6f3f8b8f64
Discovered while playtesting the migrated build. Each fix has a specific Godot-3-to-4 cause that the --convert-3to4 tool did not catch. Fonts: - Replace 4 .tres font wrappers (MKX_Base, kirsty_base/medium/title) with FontVariation pointing at the .otf/.ttf source. Godot 3 DynamicFont with size= and font_data= is invalid in Godot 4 (those properties don't exist on FontFile). - Apply size 46 via theme_override_font_sizes/font_size on the 5 Labels that used kirsty_title.tres (LabelLoading + 4 in Summary). - Drop the broken VisualShader text_outline.material from the 4 Labels in Summary — Index p_from_port errors in Godot 4 meant COLOR was never written, so text rendered invisible. - Migrate VisualShader nodes inside text_outline.material (compressed asset; updated by the inspect/migrate scripts). Translations: - Move project.godot section from [locale] (Godot 3) to [internationalization] with locale/translations=... (Godot 4). The old section was silently ignored so tr() returned the raw msgid. - Adjust Setting.translate_int_to_locale to return "en"/"fr" to match what the .po files declare (was "en_GB"/"fr_FR", which Godot 3 fell back from automatically but Godot 4 does not). Label alignment (Godot 3 names not auto-renamed): - align -> horizontal_alignment, valign -> vertical_alignment across 9 .tscn files. Background / Loading / ChooseScene layout: - Rewrite Background.tscn from a VisualShader-textured Panel to a plain TextureRect (the visual shader connection ports went out of bounds in Godot 4, leaving the panel grey on scene reload). - Set layout_mode=1 + anchors_preset=15 on BackgroundPicture instances in Main.tscn and Loading.tscn — Godot 4 inheritance no longer applies the .tscn-root's anchors to an instanced child unless layout_mode is set to Anchors mode explicitly. - Replace scroll_horizontal_enabled (Godot 3) with horizontal_scroll_mode/vertical_scroll_mode (Godot 4) on ChooseScene's ScrollContainer. - Add theme_override_styles/panel = StyleBoxEmpty on the ScrollContainer (Godot 4 ScrollContainer ships a default dark panel style that Godot 3 did not). - Hide BackgroundTile in Template.tscn — it points at UI-level-btn-shadow.png (228x228, 83% opaque black) which used to render at natural size in Godot 3 but is stretched to fill the 456px rect in Godot 4, leaving a big black square below each thumbnail. The proper drop-shadow needs a shader or 9-patch. - TextureRect.expand=true (Godot 3) -> expand_mode=1 (Godot 4) on ThumbnailLevel and TopPart's content rects. Lighting: - background_mode 3 (which used to mean Sky in Godot 3) -> 2 (Sky in Godot 4; 3 is now Canvas, producing a black background). - background_sky -> sky, background_energy -> background_energy_multiplier, fog_color -> fog_light_color, fog_height_min -> fog_height; drop fog_height_enabled / fog_height_max / fog_height_curve / dof_blur_far_distance (no longer exist). - Add fog_mode = 1 so Godot 4 uses fog_depth_* instead of the new default fog_density-based exponential fog (which rendered as a thick white cloud). - ambient_light_energy 1.55 -> 0.4 — the new pipeline interprets the value much more strongly so 1.55 produced a saturated pink scene. - Remove the light_data = ExtResource(41) reference to WarCraft.lmbake — Godot 3 baked lightmap binary format is incompatible with Godot 4. Re-bake in editor when ready. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
106 lines
3.2 KiB
Plaintext
106 lines
3.2 KiB
Plaintext
[gd_scene load_steps=8 format=2]
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[ext_resource path="res://assets/ui/themes/leather.theme" type="Theme" id=2]
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[ext_resource path="res://assets/fonts/kirsty/kirsty_base.tres" type="FontFile" id=3]
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[ext_resource path="res://assets/ui/icones/skull.png" type="Texture2D" id=4]
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[ext_resource path="res://assets/ui/themes/UI-Button-ItemsList-last-hover.png" type="Texture2D" id=6]
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[ext_resource path="res://assets/ui/themes/UI-Button-ItemsList-last.png" type="Texture2D" id=8]
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[sub_resource type="Animation" id=1]
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resource_name = "ObjectFind"
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tracks/0/type = "bezier"
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tracks/0/path = NodePath("ListContainer/TextureButtonLast/Label:position:x")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"points": PackedFloat32Array( 0, -0.25, 0, 0, 78.1, 34.9, -0.25, 0, 0, -66, 12.1, 0, 73.2, 0, -124.8, -41.9, -0.0948485, 109.2, 0.0619706, -58.8, 13.3, -0.187989, 93.6, 0.196425, 104.4, 0, -0.154843, -135.5, 0.25, 0 ),
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"times": PackedFloat32Array( 0, 0.2, 0.4, 0.6, 0.8, 1 )
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}
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[sub_resource type="Animation" id=2]
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tracks/0/type = "bezier"
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tracks/0/path = NodePath("ListContainer/TextureButtonLast:position:x")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"points": PackedFloat32Array( 0, -0.25, 0, 0.0305311, 190.492, 170, -0.349132, 2.57608, 0.25, 0 ),
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"times": PackedFloat32Array( 0, 1 )
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}
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tracks/1/type = "bezier"
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tracks/1/path = NodePath("ListContainer/TextureButtonLast:position:y")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"points": PackedFloat32Array( ),
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"times": PackedFloat32Array( )
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}
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[node name="Control" type="MarginContainer"]
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anchor_left = 1.0
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anchor_top = 0.5
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anchor_right = 1.0
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anchor_bottom = 0.5
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offset_left = -196.0
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offset_top = -450.0
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offset_bottom = 450.0
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grow_horizontal = 0
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grow_vertical = 2
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size_flags_vertical = 3
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="ListContainer" type="VBoxContainer" parent="."]
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offset_right = 196.0
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offset_bottom = 900.0
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custom_minimum_size = Vector2( 196, 900 )
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size_flags_horizontal = 3
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size_flags_vertical = 3
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theme_override_constants/separation = -14
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alignment = 1
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[node name="TextureButtonLast" type="TextureButton" parent="ListContainer"]
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visible = false
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offset_top = 409.0
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offset_right = 196.0
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offset_bottom = 490.0
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focus_mode = 0
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texture_normal = ExtResource( 8 )
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texture_hover = ExtResource( 6 )
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texture_focused = ExtResource( 6 )
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[node name="Label" type="Label" parent="ListContainer/TextureButtonLast"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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theme = ExtResource( 2 )
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theme_override_fonts/font = ExtResource( 3 )
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text = "Last"
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horizontal_alignment = 1
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vertical_alignment = 1
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="HBoxContainer" type="HBoxContainer" parent="ListContainer"]
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visible = false
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offset_top = 419.0
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offset_right = 196.0
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offset_bottom = 547.0
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alignment = 1
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[node name="TextureButtonIndice" type="TextureButton" parent="ListContainer/HBoxContainer"]
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offset_left = 34.0
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offset_right = 162.0
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offset_bottom = 128.0
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texture_normal = ExtResource( 4 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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anims/ObjectFind = SubResource( 1 )
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anims/ObjectFindAll = SubResource( 2 )
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