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
+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()