Commit Graph

54 Commits

Author SHA1 Message Date
Vaillant Jeremy ca67fc6ec3 Convert all VisualShaders to plain Shaders; clean editor noise
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>
2026-05-16 21:42:28 +02:00
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 4d5db7bb61 Make Main, Settings, ChooseScene, and gameplay run in Godot 4.6
Catch-all commit for everything the --convert-3to4 tool missed during a
manual playtest of the game. All errors raised by clicking through Main
-> Puzzles -> level were fixed.

GDScript:
- PackedScene.instance() -> instantiate() (ChooseScene.gd)
- String(x) constructor doesn't exist -> str(x) (MBase, MScene,
  MLevel, Animation, Levels)
- 'x as int/String/bool' doesn't parse strings -> explicit
  int()/str()/bool(int()) (MScene, MLevel, MSetting)
- BaseButton.pressed (property) -> button_pressed; set_pressed() ->
  direct assignment (Settings.gd)
- AnimationPlayer.add_animation() removed -> go through
  AnimationLibrary (Levels.gd)
- PhysicsDirectSpaceState3D.intersect_ray(from, to, ...) ->
  PhysicsRayQueryParameters3D.create() (Levels.gd)
- @export with type-hint-in-comment ('# (String, ...)') -> explicit
  @export_enum (candle.gd)
- Get effective material with get_active_material() instead of
  get_surface_override_material(), with null guard (Levels.gd)
- get_node() -> get_node_or_null() so missing items from ahog.json
  (e.g. sm_super_dager in Home) don't crash (Levels.gd)

Scenes/resources:
- Remove 14 Tween nodes from WarCraft.tscn — Tween is no longer a
  Node in Godot 4. Rewrite Animation.start_dissolve to use
  create_tween().tween_method().
- Rename property material/N -> surface_material_override/N in every
  .tscn (10 files) — Godot 3 -> 4 rename that --convert-3to4 missed.
  Without this, MeshInstance3D.get_active_material(0) returned the
  glTF-imported StandardMaterial3D instead of the project's custom
  dissolve ShaderMaterial.

Shaders:
- One-shot scripts/migrate_shaders.gd walks every .material under
  assets/ and fixes Godot 3 -> 4 shader code in-place. Fixed 17
  materials: depth_draw_alpha_prepass -> depth_prepass_alpha,
  hint_color -> source_color, NORMALMAP -> NORMAL_MAP.

