Two of the five autoloads were stateless helper bundles, not the
persistent application-wide systems that the Godot 4 best-practice
guide reserves autoload slots for. Convert them to plain classes with
all-static methods so they no longer need a Node living under /root.
- scripts/Animation.gd -> scripts/game_animation.gd (renamed:
conflict with the built-in Animation class; the autoload sidestepped
it by being called GlobalAnimation). class_name GameAnimation,
every helper static. The dissolve tween now captures its target
material in a lambda closure, eliminating the current_material
member that the autoload kept as shared mutable state.
- scripts/Event.gd -> scripts/event.gd, class_name Event, every
handler static. Added Event.level_pressed(name) -> Callable for the
one place ChooseScene needed dynamic lookup of a per-level handler
(replaces the old _build_method('_on_' + name + '_pressed') +
Callable(autoload, string) reflection trick with an explicit match).
Updated call sites:
- scripts/Global.gd: animation.connect('animation_started',
Callable(Event, '...')) -> animation.animation_started.connect(
Event._loading_is_started). Same for animation_finished.
- scenes/levels/Levels.gd: GlobalAnimation.* -> GameAnimation.*;
Quit/TextureButton.connect('pressed', Callable(Event, '...')) ->
pressed.connect(Event._on_main_scene_pressed).
- scenes/UI/choose_scenes/ChooseScene.gd: per-level button connects
go through Event.level_pressed(); reset button's bound callable now
reads Event._on_reset_level.bind(...); cleanup no longer relies on
is_connected with an unbound Callable (which would never match a
bound one anyway) -- iterates reset.pressed.get_connections()
instead. Drop the now-dead _build_method helper.
Also: organise scripts/ by promoting the one-shot migration helpers
(migrate_shaders, migrate_misc, resave_scenes, devisualize_shaders,
find_visualshaders) into scripts/migration/. They are not part of
the runtime and should not be browsable next to the autoloads.
Autoload count goes 5 -> 3 (Loading, Global, Setting remain --
Setting will move to a Resource in a later refactor).
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>