Commit Graph

6 Commits

Author SHA1 Message Date
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 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 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 fcff613a93 bugfix/android-database (#78)
Co-authored-by: VAILLANT Jeremy <vaillant.jeremy@dev-crea.com>
Reviewed-on: Athena/game-source#78
Co-authored-by: darknight <vaillant.jeremy@dev-crea.com>
Co-committed-by: darknight <vaillant.jeremy@dev-crea.com>
2021-06-06 18:54:25 +02:00
darknight 1883355678 feature/connect-level-and-reset-btn (#77)
Co-authored-by: VAILLANT Jeremy <vaillant.jeremy@dev-crea.com>
Reviewed-on: Athena/game-source#77
Co-authored-by: darknight <vaillant.jeremy@dev-crea.com>
Co-committed-by: darknight <vaillant.jeremy@dev-crea.com>
2021-06-06 16:54:38 +02:00
darknight 213847e95c feature/templating-level (#74)
Co-authored-by: VAILLANT Jeremy <vaillant.jeremy@dev-crea.com>
Reviewed-on: Athena/game-source#74
Co-authored-by: darknight <vaillant.jeremy@dev-crea.com>
Co-committed-by: darknight <vaillant.jeremy@dev-crea.com>
2021-06-05 14:11:47 +02:00