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
+14 -15
View File
@@ -70,16 +70,16 @@ func _load_ambient_sound():
func _create_button_info(scene, counter, label_counter):
var button = _search_button_to_use(counter)
var name = scene.label()
var label_name = scene.label()
if label_counter != null and label_counter == scene.label_counter():
name = last_button.get_node("Label").text + " " + str(scene.counter())
_configure_button_object(last_button, scene, name)
_create_animation_warning(_get_node_animated().get_node("Label"), name)
label_name = last_button.get_node("Label").text + " " + str(scene.counter())
_configure_button_object(last_button, scene, label_name)
_create_animation_warning(_get_node_animated().get_node("Label"), label_name)
else:
$ListObjects/ListContainer.add_child(button)
_configure_button_object(button, scene, name)
_create_animation_slide(_get_node_animated(), name)
_configure_button_object(button, scene, label_name)
_create_animation_slide(_get_node_animated(), label_name)
last_button = button
@@ -101,19 +101,19 @@ func _configure_button_object(button, scene, label):
button.set_meta("counter", scene.counter())
button.set_meta("counted", 0)
func _create_animation_slide(node, name):
_add_animation_to_player(name, GlobalAnimation.level_hud_slide(node))
func _create_animation_slide(node, p_name):
_add_animation_to_player(p_name, GlobalAnimation.level_hud_slide(node))
func _create_animation_warning(node, name):
_add_animation_to_player(name, GlobalAnimation.level_hud_warning(node))
func _create_animation_warning(node, p_name):
_add_animation_to_player(p_name, GlobalAnimation.level_hud_warning(node))
func _add_animation_to_player(name: String, anim: Animation) -> void:
func _add_animation_to_player(p_name: String, anim: Animation) -> void:
var player = $ListObjects/AnimationPlayer
var lib = player.get_animation_library("")
if lib == null:
lib = AnimationLibrary.new()
player.add_animation_library("", lib)
lib.add_animation(name, anim)
lib.add_animation(p_name, anim)
func _process(_delta):
_check_dissolve_mesh()
@@ -233,8 +233,7 @@ func _node_to_area(key):
func _node_object_list(key):
var animation_played = null
var name = null
for child in $ListObjects/ListContainer.get_children():
if child.has_meta("name"):
if child.get_meta("name") == meshes[key].label():