Wire up UI in Godot 4: fonts, translations, layout, fog, shadow
Discovered while playtesting the migrated build. Each fix has a specific Godot-3-to-4 cause that the --convert-3to4 tool did not catch. Fonts: - Replace 4 .tres font wrappers (MKX_Base, kirsty_base/medium/title) with FontVariation pointing at the .otf/.ttf source. Godot 3 DynamicFont with size= and font_data= is invalid in Godot 4 (those properties don't exist on FontFile). - Apply size 46 via theme_override_font_sizes/font_size on the 5 Labels that used kirsty_title.tres (LabelLoading + 4 in Summary). - Drop the broken VisualShader text_outline.material from the 4 Labels in Summary — Index p_from_port errors in Godot 4 meant COLOR was never written, so text rendered invisible. - Migrate VisualShader nodes inside text_outline.material (compressed asset; updated by the inspect/migrate scripts). Translations: - Move project.godot section from [locale] (Godot 3) to [internationalization] with locale/translations=... (Godot 4). The old section was silently ignored so tr() returned the raw msgid. - Adjust Setting.translate_int_to_locale to return "en"/"fr" to match what the .po files declare (was "en_GB"/"fr_FR", which Godot 3 fell back from automatically but Godot 4 does not). Label alignment (Godot 3 names not auto-renamed): - align -> horizontal_alignment, valign -> vertical_alignment across 9 .tscn files. Background / Loading / ChooseScene layout: - Rewrite Background.tscn from a VisualShader-textured Panel to a plain TextureRect (the visual shader connection ports went out of bounds in Godot 4, leaving the panel grey on scene reload). - Set layout_mode=1 + anchors_preset=15 on BackgroundPicture instances in Main.tscn and Loading.tscn — Godot 4 inheritance no longer applies the .tscn-root's anchors to an instanced child unless layout_mode is set to Anchors mode explicitly. - Replace scroll_horizontal_enabled (Godot 3) with horizontal_scroll_mode/vertical_scroll_mode (Godot 4) on ChooseScene's ScrollContainer. - Add theme_override_styles/panel = StyleBoxEmpty on the ScrollContainer (Godot 4 ScrollContainer ships a default dark panel style that Godot 3 did not). - Hide BackgroundTile in Template.tscn — it points at UI-level-btn-shadow.png (228x228, 83% opaque black) which used to render at natural size in Godot 3 but is stretched to fill the 456px rect in Godot 4, leaving a big black square below each thumbnail. The proper drop-shadow needs a shader or 9-patch. - TextureRect.expand=true (Godot 3) -> expand_mode=1 (Godot 4) on ThumbnailLevel and TopPart's content rects. Lighting: - background_mode 3 (which used to mean Sky in Godot 3) -> 2 (Sky in Godot 4; 3 is now Canvas, producing a black background). - background_sky -> sky, background_energy -> background_energy_multiplier, fog_color -> fog_light_color, fog_height_min -> fog_height; drop fog_height_enabled / fog_height_max / fog_height_curve / dof_blur_far_distance (no longer exist). - Add fog_mode = 1 so Godot 4 uses fog_depth_* instead of the new default fog_density-based exponential fog (which rendered as a thick white cloud). - ambient_light_energy 1.55 -> 0.4 — the new pipeline interprets the value much more strongly so 1.55 produced a saturated pink scene. - Remove the light_data = ExtResource(41) reference to WarCraft.lmbake — Godot 3 baked lightmap binary format is incompatible with Godot 4. Re-bake in editor when ready. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,62 +1,10 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=2 format=3]
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[ext_resource path="res://assets/ui/themes/bck.jpg" type="Texture2D" id=1]
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[ext_resource type="Texture2D" path="res://assets/ui/themes/bck.jpg" id="1"]
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[sub_resource type="VisualShaderNodeInput" id=1]
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input_name = "screen_uv"
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[sub_resource type="VisualShaderNodeTexture" id=2]
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texture = ExtResource( 1 )
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texture_type = 1
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[sub_resource type="VisualShaderNodeInput" id=3]
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input_name = "screen_texture"
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[sub_resource type="VisualShader" id=4]
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code = "shader_type canvas_item;
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uniform sampler2D tex_frg_4 : source_color;
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void vertex() {
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// Output:0
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}
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void fragment() {
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// Texture:4
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vec4 tex_frg_4_read = texture(tex_frg_4, UV.xy);
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vec3 n_out4p0 = tex_frg_4_read.rgb;
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float n_out4p1 = tex_frg_4_read.a;
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// Output:0
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COLOR.rgb = n_out4p0;
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}
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void light() {
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// Output:0
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}
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"
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graph_offset = Vector2( -1049.92, -300 )
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mode = 1
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flags/light_only = false
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nodes/fragment/3/node = SubResource( 1 )
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nodes/fragment/3/position = Vector2( -840, 460 )
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nodes/fragment/4/node = SubResource( 2 )
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nodes/fragment/4/position = Vector2( -80, 60 )
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nodes/fragment/5/node = SubResource( 3 )
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nodes/fragment/5/position = Vector2( -1000, 20 )
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nodes/fragment/connections = PackedInt32Array( 4, 0, 0, 0 )
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[sub_resource type="ShaderMaterial" id=5]
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shader = SubResource( 4 )
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[node name="BackgroundPicture" type="Panel"]
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material = SubResource( 5 )
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[node name="BackgroundPicture" type="TextureRect"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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texture = ExtResource("1")
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expand_mode = 1
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stretch_mode = 6
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