Fix Setting.gd Vector2/Window API, re-import all assets for Godot 4

- apply_resolution: Vector2 strings -> Vector2i(int, int); use
  Window.content_scale_size instead of removed
  Viewport.set_size_2d_override variants.
- Re-import 162 assets to Godot 4 format (.godot/imported/ now,
  .stex -> .ctex, FontFile, CompressedTexture2D, etc.).
- Add .uid sidecars Godot 4 generates next to every script.
- Ignore .godot/ cache and android/ template directories.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Vaillant Jeremy
2026-05-16 19:26:10 +02:00
parent ec906117bb
commit 770434482d
183 changed files with 3394 additions and 59016 deletions
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uid://cgxvdwn0bwwtp
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uid://bqyrjj3coq63l
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@@ -22,9 +22,9 @@ func translate_int_to_locale(id):
return lang
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_2d_override(true, screen_size, margin_size)
var res = get_setting_resolution()
var screen_size = Vector2i(int(res[0]), int(res[1]))
get_window().content_scale_size = screen_size
func apply_fullscreen():
get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (get_setting_fullscreen()) else Window.MODE_WINDOWED
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