- scenes/levels/Levels.gd: replace 'var level := Global.database
.level_by_index(...)' with explicit 'var level: LevelEntry = ...'.
Global.database is typed RefCounted so the parser can't see DB's
return types through the walrus operator. Two callsites.
- scripts/Database.gd: annotate the two 'range(data.size() / W)'
loops with @warning_ignore('integer_division'). The division is
intentional (row count = bytes / row width); Godot 4 warns by
default in case the slash was a typo.
- env: ambient_light_energy 0.4 -> 1.0 in WarCraft.tscn, Home.tscn
and env_warcraft.tres. 0.4 left the floor pitch-black; 1.0 is a
compromise between the original 1.55 (oversaturated) and this.
Re-baking the lightmap in the editor is still the right fix —
this commit just keeps the scene playable in the meantime.
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>
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>