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>
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@@ -36,7 +36,7 @@ var refresh_rate := 0.05
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# Positive values will decrease the detail level and improve performance.
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# Negative values will improve visual appearance at the cost of performance.
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# This can overridden by setting the project setting `lod/bias`.
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var lod_bias := 0.0
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var lod_distance_bias := 0.0
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# The internal refresh timer.
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var timer := 0.0
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@@ -47,7 +47,7 @@ var base_light_energy := light_energy
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func _ready() -> void:
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if ProjectSettings.has_setting("lod/light_bias"):
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lod_bias = ProjectSettings.get_setting("lod/light_bias")
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lod_distance_bias = ProjectSettings.get_setting("lod/light_bias")
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if ProjectSettings.has_setting("lod/light_refresh_rate"):
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refresh_rate = ProjectSettings.get_setting("lod/light_refresh_rate")
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@@ -72,7 +72,7 @@ func _physics_process(delta: float) -> void:
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timer = 0.0
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var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_bias
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var distance := camera.global_transform.origin.distance_to(global_transform.origin) + lod_distance_bias
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visible = distance < light_max_distance
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var light_fade_start_distance := light_max_distance * light_fade_start
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@@ -83,11 +83,3 @@ func _physics_process(delta: float) -> void:
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light_energy = base_light_energy
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shadow_enabled = distance < shadow_max_distance
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var shadow_fade_start_distance := shadow_max_distance * shadow_fade_start
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var shadow_value: float
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if distance > shadow_fade_start_distance:
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shadow_value = min(1, (distance - shadow_fade_start_distance) / (shadow_max_distance - shadow_fade_start_distance))
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else:
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# We're close enough to the light to show its shadow at full darkness.
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shadow_value = 0.0
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shadow_color = Color(shadow_value, shadow_value, shadow_value)
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