Vaillant Jeremy 6146d84b87 Fix Levels.gd type inference + Database integer-division warning + brighten scenes
- scenes/levels/Levels.gd: replace 'var level := Global.database
  .level_by_index(...)' with explicit 'var level: LevelEntry = ...'.
  Global.database is typed RefCounted so the parser can't see DB's
  return types through the walrus operator. Two callsites.
- scripts/Database.gd: annotate the two 'range(data.size() / W)'
  loops with @warning_ignore('integer_division'). The division is
  intentional (row count = bytes / row width); Godot 4 warns by
  default in case the slash was a typo.
- env: ambient_light_energy 0.4 -> 1.0 in WarCraft.tscn, Home.tscn
  and env_warcraft.tres. 0.4 left the floor pitch-black; 1.0 is a
  compromise between the original 1.55 (oversaturated) and this.
  Re-baking the lightmap in the editor is still the right fix —
  this commit just keeps the scene playable in the meantime.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 22:02:59 +02:00
2021-05-15 12:13:23 +02:00
2021-08-01 14:48:46 +02:00
2021-08-01 14:18:15 +02:00
2021-05-02 11:45:17 +02:00
2021-07-24 18:09:55 +02:00

Build Status

  • Hidden Object
    • Tips
      • Log on Android
      • Database
    • Resources

Hidden Object

This project is a vigeo game made with Godot, he integrate the Warcraft-Tribute has a main scene.

Tips

See log an android :

adb logcat -s godot

Database

The database json is not tracking by git for changed.

See more information : https://stackoverflow.com/questions/3319479/can-i-git-commit-a-file-and-ignore-its-content-changes

Resources

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