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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+3
-3
@@ -1,6 +1,6 @@
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extends Node
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onready var setting = load("res://db/MSetting.gd").new()
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@onready var setting = load("res://db/MSetting.gd").new()
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func _ready():
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apply_language(translate_int_to_locale(get_setting_language()))
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@@ -24,10 +24,10 @@ func translate_int_to_locale(id):
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func apply_resolution():
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var screen_size = Vector2(get_setting_resolution()[0], get_setting_resolution()[1])
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var margin_size = Vector2(0, 0)
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get_viewport().set_size_override(true, screen_size, margin_size)
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get_viewport().set_size_2d_override(true, screen_size, margin_size)
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func apply_fullscreen():
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OS.set_window_fullscreen(get_setting_fullscreen())
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get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (get_setting_fullscreen()) else Window.MODE_WINDOWED
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func get_setting_language():
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return setting.get_langue()
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