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>
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@@ -22,9 +22,9 @@ func translate_int_to_locale(id):
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return lang
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func apply_resolution():
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var screen_size = Vector2(get_setting_resolution()[0], get_setting_resolution()[1])
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var margin_size = Vector2(0, 0)
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get_viewport().set_size_2d_override(true, screen_size, margin_size)
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var res = get_setting_resolution()
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var screen_size = Vector2i(int(res[0]), int(res[1]))
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get_window().content_scale_size = screen_size
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func apply_fullscreen():
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get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (get_setting_fullscreen()) else Window.MODE_WINDOWED
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