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:
Vaillant Jeremy
2026-05-16 19:40:03 +02:00
parent 770434482d
commit 4d5db7bb61
68 changed files with 274 additions and 253 deletions
+10 -4
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()) + ":position:x"
var node_element = str(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()) + ":position:x"
var node_element = str(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))
@@ -29,9 +29,15 @@ func level_hud_warning(node):
return animation
func start_dissolve(node, material):
if material == null:
return
current_material = material
node.interpolate_method(self, "animate_dissolve", 0, 1, 1.5, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
node.start()
var tween = node.create_tween()
tween.tween_method(animate_dissolve, 0.0, 1.0, 1.5) \
.set_trans(Tween.TRANS_LINEAR) \
.set_ease(Tween.EASE_IN_OUT)
func animate_dissolve(progress: float) -> void:
if current_material == null:
return
current_material.set_shader_parameter("dissolve_amount", ease(progress, 0.4))
+61
View File
@@ -0,0 +1,61 @@
@tool
extends SceneTree
# One-shot migration tool: walk every .material file, fix Godot 3 shader code
# to Godot 4 syntax, save back.
#
# Run with: godot --headless --script scripts/migrate_shaders.gd
const REPLACEMENTS := [
["depth_draw_alpha_prepass", "depth_prepass_alpha"],
["hint_color", "source_color"],
["hint_albedo", "source_color"],
["hint_black_albedo", "source_color"],
["hint_white", ""],
["hint_black", ""],
["hint_aniso", "hint_anisotropy"],
["NORMALMAP", "NORMAL_MAP"],
]
func _init() -> void:
var fixed := 0
var checked := 0
for path in _find_materials("res://assets"):
checked += 1
var mat = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
if mat == null:
continue
if mat is ShaderMaterial and mat.shader != null:
var old_code: String = mat.shader.code
var new_code := old_code
for pair in REPLACEMENTS:
new_code = new_code.replace(pair[0], pair[1])
if new_code != old_code:
mat.shader.code = new_code
var err = ResourceSaver.save(mat, path)
if err == OK:
fixed += 1
print("FIXED ", path)
else:
push_error("Failed to save " + path + " (err=" + str(err) + ")")
print("Done. checked=", checked, " fixed=", fixed)
quit()
func _find_materials(dir_path: String) -> Array:
var result := []
var dir = DirAccess.open(dir_path)
if dir == null:
return result
dir.list_dir_begin()
var name = dir.get_next()
while name != "":
if name == "." or name == "..":
name = dir.get_next()
continue
var sub = dir_path + "/" + name
if dir.current_is_dir():
result.append_array(_find_materials(sub))
elif name.ends_with(".material") or name.ends_with(".tres"):
result.append(sub)
name = dir.get_next()
return result