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:
@@ -0,0 +1,61 @@
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@tool
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extends SceneTree
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# One-shot migration tool: walk every .material file, fix Godot 3 shader code
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# to Godot 4 syntax, save back.
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#
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# Run with: godot --headless --script scripts/migrate_shaders.gd
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const REPLACEMENTS := [
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["depth_draw_alpha_prepass", "depth_prepass_alpha"],
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["hint_color", "source_color"],
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["hint_albedo", "source_color"],
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["hint_black_albedo", "source_color"],
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["hint_white", ""],
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["hint_black", ""],
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["hint_aniso", "hint_anisotropy"],
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["NORMALMAP", "NORMAL_MAP"],
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]
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func _init() -> void:
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var fixed := 0
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var checked := 0
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for path in _find_materials("res://assets"):
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checked += 1
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var mat = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
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if mat == null:
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continue
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if mat is ShaderMaterial and mat.shader != null:
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var old_code: String = mat.shader.code
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var new_code := old_code
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for pair in REPLACEMENTS:
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new_code = new_code.replace(pair[0], pair[1])
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if new_code != old_code:
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mat.shader.code = new_code
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var err = ResourceSaver.save(mat, path)
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if err == OK:
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fixed += 1
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print("FIXED ", path)
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else:
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push_error("Failed to save " + path + " (err=" + str(err) + ")")
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print("Done. checked=", checked, " fixed=", fixed)
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quit()
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func _find_materials(dir_path: String) -> Array:
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var result := []
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var dir = DirAccess.open(dir_path)
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if dir == null:
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return result
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dir.list_dir_begin()
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var name = dir.get_next()
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while name != "":
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if name == "." or name == "..":
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name = dir.get_next()
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continue
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var sub = dir_path + "/" + name
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if dir.current_is_dir():
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result.append_array(_find_materials(sub))
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elif name.ends_with(".material") or name.ends_with(".tres"):
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result.append(sub)
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name = dir.get_next()
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return result
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