Result: Main, Settings, ChooseScene, and the WarCraft level all run
without script or shader errors. Remaining noise is non-blocking
(visual_shader graph in text_outline.material, baked lightmap binary
format from Godot 3, and empty animation tracks).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 19:40:03 +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
VAILLANT Jeremy 301ef3f916 Fix anim HUD 2021-06-26 15:42:02 +02:00
darknight a33ecafb81 feature/shader-animation (#83)
Co-authored-by: Vaillant Jeremy <vaillant.jeremy@dev-crea.com>
Co-authored-by: VAILLANT Jeremy <vaillant.jeremy@dev-crea.com>
Reviewed-on: Athena/game-source#83
Co-authored-by: darknight <vaillant.jeremy@dev-crea.com>
Co-committed-by: darknight <vaillant.jeremy@dev-crea.com>
2021-06-26 15:33:34 +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
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
darknight ed20465f39 feature/list-object-counter (#60)
Co-authored-by: VAILLANT Jeremy <vaillant.jeremy@dev-crea.com>
Reviewed-on: Athena/game-source#60
Co-authored-by: darknight <vaillant.jeremy@dev-crea.com>
Co-committed-by: darknight <vaillant.jeremy@dev-crea.com>
2021-05-29 21:09:10 +02:00
stilobique-i7 04d41abc90 Update the Spyglass mesh, push textures and all lods 2021-05-27 22:59:53 +02:00
stilobique-i7 50a14a482f Fix fiole lightmap 2021-05-27 10:44:52 +02:00
stilobique-i7 c3eb95f872 Fix Warcraft scene and clean stool 2 props 2021-05-27 10:41:57 +02:00
VAILLANT Jeremy ddb031185d Revert scene war 2021-05-27 09:47:18 +02:00
stilobique-i7 d9bd8c5ec3 Parchment props, make an editable instance scene 2021-05-27 09:35:57 +02:00
stilobique-i7 a43be5179d Replace stool b with a LOD setup 2021-05-27 09:35:56 +02:00
stilobique-i7 f61df80818 Replace candles meshes and candlestick 2021-05-27 09:35:56 +02:00
stilobique-i7 813e27c828 WIP Parchment, make an editor script and set value on Warcraft scene 2021-05-27 09:35:56 +02:00
stilobique-i7 f330135fa8 Replace growler mesh with a lod setup 2021-05-27 09:35:47 +02:00
stilobique-i7 c50f14a882 Props godet, make all LOD and update scene with this new object 2021-05-27 09:35:47 +02:00
stilobique-i7 69ea236583 Parchment, update mesh wood and paper, make a specific scene to control it ; and bake a new lightmap 2021-05-27 09:35:47 +02:00
VAILLANT Jeremy 9d2082666c Fix rebase missing audio nodes 2021-05-25 14:36:57 +02:00
VAILLANT Jeremy d85e24eb3f Fix ext sound 2021-05-25 14:15:35 +02:00
VAILLANT Jeremy a2c2b5c894 Fix name method ambiant -> ambient 2021-05-25 14:14:17 +02:00
VAILLANT Jeremy c46cb1f41e Add setting true/false audio background in war level 2021-05-25 14:14:03 +02:00
VAILLANT Jeremy d2c6aef9c5 Add methods for sound ambiant & click object 2021-05-25 14:13:54 +02:00
VAILLANT Jeremy 53723b9d4a Add ambiant sound level warcraft 2021-05-25 14:13:54 +02:00
stilobique-i7 f6a7e2e9ec Update rock floor, prepare all lod item but get only the last LOD meshes 2021-05-24 16:16:14 +02:00
stilobique-i7 5c9269f2e2 Make lightmap with table and clear book scene items 2021-05-24 15:26:30 +02:00
stilobique-i7 d7fbc47ca2 Update lightmap 2021-05-23 15:37:50 +02:00
stilobique-i7 96ba39ae91 Replace old book mesh with LOD system on warcraft scene 2021-05-23 15:28:08 +02:00
stilobique-i7 af3e8a5e8e Update lightmap and scene setup 2021-05-23 13:52:17 +02:00
stilobique-i7 28da0dd613 WIP lightmap Warcraft scene 2021-05-18 12:10:56 +02:00
VAILLANT Jeremy 367ee388da Fix list object 2021-05-15 20:40:16 +02:00
VAILLANT Jeremy 890931faa8 Link back button to quit code main menu 2021-05-15 17:17:12 +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 8ed6f5b4de disable camera DoF on Warcraft scene 2021-05-15 11:39:14 +02:00
VAILLANT Jeremy 48f3410879 Fix DoF env camera/World 2021-05-15 01:08:38 +02:00
VAILLANT Jeremy e12e0eeed7 Update camera env. 2021-05-15 01:02:04 +02:00
VAILLANT Jeremy ccb942246c Update lightmap and tweak item HO objects 2021-05-15 00:56:53 +02:00
VAILLANT Jeremy 384b1245b9 Fix all material, mesh and lightmap site ; disable light and set the basic fire light 2021-05-14 23:28:46 +02:00
VAILLANT Jeremy c1a1665d5a Apply light 2021-05-14 22:39:09 +02:00
VAILLANT Jeremy ca7787d43d Remove signal; use ray method 2021-05-14 22:23:58 +02:00
VAILLANT Jeremy b810e857ce Duplicate material coin/apple 2021-05-14 22:23:57 +02:00
VAILLANT Jeremy 29472acac6 Fix path spyglass 2021-05-14 22:23:32 +02:00
stilobique-surface 1f33c4a0cd Update rendering 2021-05-13 23:59:14 +02:00
stilobique-surface 7825436628 Fix parchment paper lightmap and make a new baking 2021-05-13 23:49:53 +02:00
stilobique-surface 30ed3e41ab Update Warcraft scene props placement, and update building set
(cherry picked from commit a7ab52406857035daf5cae03380d18293e4fa87b)
2021-05-13 22:54:02 +02:00
stilobique-surface 6301d6f63f Clean files 2021-05-13 22:00:14 +02:00