Adds the etc2 dest path + "etc2_astc" import format to every prop
texture sidecar. Generated by `godot --headless --import` after
flipping rendering/textures/vram_compression/import_etc2_astc to
true in project.godot (commit 46ab28f). Without these sidecars,
re-running --import on a clean checkout would regenerate them
anyway, but committing keeps imported_formats deterministic and
avoids spurious diffs on every CI / dev machine.
39 .import files touched, all under assets/props/. No texture
binaries changed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The developers/aurelien sandbox scenes still reference legacy non-LOD
mesh paths (sm_book.mesh, sm_candlestick.mesh, ...) that don't exist
anymore — the production scenes were migrated to *_lod0/1/2.mesh.
Godot's full-project file scanner reads every .tscn at editor open
and emits 'Cannot open file' errors for each broken ext_resource,
even for scenes that the game never loads.
Mark developers/ as out-of-scope for Godot's filesystem walker with
a .gdignore at its root. The .import / .uid sidecars Godot had
generated for files inside (CheckLightmap.exr.import,
CheckLightmap.gd.uid) are auto-removed by the editor since they are
now orphaned metadata — only the source files (.tscn, .gd, .exr,
.lmbake) remain. Re-enabling the sandbox later just means deleting
the .gdignore; Godot will regenerate the sidecars.
The other diffs in this commit are Godot 4 canonicalising whatever
.tscn / .tres files were touched in the editor session that ran the
LightmapGI bake attempt: ext_resource uid= attributes added, format
bumped 2 -> 3, property order normalised. No behavioural change.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Godot 4 emits two unavoidable warnings every time it reconstructs a
Godot-3-authored VisualShader graph: 'graph_offset property is
deprecated' (the editor's pan position, removed in 4.x) and
'connect_nodes_forced: Index p_from_port = 1 is out of bounds'
(node-graph ports that no longer line up). The compiled GLSL inside
each ShaderMaterial is correct; only the graph reconstruction is
broken.
scripts/devisualize_shaders.gd walks every .material, .tres, and
.mesh under res:// and replaces ShaderMaterial.shader from
VisualShader to a plain Shader carrying the same .code. 15 materials
converted (font outline, dissolve, color tints, book/candle/godet/
growler/parchment/rock-floor/stool/table). Godot now loads the
compiled shader directly with no graph reconstruction → both
warnings gone, rendering identical.
Also:
- scripts/resave_scenes.gd: load + re-save every .tscn so inline
ArrayMesh sub-resources (notably WarCraft.tscn::17, the baked
floor) move from Godot-3 PoolByteArray to Godot-4 PackedByteArray
surface format. Silences 'Mesh uses old surface format'.
- scripts/find_visualshaders.gd: companion audit tool that lists
every Resource still backed by a VisualShader. Useful if new
legacy materials get added.
- Drop the now-orphan inline VisualShader / ShaderMaterial sub-
resources (id 1..17) from Summary.tscn. The PanelWood lost its
screen-blend tint material; a plain Panel renders fine and the
effect can be re-authored as a hand-written shader if wanted.
- Add releases/.gdignore and tighten .gitignore so Godot stops
warning 'Detected another project.godot at res://releases'. The
releases/ directory has its own placeholder project.godot which
Godot would otherwise flag at every editor open.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
Discovered while playtesting the migrated build. Each fix has a
specific Godot-3-to-4 cause that the --convert-3to4 tool did not catch.
Fonts:
- Replace 4 .tres font wrappers (MKX_Base, kirsty_base/medium/title)
with FontVariation pointing at the .otf/.ttf source. Godot 3
DynamicFont with size= and font_data= is invalid in Godot 4 (those
properties don't exist on FontFile).
- Apply size 46 via theme_override_font_sizes/font_size on the 5
Labels that used kirsty_title.tres (LabelLoading + 4 in Summary).
- Drop the broken VisualShader text_outline.material from the 4
Labels in Summary — Index p_from_port errors in Godot 4 meant
COLOR was never written, so text rendered invisible.
- Migrate VisualShader nodes inside text_outline.material (compressed
asset; updated by the inspect/migrate scripts).
Translations:
- Move project.godot section from [locale] (Godot 3) to
[internationalization] with locale/translations=... (Godot 4). The
old section was silently ignored so tr() returned the raw msgid.
- Adjust Setting.translate_int_to_locale to return "en"/"fr" to
match what the .po files declare (was "en_GB"/"fr_FR", which Godot
3 fell back from automatically but Godot 4 does not).
