Silence Godot 4 editor warnings (debugger)

Address every warning that surfaced in the running game's debugger:

- Drop deprecated 'graph_offset = Vector2(...)' lines from the three
  in-tree VisualShader resources (red.tres, green.tres,
  Summary.tscn). The property is editor-only graph pan, ignored at
  runtime but warns at load.
- Add android/.gdignore so Godot stops scanning the build template
  copies of red.tres/green.tres (which still had graph_offset). Tighten
  .gitignore to keep tracking the .gdignore marker only.
- Drop the broken 'nodes/fragment/connections = ...' line from the
  inline VisualShader in Summary.tscn — connections referenced
  out-of-bounds ports (e.g. port 1 on a 1-output node). The
  pre-compiled 'code = ...' string is kept so rendering is unaffected.
- Drop the orphaned 'ext_resource WarCraft.lmbake' from WarCraft.tscn:
  the LightmapGI node no longer references it but Godot still loaded
  the (Godot-3-format) blob from the ext_resource declaration alone,
  triggering '(p_data.size() % 4) != 0'.
- Animation tracks: SlideReset (Template.tscn), BorderAnim
  (Loading.tscn), and ObjectFindAll (ListObjects.tscn) each had a
  bezier track with empty PackedFloat32Array keys, which
  AnimationMixer rejects in Godot 4. Drop the empty x track in each
  (the y track held the actual motion).
- Re-save 57 .mesh files via scripts/migrate_misc.gd so the surface
  format is the current Godot 4 variant. sm_stackgold.mesh in
  particular triggered the deprecation warning every load.

GDScript: rename function parameters and locals that shadowed
Node.name / Node.value in:
- db/MScene.gd (set_lock, set_mesh, set_tick_reference, set_value)
- scripts/Setting.gd untouched (no shadow, false positive earlier)
- scenes/UI/choose_scenes/ChooseScene.gd (_load_scene, _build_path,
  _build_method)
- scenes/levels/Levels.gd (_create_animation_slide,
  _create_animation_warning, _add_animation_to_player,
  _create_button_info, _node_object_list)

