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>
67 lines
1.5 KiB
GDScript
67 lines
1.5 KiB
GDScript
extends Node
|
|
|
|
@onready var setting = load("res://db/MSetting.gd").new()
|
|
|
|
func _ready():
|
|
apply_language(translate_int_to_locale(get_setting_language()))
|
|
apply_resolution()
|
|
apply_fullscreen()
|
|
|
|
func apply_language(local):
|
|
TranslationServer.set_locale(local)
|
|
|
|
func translate_int_to_locale(id):
|
|
var lang = "en"
|
|
|
|
if id == 0:
|
|
lang = "en"
|
|
|
|
if id == 1:
|
|
lang = "fr"
|
|
|
|
return lang
|
|
|
|
func apply_resolution():
|
|
var res = get_setting_resolution()
|
|
var screen_size = Vector2i(int(res[0]), int(res[1]))
|
|
get_window().content_scale_size = screen_size
|
|
|
|
func apply_fullscreen():
|
|
get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (get_setting_fullscreen()) else Window.MODE_WINDOWED
|
|
|
|
func get_setting_language():
|
|
return setting.get_langue()
|
|
|
|
func set_setting_language(value):
|
|
setting.set_langue(value)
|
|
apply_language(translate_int_to_locale(value))
|
|
|
|
func get_setting_gyrosocpe():
|
|
return setting.get_gyroscope()
|
|
|
|
func set_setting_gyroscope(value):
|
|
setting.set_gyroscope(value)
|
|
|
|
func get_setting_ambient_sound():
|
|
return setting.get_ambient_sound()
|
|
|
|
func set_setting_ambient_sound(value):
|
|
setting.set_ambient_sound(value)
|
|
|
|
func get_setting_resolution():
|
|
return setting.get_resolution()
|
|
|
|
func set_setting_resolution(value):
|
|
setting.set_resolution(value)
|
|
apply_resolution()
|
|
|
|
func get_setting_fullscreen():
|
|
return setting.get_fullscreen()
|
|
|
|
func set_setting_fullscreen(value):
|
|
setting.set_fullscreen(value)
|
|
apply_fullscreen()
|
|
|
|
func get_setting_version():
|
|
return setting.get_version()
|