ec906117bb
godot_db_manager was incompatible with Godot 4 (used WindowDialog, Tabs, PopupPanel which were all removed). Replace with a minimal Database.gd that parses the same ahog.json format and exposes the same surface API (get_table_by_name, get_data_at_row_idx, edit_data, save_db, etc.) used by the M* model classes — no changes needed in MBase/MScene/MLevel/MSetting. Also port the lod plugin: fix class_name syntax (Godot 4 uses @icon separately from class_name extends) and Particles -> GPUParticles3D. Rewrite Global.gd async scene loading: the convert-3to4 tool mapped load_interactive -> load_threaded_request but those have different APIs (stage count, poll vs. status enum). Reimplement using the new load_threaded_get_status / load_threaded_get pair. Clean project.godot: drop the old _global_script_classes table (Godot 4 uses inline class_name declarations), remove gddb_* autoloads, and remove the godot_db_manager entry from editor_plugins. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
71 lines
2.1 KiB
Plaintext
71 lines
2.1 KiB
Plaintext
; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="Puzzle Quest"
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config/description="A treasure chest fill with any Jiggsaw !"
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run/main_scene="res://scenes/Main.tscn"
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boot_splash/image="res://releases/splash-screen.png"
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boot_splash/fullsize=false
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config/icon="res://icon.png"
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config/macos_native_icon="res://releases/mac/project.icns"
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config/windows_native_icon="res://releases/windows/project.ico"
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config/quit_on_go_back=false
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[autoload]
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Loading="*res://scenes/UI/loading/Loading.tscn"
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Global="*res://scripts/Global.gd"
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Setting="*res://scripts/Setting.gd"
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Event="*res://scripts/Event.gd"
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GlobalAnimation="*res://scripts/Animation.gd"
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[display]
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window/size/viewport_width=1280
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window/size/viewport_height=720
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window/size/resizable=false
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window/dpi/allow_hidpi=true
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window/handheld/orientation="sensor_landscape"
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window/stretch/mode="2d"
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window/stretch/aspect="expand"
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[editor_plugins]
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enabled=PackedStringArray("res://addons/lod/plugin.cfg")
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[importer_defaults]
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scene={
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"animation/import": false,
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"materials/keep_on_reimport": false,
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"materials/storage": 0,
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"meshes/light_baking": 1,
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"meshes/storage": 1,
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"nodes/root_type": "ArrayMesh",
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"skins/use_named_skins": false
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}
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[input]
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ui_end={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194318,"physical_keycode":0,"unicode":0,"echo":false,"script":null), Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194305,"physical_keycode":0,"unicode":0,"echo":false,"script":null)]
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}
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[locale]
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translations=PackedStringArray("res://locales/fr.po", "res://locales/en.po")
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[rendering]
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environment/defaults/default_environment="res://default_env.tres"
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