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>
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>