>
This commit is contained in:
Vaillant Jeremy
2026-05-16 19:18:27 +02:00
parent efa35a444a
commit 01ea3af253
127 changed files with 2262 additions and 2258 deletions
+5 -5
View File
@@ -1,14 +1,14 @@
# Copyright © 2020 Hugo Locurcio and contributors - MIT License
# See `LICENSE.md` included in the source distribution for details.
extends CPUParticles
extends CPUParticles3D
class_name LODCPUParticles, "lod_cpu_particles.svg"
# If `false`, LOD won't update anymore. This can be used for performance comparison
# purposes.
export var enable_lod := true
@export var enable_lod := true
# The maximum particle emitting distance in units. Past this distance, particles will no longer emit.
export(float, 0.0, 1000.0, 0.1) var max_emit_distance := 50
@export var max_emit_distance := 50 # (float, 0.0, 1000.0, 0.1)
# The rate at which LODs will be updated (in seconds). Lower values are more reactive
# but use more CPU, which is especially noticeable with large amounts of LOD-enabled nodes.
@@ -36,7 +36,7 @@ func _ready() -> void:
# Add random jitter to the timer to ensure LODs don't all swap at the same time.
randomize()
timer += rand_range(0, refresh_rate)
timer += randf_range(0, refresh_rate)
# Despite LOD not being related to physics, we chose to run in `_physics_process()`
# to minimize the amount of method calls per second (and therefore decrease CPU usage).
@@ -45,7 +45,7 @@ func _physics_process(delta: float) -> void:
return
# We need a camera to do the rest.
var camera := get_viewport().get_camera()
var camera := get_viewport().get_camera_3d()
if camera == null:
return