4d5db7bb61
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>
71 lines
1.5 KiB
GDScript
71 lines
1.5 KiB
GDScript
extends "res://db/MBase.gd"
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var m_langue = null
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var m_gyroscope = null
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var m_ambient_sound = null
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var m_resolution = null
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var m_fullscreen = null
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var m_version = null
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const ROW_ID = 0
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const LANGUE_ID = 0
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const GYRSOCPE_ID = 1
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const AMBIENT_SOUND = 2
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const RESOLUTION = 3
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const FULLSCREEN = 4
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const VERSION = 5
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func _init():
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table = Global.database.get_table_by_name("settings")
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var datas = table.get_data_at_row_idx(ROW_ID)
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m_langue = _get_data(datas, LANGUE_ID)
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m_gyroscope = _get_data(datas, GYRSOCPE_ID)
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m_ambient_sound = _get_data(datas, AMBIENT_SOUND)
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m_resolution = _get_data(datas, RESOLUTION)
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m_fullscreen = _get_data(datas, FULLSCREEN)
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m_version = _get_data(datas, VERSION)
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func get_langue():
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return int(m_langue)
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func get_gyroscope():
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return bool(int(m_gyroscope))
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func get_ambient_sound():
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return bool(int(m_ambient_sound))
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func get_resolution():
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return m_resolution.split(" x ")
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func get_fullscreen():
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return bool(int(m_fullscreen))
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func get_version():
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return "v" + str(m_version)
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func set_langue(value):
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m_langue = _set_data(LANGUE_ID, ROW_ID, value)
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return get_langue()
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func set_gyroscope(value):
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m_gyroscope = _set_data(GYRSOCPE_ID, ROW_ID, value)
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return get_gyroscope()
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func set_ambient_sound(value):
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m_ambient_sound = _set_data(AMBIENT_SOUND, ROW_ID, value)
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return get_ambient_sound()
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func set_resolution(value):
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m_resolution = _set_data(RESOLUTION, ROW_ID, value)
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return get_resolution()
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func set_fullscreen(value):
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m_fullscreen = _set_data(FULLSCREEN, ROW_ID, value)
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return get_fullscreen()
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