16 Commits

Author SHA1 Message Date
Vaillant Jeremy d7956ecdb4 chore(assets): re-import prop textures for ETC2/ASTC
Build Puzzle Quest / Validate GDScript (push) Successful in 27s
Build Puzzle Quest / Validate GDScript (pull_request) Successful in 37s
Build Puzzle Quest / Export Linux (push) Failing after 0s
Build Puzzle Quest / Export Windows (push) Failing after 0s
Build Puzzle Quest / Export Android (push) Failing after 0s
Build Puzzle Quest / Lint GDScript (push) Successful in 50s
Build Puzzle Quest / Lint GDScript (pull_request) Successful in 48s
Build Puzzle Quest / Export Linux (pull_request) Successful in 6m3s
Build Puzzle Quest / Export Windows (pull_request) Successful in 6m24s
Build Puzzle Quest / Export Android (pull_request) Successful in 7m8s
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>
2026-05-17 21:19:05 +02:00
Vaillant Jeremy 81e6ceb003 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>
2026-05-16 21:28:22 +02:00
Vaillant Jeremy 21176546eb Add dagger PBR textures, font import sidecars, migrate_shaders uid
- assets/props/dagger/dagger_Dagger_{BC,NM}.png + dagger_dagger_{E,ORM}.png:
  complete PBR texture set for the dagger prop.
- assets/fonts/MKX Title.ttf.import + kirsty/*.otf.import: Godot 4 import
  metadata sidecars for fonts whose source files were already tracked.
- scripts/migrate_shaders.gd.uid: UID sidecar missed in the previous
  migration commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 19:44:56 +02:00
Vaillant Jeremy 4d5db7bb61 Make Main, Settings, ChooseScene, and gameplay run in Godot 4.6
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>
2026-05-16 19:40:03 +02:00
Vaillant Jeremy 770434482d Fix Setting.gd Vector2/Window API, re-import all assets for Godot 4
- apply_resolution: Vector2 strings -> Vector2i(int, int); use
  Window.content_scale_size instead of removed
  Viewport.set_size_2d_override variants.
- Re-import 162 assets to Godot 4 format (.godot/imported/ now,
  .stex -> .ctex, FontFile, CompressedTexture2D, etc.).
- Add .uid sidecars Godot 4 generates next to every script.
- Ignore .godot/ cache and android/ template directories.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 19:26:10 +02:00
Vaillant Jeremy 01ea3af253 Run godot --convert-3to4 (automated conversion)
Apply Godot 4.6 automated conversion: renames Spatial.translate->position,
margin_*->offset_*, tool->@tool, .empty()->.is_empty(), DynamicFont->FontFile,
onready->@onready, export()->@export, and many more.

127 files changed by the tool. Manual fixes still required for:
 - godot_db_manager plugin (incompatible APIs: WindowDialog, Tabs, etc.)
 - lod plugin (Spatial -> Node3D renames)
 - ResourceLoader.load_interactive removed -> load_threaded_request
 - OS.set_window_fullscreen removed -> DisplayServer
 - Viewport.set_size_override removed

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 19:18:27 +02:00
stilobique-surface 58eb0624d2 Update HO props with a lightmap setup 2021-05-18 12:09:33 +02:00
stilobique-surface 1766b1d71c Move dissolve test shader 2021-05-13 20:29:06 +02:00
stilobique-surface 207cdfc0e1 Fix shader Dagger and Parchment 2021-05-12 17:40:57 +02:00
VAILLANT Jeremy cf280f88b0 Create an example of scene with dissovle apply for 3 meshes 2021-05-12 13:03:34 +02:00
VAILLANT Jeremy 722e634ef4 Add effect dissolve when player click/touch object 2021-05-12 13:03:33 +02:00
stilobique-surface ae9583e3b1 Add material dissolve test 2021-05-11 11:38:36 +02:00
VAILLANT Jeremy 1b0a81e3dc Add folder for exporting project 2021-05-10 14:41:54 +02:00
stilobique-surface c53a8db0e4 Update the dagger with a lightmap setup 2021-05-09 21:57:25 +02:00
stilobique-surface 5c688fc07d Fix dagger default size 2021-05-09 17:16:16 +02:00
stilobique-surface 351790f3ce Add asset "dagger" 2021-05-08 14:33:34 +02:00