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