6146d84b872ecf7555169248cfbee68207a9d24a
- 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>
- Hidden Object
- Tips
- Log on Android
- Database
- Resources
- Tips
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
Description
Languages
GDScript
99.4%
GAP
0.6%