lod plugin: Godot 4 added 'lod_bias' as a native property on
VisualInstance3D, which collided with the plugin's 'lod_bias' member
across all five lod_*.gd files. Rename to 'lod_distance_bias' so the
scripts parse again. Also drop Light3D.shadow_color writes in
lod_omni_light.gd and lod_spot_light.gd — that property was removed
in Godot 4, so the related shadow_value computation became dead code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Vaillant Jeremy
2026-05-16 21:28:22 +02:00
parent 601bc649dd
commit 81e6ceb003
81 changed files with 307 additions and 130 deletions
+3 -3
View File
@@ -23,7 +23,7 @@ var refresh_rate := 0.25
# Positive values will decrease the detail level and improve performance.
# Negative values will improve visual appearance at the cost of performance.
# This can overridden by setting the project setting `lod/bias`.
var lod_bias := 0.0
var lod_distance_bias := 0.0
# The internal refresh timer.
var timer := 0.0
@@ -31,7 +31,7 @@ var timer := 0.0
func _ready() -> void:
if ProjectSettings.has_setting("lod/particle_bias"):
lod_bias = ProjectSettings.get_setting("lod/particle_bias")
lod_distance_bias = ProjectSettings.get_setting("lod/particle_bias")
if ProjectSettings.has_setting("lod/refresh_rate"):
refresh_rate = ProjectSettings.get_setting("lod/refresh_rate")
@@ -56,5 +56,5 @@ func _physics_process(delta: float) -> void:
timer = 0.0
var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_bias
var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_distance_bias
emitting = distance < max_emit_distance
+3 -11
View File
@@ -36,7 +36,7 @@ var refresh_rate := 0.05
# Positive values will decrease the detail level and improve performance.
# Negative values will improve visual appearance at the cost of performance.
# This can overridden by setting the project setting `lod/bias`.
var lod_bias := 0.0
var lod_distance_bias := 0.0
# The internal refresh timer.
var timer := 0.0
@@ -47,7 +47,7 @@ var base_light_energy := light_energy
func _ready() -> void:
if ProjectSettings.has_setting("lod/light_bias"):
lod_bias = ProjectSettings.get_setting("lod/light_bias")
lod_distance_bias = ProjectSettings.get_setting("lod/light_bias")
if ProjectSettings.has_setting("lod/light_refresh_rate"):
refresh_rate = ProjectSettings.get_setting("lod/light_refresh_rate")
@@ -72,7 +72,7 @@ func _physics_process(delta: float) -> void:
timer = 0.0
var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_bias
var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_distance_bias
visible = distance < light_max_distance
var light_fade_start_distance := light_max_distance * light_fade_start
@@ -83,11 +83,3 @@ func _physics_process(delta: float) -> void:
light_energy = base_light_energy
shadow_enabled = distance < shadow_max_distance
var shadow_fade_start_distance := shadow_max_distance * shadow_fade_start
var shadow_value: float
if distance > shadow_fade_start_distance:
shadow_value = min(1, (distance - shadow_fade_start_distance) / (shadow_max_distance - shadow_fade_start_distance))
else:
# We're close enough to the light to show its shadow at full darkness.
shadow_value = 0.0
shadow_color = Color(shadow_value, shadow_value, shadow_value)
+3 -3
View File
@@ -23,7 +23,7 @@ var refresh_rate := 0.25
# Positive values will decrease the detail level and improve performance.
# Negative values will improve visual appearance at the cost of performance.
# This can overridden by setting the project setting `lod/bias`.
var lod_bias := 0.0
var lod_distance_bias := 0.0
# The internal refresh timer.
var timer := 0.0
@@ -31,7 +31,7 @@ var timer := 0.0
func _ready() -> void:
if ProjectSettings.has_setting("lod/particle_bias"):
lod_bias = ProjectSettings.get_setting("lod/particle_bias")
lod_distance_bias = ProjectSettings.get_setting("lod/particle_bias")
if ProjectSettings.has_setting("lod/refresh_rate"):
refresh_rate = ProjectSettings.get_setting("lod/refresh_rate")
@@ -56,5 +56,5 @@ func _physics_process(delta: float) -> void:
timer = 0.0
var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_bias
var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_distance_bias
emitting = distance < max_emit_distance
+3 -3
View File
@@ -30,7 +30,7 @@ var refresh_rate := 0.25
# Positive values will decrease the detail level and improve performance.
# Negative values will improve visual appearance at the cost of performance.
# This can overridden by setting the project setting `lod/bias`.
var lod_bias := 0.0
var lod_distance_bias := 0.0
# The internal refresh timer.
var timer := 0.0
@@ -38,7 +38,7 @@ var timer := 0.0
func _ready() -> void:
if ProjectSettings.has_setting("lod/spatial_bias"):
lod_bias = ProjectSettings.get_setting("lod/spatial_bias")
lod_distance_bias = ProjectSettings.get_setting("lod/spatial_bias")
if ProjectSettings.has_setting("lod/refresh_rate"):
refresh_rate = ProjectSettings.get_setting("lod/refresh_rate")
@@ -64,7 +64,7 @@ func _physics_process(delta: float) -> void:
timer = 0.0
var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_bias
var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_distance_bias
# The LOD level to choose (lower is more detailed).
var lod: int
if distance < lod_0_max_distance:
+3 -11
View File
@@ -36,7 +36,7 @@ var refresh_rate := 0.05
# Positive values will decrease the detail level and improve performance.
# Negative values will improve visual appearance at the cost of performance.
# This can overridden by setting the project setting `lod/bias`.
var lod_bias := 0.0
var lod_distance_bias := 0.0
# The internal refresh timer.
var timer := 0.0
@@ -47,7 +47,7 @@ var base_light_energy := light_energy
func _ready() -> void:
if ProjectSettings.has_setting("lod/light_bias"):
lod_bias = ProjectSettings.get_setting("lod/light_bias")
lod_distance_bias = ProjectSettings.get_setting("lod/light_bias")
if ProjectSettings.has_setting("lod/light_refresh_rate"):
refresh_rate = ProjectSettings.get_setting("lod/light_refresh_rate")
@@ -72,7 +72,7 @@ func _physics_process(delta: float) -> void:
timer = 0.0
var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_bias
var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_distance_bias
visible = distance < light_max_distance
var light_fade_start_distance := light_max_distance * light_fade_start
@@ -83,11 +83,3 @@ func _physics_process(delta: float) -> void:
light_energy = base_light_energy
shadow_enabled = distance < shadow_max_distance
var shadow_fade_start_distance := shadow_max_distance * shadow_fade_start
var shadow_value: float
if distance > shadow_fade_start_distance:
shadow_value = min(1, (distance - shadow_fade_start_distance) / (shadow_max_distance - shadow_fade_start_distance))
else:
# We're close enough to the light to show its shadow at full darkness.
shadow_value = 0.0
shadow_color = Color(shadow_value, shadow_value, shadow_value)