Commit Graph

8 Commits

Author SHA1 Message Date
Vaillant Jeremy d61a0ffcb0 Add developers/.gdignore; let Godot 4 canonicalise saved scenes
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>
2026-05-16 22:24:19 +02:00
Vaillant Jeremy 6f3f8b8f64 Wire up UI in Godot 4: fonts, translations, layout, fog, shadow
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>
2026-05-16 20:55:47 +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 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
darknight 0debe0d2d3 feature/update-main-ui (#66)
Co-authored-by: stilobique-i7 <aurelienvlt@free.fr>
Co-authored-by: VAILLANT Jeremy <vaillant.jeremy@dev-crea.com>
Reviewed-on: Athena/game-source#66
Co-authored-by: darknight <vaillant.jeremy@dev-crea.com>
Co-committed-by: darknight <vaillant.jeremy@dev-crea.com>
2021-06-03 22:18:50 +02:00
stilobique-surface c85c878ba7 Interface list :
- generate a subscene to control the list HO
- add back button on Warcraft Scene
2021-05-15 16:27:05 +02:00
stilobique-surface fa4ec8baea Finish Ui main interface 2021-05-15 12:13:23 +02:00
stilobique-surface 2d1081a3f8 Update new GUI.
- Add font
- first step to update main menu Ui
- replace button with a subscene
- add props textures
- write a new resolution default
- actvate HDPI
2021-05-15 12:13:23 +02:00