Make Main, Settings, ChooseScene, and gameplay run in Godot 4.6
Catch-all commit for everything the --convert-3to4 tool missed during a
manual playtest of the game. All errors raised by clicking through Main
-> Puzzles -> level were fixed.
GDScript:
- PackedScene.instance() -> instantiate() (ChooseScene.gd)
- String(x) constructor doesn't exist -> str(x) (MBase, MScene,
MLevel, Animation, Levels)
- 'x as int/String/bool' doesn't parse strings -> explicit
int()/str()/bool(int()) (MScene, MLevel, MSetting)
- BaseButton.pressed (property) -> button_pressed; set_pressed() ->
direct assignment (Settings.gd)
- AnimationPlayer.add_animation() removed -> go through
AnimationLibrary (Levels.gd)
- PhysicsDirectSpaceState3D.intersect_ray(from, to, ...) ->
PhysicsRayQueryParameters3D.create() (Levels.gd)
- @export with type-hint-in-comment ('# (String, ...)') -> explicit
@export_enum (candle.gd)
- Get effective material with get_active_material() instead of
get_surface_override_material(), with null guard (Levels.gd)
- get_node() -> get_node_or_null() so missing items from ahog.json
(e.g. sm_super_dager in Home) don't crash (Levels.gd)
Scenes/resources:
- Remove 14 Tween nodes from WarCraft.tscn — Tween is no longer a
Node in Godot 4. Rewrite Animation.start_dissolve to use
create_tween().tween_method().
- Rename property material/N -> surface_material_override/N in every
.tscn (10 files) — Godot 3 -> 4 rename that --convert-3to4 missed.
Without this, MeshInstance3D.get_active_material(0) returned the
glTF-imported StandardMaterial3D instead of the project's custom
dissolve ShaderMaterial.
Shaders:
- One-shot scripts/migrate_shaders.gd walks every .material under
assets/ and fixes Godot 3 -> 4 shader code in-place. Fixed 17
materials: depth_draw_alpha_prepass -> depth_prepass_alpha,
hint_color -> source_color, NORMALMAP -> NORMAL_MAP.
Result: Main, Settings, ChooseScene, and the WarCraft level all run
without script or shader errors. Remaining noise is non-blocking
(visual_shader graph in text_outline.material, baked lightmap binary
format from Godot 3, and empty animation tracks).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -19,7 +19,7 @@ func _apply_scene(level, index):
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configure_counter(level, node)
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func _load_scene(name):
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var template_instance = template.instance()
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var template_instance = template.instantiate()
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template_instance.set_name(name)
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return template_instance
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@@ -22,10 +22,10 @@ func _apply_settings_language():
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data.select(Setting.get_setting_language())
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func _apply_settings_gyroscope():
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$VBoxContainer/gyroscope/HBoxContainer/data.set_pressed(Setting.get_setting_gyrosocpe())
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$VBoxContainer/gyroscope/HBoxContainer/data.button_pressed = Setting.get_setting_gyrosocpe()
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func _apply_settings_sound_ambient():
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$VBoxContainer/ambient_sound/HBoxContainer/data.set_pressed(Setting.get_setting_ambient_sound())
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$VBoxContainer/ambient_sound/HBoxContainer/data.button_pressed = Setting.get_setting_ambient_sound()
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func _apply_settings_resolution():
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var data = $VBoxContainer/resolution/VBoxContainer/data
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@@ -40,13 +40,13 @@ func _apply_settings_resolution():
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data.select(index)
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func _apply_settings_fullscreen():
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$VBoxContainer/fullscreen/HBoxContainer/data.set_pressed(Setting.get_setting_fullscreen())
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$VBoxContainer/fullscreen/HBoxContainer/data.button_pressed = Setting.get_setting_fullscreen()
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func _on_gyroscope_pressed():
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Setting.set_setting_gyroscope(int($VBoxContainer/gyroscope/HBoxContainer/data.pressed))
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Setting.set_setting_gyroscope(int($VBoxContainer/gyroscope/HBoxContainer/data.button_pressed))
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func _on_ambient_sound_pressed():
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Setting.set_setting_ambient_sound(int($VBoxContainer/ambient_sound/HBoxContainer/data.pressed))
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Setting.set_setting_ambient_sound(int($VBoxContainer/ambient_sound/HBoxContainer/data.button_pressed))
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func _on_langue_item_selected(index):
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Setting.set_setting_language(index)
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@@ -55,4 +55,4 @@ func _on_resolution_item_selected(index):
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Setting.set_setting_resolution($VBoxContainer/resolution/VBoxContainer/data.get_item_text(index))
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func _on_fullscreen_item_selected():
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Setting.set_setting_fullscreen(int($VBoxContainer/fullscreen/HBoxContainer/data.pressed))
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Setting.set_setting_fullscreen(int($VBoxContainer/fullscreen/HBoxContainer/data.button_pressed))
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