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>