Files
puzzle-quest/db/MSetting.gd
T
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

71 lines
1.5 KiB
GDScript

extends "res://db/MBase.gd"
var m_langue = null
var m_gyroscope = null
var m_ambient_sound = null
var m_resolution = null
var m_fullscreen = null
var m_version = null
const ROW_ID = 0
const LANGUE_ID = 0
const GYRSOCPE_ID = 1
const AMBIENT_SOUND = 2
const RESOLUTION = 3
const FULLSCREEN = 4
const VERSION = 5
func _init():
table = Global.database.get_table_by_name("settings")
var datas = table.get_data_at_row_idx(ROW_ID)
m_langue = _get_data(datas, LANGUE_ID)
m_gyroscope = _get_data(datas, GYRSOCPE_ID)
m_ambient_sound = _get_data(datas, AMBIENT_SOUND)
m_resolution = _get_data(datas, RESOLUTION)
m_fullscreen = _get_data(datas, FULLSCREEN)
m_version = _get_data(datas, VERSION)
func get_langue():
return int(m_langue)
func get_gyroscope():
return bool(int(m_gyroscope))
func get_ambient_sound():
return bool(int(m_ambient_sound))
func get_resolution():
return m_resolution.split(" x ")
func get_fullscreen():
return bool(int(m_fullscreen))
func get_version():
return "v" + str(m_version)
func set_langue(value):
m_langue = _set_data(LANGUE_ID, ROW_ID, value)
return get_langue()
func set_gyroscope(value):
m_gyroscope = _set_data(GYRSOCPE_ID, ROW_ID, value)
return get_gyroscope()
func set_ambient_sound(value):
m_ambient_sound = _set_data(AMBIENT_SOUND, ROW_ID, value)
return get_ambient_sound()
func set_resolution(value):
m_resolution = _set_data(RESOLUTION, ROW_ID, value)
return get_resolution()
func set_fullscreen(value):
m_fullscreen = _set_data(FULLSCREEN, ROW_ID, value)
return get_fullscreen()