Replace godot_db_manager plugin with native DB, port lod plugin
godot_db_manager was incompatible with Godot 4 (used WindowDialog, Tabs, PopupPanel which were all removed). Replace with a minimal Database.gd that parses the same ahog.json format and exposes the same surface API (get_table_by_name, get_data_at_row_idx, edit_data, save_db, etc.) used by the M* model classes — no changes needed in MBase/MScene/MLevel/MSetting. Also port the lod plugin: fix class_name syntax (Godot 4 uses @icon separately from class_name extends) and Particles -> GPUParticles3D. Rewrite Global.gd async scene loading: the convert-3to4 tool mapped load_interactive -> load_threaded_request but those have different APIs (stage count, poll vs. status enum). Reimplement using the new load_threaded_get_status / load_threaded_get pair. Clean project.godot: drop the old _global_script_classes table (Godot 4 uses inline class_name declarations), remove gddb_* autoloads, and remove the godot_db_manager entry from editor_plugins. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# Copyright © 2020 Hugo Locurcio and contributors - MIT License
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# See `LICENSE.md` included in the source distribution for details.
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@icon("res://addons/lod/lod_spot_light.svg")
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class_name LODSpotLight
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extends SpotLight3D
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class_name LODSpotLight, "lod_spot_light.svg"
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# If `false`, LOD won't update anymore. This can be used for performance comparison
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# purposes.
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