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