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
@@ -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()