Label alignment (Godot 3 names not auto-renamed):
- align -> horizontal_alignment, valign -> vertical_alignment across
9 .tscn files.
Background / Loading / ChooseScene layout:
- Rewrite Background.tscn from a VisualShader-textured Panel to a
plain TextureRect (the visual shader connection ports went out of
bounds in Godot 4, leaving the panel grey on scene reload).
- Set layout_mode=1 + anchors_preset=15 on BackgroundPicture
instances in Main.tscn and Loading.tscn — Godot 4 inheritance no
longer applies the .tscn-root's anchors to an instanced child
unless layout_mode is set to Anchors mode explicitly.
- Replace scroll_horizontal_enabled (Godot 3) with
horizontal_scroll_mode/vertical_scroll_mode (Godot 4) on
ChooseScene's ScrollContainer.
- Add theme_override_styles/panel = StyleBoxEmpty on the
ScrollContainer (Godot 4 ScrollContainer ships a default dark
panel style that Godot 3 did not).
- Hide BackgroundTile in Template.tscn — it points at
UI-level-btn-shadow.png (228x228, 83% opaque black) which used to
render at natural size in Godot 3 but is stretched to fill the
456px rect in Godot 4, leaving a big black square below each
thumbnail. The proper drop-shadow needs a shader or 9-patch.
- TextureRect.expand=true (Godot 3) -> expand_mode=1 (Godot 4) on
ThumbnailLevel and TopPart's content rects.
Lighting:
- background_mode 3 (which used to mean Sky in Godot 3) -> 2 (Sky in
Godot 4; 3 is now Canvas, producing a black background).
- background_sky -> sky, background_energy -> background_energy_multiplier,
fog_color -> fog_light_color, fog_height_min -> fog_height; drop
fog_height_enabled / fog_height_max / fog_height_curve /
dof_blur_far_distance (no longer exist).
- Add fog_mode = 1 so Godot 4 uses fog_depth_* instead of the new
default fog_density-based exponential fog (which rendered as a
thick white cloud).
- ambient_light_energy 1.55 -> 0.4 — the new pipeline interprets
the value much more strongly so 1.55 produced a saturated pink scene.
- Remove the light_data = ExtResource(41) reference to
WarCraft.lmbake — Godot 3 baked lightmap binary format is
incompatible with Godot 4. Re-bake in editor when ready.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Catch-all commit for everything the --convert-3to4 tool missed during a
manual playtest of the game. All errors raised by clicking through Main
-> Puzzles -> level were fixed.
GDScript:
- PackedScene.instance() -> instantiate() (ChooseScene.gd)
- String(x) constructor doesn't exist -> str(x) (MBase, MScene,
MLevel, Animation, Levels)
- 'x as int/String/bool' doesn't parse strings -> explicit
int()/str()/bool(int()) (MScene, MLevel, MSetting)
- BaseButton.pressed (property) -> button_pressed; set_pressed() ->
direct assignment (Settings.gd)
- AnimationPlayer.add_animation() removed -> go through
AnimationLibrary (Levels.gd)
- PhysicsDirectSpaceState3D.intersect_ray(from, to, ...) ->
PhysicsRayQueryParameters3D.create() (Levels.gd)
- @export with type-hint-in-comment ('# (String, ...)') -> explicit
@export_enum (candle.gd)
- Get effective material with get_active_material() instead of
get_surface_override_material(), with null guard (Levels.gd)
- get_node() -> get_node_or_null() so missing items from ahog.json
(e.g. sm_super_dager in Home) don't crash (Levels.gd)
Scenes/resources:
- Remove 14 Tween nodes from WarCraft.tscn — Tween is no longer a
Node in Godot 4. Rewrite Animation.start_dissolve to use
create_tween().tween_method().
- Rename property material/N -> surface_material_override/N in every
.tscn (10 files) — Godot 3 -> 4 rename that --convert-3to4 missed.
Without this, MeshInstance3D.get_active_material(0) returned the
glTF-imported StandardMaterial3D instead of the project's custom
dissolve ShaderMaterial.
Shaders:
- One-shot scripts/migrate_shaders.gd walks every .material under
assets/ and fixes Godot 3 -> 4 shader code in-place. Fixed 17
materials: depth_draw_alpha_prepass -> depth_prepass_alpha,
hint_color -> source_color, NORMALMAP -> NORMAL_MAP.
Result: Main, Settings, ChooseScene, and the WarCraft level all run
without script or shader errors. Remaining noise is non-blocking
(visual_shader graph in text_outline.material, baked lightmap binary
format from Godot 3, and empty animation tracks).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>