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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@@ -5,7 +5,6 @@
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[ext_resource path="res://assets/fonts/kirsty/kirsty_base.tres" type="FontFile" id=3]
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[ext_resource path="res://assets/fonts/kirsty/kirsty_title.tres" type="FontFile" id=4]
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[ext_resource path="res://assets/ui/icones/treasure.png" type="Texture2D" id=5]
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[ext_resource path="res://assets/fonts/text_outline.material" type="Material" id=6]
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[ext_resource path="res://assets/ui/icones/treasure-hover.png" type="Texture2D" id=7]
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[ext_resource path="res://assets/ui/themes/bck-vert-grd.png" type="Texture2D" id=8]
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[ext_resource path="res://assets/ui/themes/wood-tile.jpg" type="Texture2D" id=9]
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@@ -129,7 +128,6 @@ void light() {
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}
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"
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graph_offset = Vector2( -1049.92, -110.97 )
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mode = 1
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flags/light_only = false
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nodes/fragment/0/position = Vector2( 2300, 540 )
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@@ -163,7 +161,6 @@ nodes/fragment/22/node = SubResource( 8 )
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nodes/fragment/22/position = Vector2( 1260, 780 )
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nodes/fragment/23/node = SubResource( 9 )
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nodes/fragment/23/position = Vector2( 1080, 1080 )
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nodes/fragment/connections = PackedInt32Array( 8, 0, 5, 1, 7, 1, 8, 0, 7, 0, 5, 0, 5, 0, 4, 0, 3, 0, 11, 0, 6, 0, 11, 1, 11, 0, 7, 0, 14, 0, 15, 0, 4, 0, 17, 0, 15, 1, 17, 2, 4, 0, 19, 1, 18, 0, 19, 0, 19, 0, 17, 1, 4, 0, 22, 0, 20, 0, 0, 0, 15, 1, 23, 0, 22, 0, 20, 0, 15, 1, 20, 2, 17, 0, 20, 1 )
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[sub_resource type="ShaderMaterial" id=17]
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shader = SubResource( 16 )
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