Migrate to Godot 4 #1

Merged
darknight merged 27 commits from feature/godot-migration into main 2026-05-17 21:32:26 +02:00
5 changed files with 7 additions and 5 deletions
Showing only changes of commit 6146d84b87 - Show all commits
+2 -2
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@@ -34,7 +34,7 @@ func _load_back_button() -> void:
$Quit/TextureButton.pressed.connect(Event._on_main_scene_pressed) $Quit/TextureButton.pressed.connect(Event._on_main_scene_pressed)
func _load_prepare_victory_condition() -> void: func _load_prepare_victory_condition() -> void:
var level := Global.database.level_by_index(Global.current_scene_int) var level: LevelEntry = Global.database.level_by_index(Global.current_scene_int)
if level == null: if level == null:
return return
victory_condition = level.object_to_find() victory_condition = level.object_to_find()
@@ -133,7 +133,7 @@ func _check_dissolve_mesh() -> void:
_clean_mesh(key) _clean_mesh(key)
func _clean_mesh(key: String) -> void: func _clean_mesh(key: String) -> void:
var level := Global.database.level_by_index(Global.current_scene_int) var level: LevelEntry = Global.database.level_by_index(Global.current_scene_int)
if level != null: if level != null:
victory_progress = level.object_finding() victory_progress = level.object_finding()
var mesh := _node_to_mesh(key) var mesh := _node_to_mesh(key)
+1 -1
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@@ -11,7 +11,7 @@ background_energy_multiplier = 0.6
sky = SubResource("1") sky = SubResource("1")
ambient_light_color = Color(0.694118, 0.168627, 0.67451, 1) ambient_light_color = Color(0.694118, 0.168627, 0.67451, 1)
ambient_light_sky_contribution = 0.5 ambient_light_sky_contribution = 0.5
ambient_light_energy = 0.4 ambient_light_energy = 1.0
tonemap_mode = 2 tonemap_mode = 2
ssr_enabled = true ssr_enabled = true
glow_enabled = true glow_enabled = true
+1 -1
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@@ -49,7 +49,7 @@ background_energy_multiplier = 0.6
sky = SubResource("1") sky = SubResource("1")
ambient_light_color = Color(0.694118, 0.168627, 0.67451, 1) ambient_light_color = Color(0.694118, 0.168627, 0.67451, 1)
ambient_light_sky_contribution = 0.5 ambient_light_sky_contribution = 0.5
ambient_light_energy = 0.4 ambient_light_energy = 1.0
tonemap_mode = 2 tonemap_mode = 2
ssr_enabled = true ssr_enabled = true
glow_enabled = true glow_enabled = true
+1 -1
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@@ -11,7 +11,7 @@ sky = SubResource( 2 )
background_color = Color( 0.188235, 0.133333, 0.133333, 1 ) background_color = Color( 0.188235, 0.133333, 0.133333, 1 )
background_energy_multiplier = 0.6 background_energy_multiplier = 0.6
ambient_light_color = Color( 0.694118, 0.168627, 0.67451, 1 ) ambient_light_color = Color( 0.694118, 0.168627, 0.67451, 1 )
ambient_light_energy = 0.4 ambient_light_energy = 1.0
ambient_light_sky_contribution = 0.5 ambient_light_sky_contribution = 0.5
fog_enabled = true fog_enabled = true
fog_mode = 1 fog_mode = 1
+2
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@@ -67,6 +67,7 @@ class DB extends RefCounted:
func _load_levels(data: Array) -> Array[LevelEntry]: func _load_levels(data: Array) -> Array[LevelEntry]:
var result: Array[LevelEntry] = [] var result: Array[LevelEntry] = []
const W := 2 const W := 2
@warning_ignore("integer_division")
for i in range(data.size() / W): for i in range(data.size() / W):
var l := LevelEntry.new() var l := LevelEntry.new()
l.index = i l.index = i
@@ -78,6 +79,7 @@ class DB extends RefCounted:
func _load_scenes(data: Array) -> Array[SceneEntry]: func _load_scenes(data: Array) -> Array[SceneEntry]:
var result: Array[SceneEntry] = [] var result: Array[SceneEntry] = []
const W := 7 const W := 7
@warning_ignore("integer_division")
for i in range(data.size() / W): for i in range(data.size() / W):
var s := SceneEntry.new() var s := SceneEntry.new()
s.lock = bool(int(data[i * W + 0])) s.lock = bool(int(data[i * W + 0]))