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
+3 -3
View File
@@ -5,7 +5,7 @@ var current_material = null
func level_hud_slide(node):
var animation = Animation.new()
var track_index = animation.add_track(Animation.TYPE_BEZIER)
var node_element = String(node.get_path()) + ":rect_position:x"
var node_element = String(node.get_path()) + ":position:x"
animation.track_set_path(track_index, node_element)
animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0.031, 190.492))
@@ -16,7 +16,7 @@ func level_hud_slide(node):
func level_hud_warning(node):
var animation = Animation.new()
var track_index = animation.add_track(Animation.TYPE_BEZIER)
var node_element = String(node.get_path()) + ":rect_position:x"
var node_element = String(node.get_path()) + ":position:x"
animation.track_set_path(track_index, node_element)
animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0, 78.1))
@@ -34,4 +34,4 @@ func start_dissolve(node, material):
node.start()
func animate_dissolve(progress: float) -> void:
current_material.set_shader_param("dissolve_amount", ease(progress, 0.4))
current_material.set_shader_parameter("dissolve_amount", ease(progress, 0.4))
+13 -13
View File
@@ -2,13 +2,13 @@ extends Control
const TICKS_TIME_MAX = 100 # msec
onready var current_scene = null
onready var current_scene_int = null
onready var loader = null
onready var wait_frames = 1
onready var database = null
onready var loaded = false
onready var animation = Loading.get_node("AnimLoading")
@onready var current_scene = null
@onready var current_scene_int = null
@onready var loader = null
@onready var wait_frames = 1
@onready var database = null
@onready var loaded = false
@onready var animation = Loading.get_node("AnimLoading")
func _ready():
database = load("res://scripts/Database.gd").new().initialize()
@@ -17,12 +17,12 @@ func _ready():
_initialize_loading_scene()
func _initialize_loading_scene():
animation.connect("animation_started", Event, "_loading_is_started")
animation.connect("animation_finished", Event, "_loading_is_finished")
animation.connect("animation_started", Callable(Event, "_loading_is_started"))
animation.connect("animation_finished", Callable(Event, "_loading_is_finished"))
func goto_scene(path):
print("[global#goto_scene] : load scene "+String(path))
loader = ResourceLoader.load_interactive(path)
loader = ResourceLoader.load_threaded_request(path)
if loader == null:
print("Error loading ....")
return
@@ -43,10 +43,10 @@ func _process(_delta):
if wait_frames > 0:
wait_frames -= 1
var tick = OS.get_ticks_msec()
var tick = Time.get_ticks_msec()
# Use "TICKS_TIME_MAX" to control for how long we block this thread
while OS.get_ticks_msec() < tick + TICKS_TIME_MAX:
while Time.get_ticks_msec() < tick + TICKS_TIME_MAX:
if loaded:
var err = loader.poll()
@@ -75,6 +75,6 @@ func _update_progress():
func _set_new_scene():
var resource = loader.get_resource()
loader = null
current_scene = resource.instance()
current_scene = resource.instantiate()
get_node("/root").add_child(current_scene)
Loading.hide()
+3 -3
View File
@@ -1,6 +1,6 @@
extends Node
onready var setting = load("res://db/MSetting.gd").new()
@onready var setting = load("res://db/MSetting.gd").new()
func _ready():
apply_language(translate_int_to_locale(get_setting_language()))
@@ -24,10 +24,10 @@ func translate_int_to_locale(id):
func apply_resolution():
var screen_size = Vector2(get_setting_resolution()[0], get_setting_resolution()[1])
var margin_size = Vector2(0, 0)
get_viewport().set_size_override(true, screen_size, margin_size)
get_viewport().set_size_2d_override(true, screen_size, margin_size)
func apply_fullscreen():
OS.set_window_fullscreen(get_setting_fullscreen())
get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (get_setting_fullscreen()) else Window.MODE_WINDOWED
func get_setting_language():
return setting.get_langue()