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
+29 -29
View File
@@ -1,4 +1,4 @@
extends Spatial
extends Node3D
const TIME_MAX = 3000 # msec
const GYROSCOPE_MAX_DIFF = 0.5
@@ -6,21 +6,21 @@ const OFFSET_CAMERA_MAX = 0.12
const OFFSET_STEP_CHANGE = 0.01
const RAY_LENGTH = 1000
export (PackedScene) var object_first = load("res://scenes/levels/parts/ObjectListFirst.tscn")
export (PackedScene) var object_std = load("res://scenes/levels/parts/ObjectListStandard.tscn")
export (PackedScene) var object_last = load("res://scenes/levels/parts/ObjectListLast.tscn")
@export var object_first: PackedScene = load("res://scenes/levels/parts/ObjectListFirst.tscn")
@export var object_std: PackedScene = load("res://scenes/levels/parts/ObjectListStandard.tscn")
@export var object_last: PackedScene = load("res://scenes/levels/parts/ObjectListLast.tscn")
onready var gyroscope_value_old = Vector3(0, 0, 0)
onready var table = Global.database.get_table_by_name("scenes")
onready var meshes = {}
onready var from = null
onready var to = null
onready var mlevel = load("res://db/MLevel.gd")
onready var mscene = load("res://db/MScene.gd")
onready var victory_condition = 0
onready var victory_progress = 0
onready var last_button = null
onready var animation_player = null
@onready var gyroscope_value_old = Vector3(0, 0, 0)
@onready var table = Global.database.get_table_by_name("scenes")
@onready var meshes = {}
@onready var from = null
@onready var to = null
@onready var mlevel = load("res://db/MLevel.gd")
@onready var mscene = load("res://db/MScene.gd")
@onready var victory_condition = 0
@onready var victory_progress = 0
@onready var last_button = null
@onready var animation_player = null
func _ready():
_load_translations()
@@ -44,7 +44,7 @@ func _load_meshes():
create_dissolve_mesh(scene_detail.key())
func _load_back_button():
var _back = $Quit/TextureButton.connect("pressed", Event, "_on_main_scene_pressed")
var _back = $Quit/TextureButton.connect("pressed", Callable(Event, "_on_main_scene_pressed"))
func _load_prepare_victory_condition():
var level = mlevel.new(Global.current_scene_int)
@@ -88,11 +88,11 @@ func _get_node_animated():
func _search_button_to_use(counter):
if counter == 0:
return object_first.instance()
return object_first.instantiate()
elif counter == meshes.size() - 1:
return object_last.instance()
return object_last.instantiate()
else:
return object_std.instance()
return object_std.instantiate()
func _configure_button_object(button, scene, label):
button.get_node("Label").set_text(label)
@@ -113,18 +113,18 @@ func _process(_delta):
_check_victory_condition()
func create_dissolve_mesh(key):
_node_to_mesh(key).get_surface_material(0).set_shader_param("dissolve_amount", 0.0)
_node_to_mesh(key).get_surface_override_material(0).set_shader_parameter("dissolve_amount", 0.0)
func _check_dissolve_mesh():
# Event dissolve in object searched by gamer
for key in meshes:
if bool(meshes[key].lock()) == true and meshes[key].mesh() != null:
if meshes[key].tick_reference() == 0:
meshes[key].set_tick_reference(OS.get_ticks_msec())
meshes[key].set_tick_reference(Time.get_ticks_msec())
_node_object_list(key)
GlobalAnimation.start_dissolve(_node_to_tween(key), _node_to_mesh(key).get_surface_material(0))
GlobalAnimation.start_dissolve(_node_to_tween(key), _node_to_mesh(key).get_surface_override_material(0))
if OS.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
if Time.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
meshes[key].set_value(meshes[key].value() + 0.01)
else:
_clean_mesh(key)
@@ -141,22 +141,22 @@ func _check_change_angle_camera():
if camera.h_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_left") or _action_gyroscope("left", gyroscope):
print("[warcraft#_ready] move camera angle to left")
$"Main Camera".h_offset -= OFFSET_STEP_CHANGE
$"Main Camera3D".h_offset -= OFFSET_STEP_CHANGE
if camera.h_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_right") or _action_gyroscope("right", gyroscope):
print("[warcraft#_ready] move camera angle to right")
$"Main Camera".h_offset += OFFSET_STEP_CHANGE
$"Main Camera3D".h_offset += OFFSET_STEP_CHANGE
if camera.v_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_down") or _action_gyroscope("down", gyroscope):
print("[warcraft#_ready] move camera angle to down")
$"Main Camera".v_offset -= OFFSET_STEP_CHANGE
$"Main Camera3D".v_offset -= OFFSET_STEP_CHANGE
if camera.v_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_up") or _action_gyroscope("up", gyroscope):
print("[warcraft#_ready] move camera angle to up")
$"Main Camera".v_offset += OFFSET_STEP_CHANGE
$"Main Camera3D".v_offset += OFFSET_STEP_CHANGE
gyroscope_value_old = gyroscope
@@ -215,7 +215,7 @@ func _node_to_tween(key):
return get_node(meshes[key].tween())
func _node_to_area(key):
return get_node(meshes[key].mesh()+"/Area")
return get_node(meshes[key].mesh()+"/Area3D")
func _node_object_list(key):
var animation_played = null
@@ -245,7 +245,7 @@ func _input(event):
to = from + camera.project_ray_normal(event.position) * RAY_LENGTH
func _physics_process(_delta):
var space_state = get_world().direct_space_state
var space_state = get_world_3d().direct_space_state
if from != null and to != null:
_check_collider(space_state)