Files
puzzle-quest/assets/props/candle/sm_candlestick.tscn
T
Vaillant Jeremy 4d5db7bb61 Make Main, Settings, ChooseScene, and gameplay run in Godot 4.6
Catch-all commit for everything the --convert-3to4 tool missed during a
manual playtest of the game. All errors raised by clicking through Main
-> Puzzles -> level were fixed.

GDScript:
- PackedScene.instance() -> instantiate() (ChooseScene.gd)
- String(x) constructor doesn't exist -> str(x) (MBase, MScene,
  MLevel, Animation, Levels)
- 'x as int/String/bool' doesn't parse strings -> explicit
  int()/str()/bool(int()) (MScene, MLevel, MSetting)
- BaseButton.pressed (property) -> button_pressed; set_pressed() ->
  direct assignment (Settings.gd)
- AnimationPlayer.add_animation() removed -> go through
  AnimationLibrary (Levels.gd)
- PhysicsDirectSpaceState3D.intersect_ray(from, to, ...) ->
  PhysicsRayQueryParameters3D.create() (Levels.gd)
- @export with type-hint-in-comment ('# (String, ...)') -> explicit
  @export_enum (candle.gd)
- Get effective material with get_active_material() instead of
  get_surface_override_material(), with null guard (Levels.gd)
- get_node() -> get_node_or_null() so missing items from ahog.json
  (e.g. sm_super_dager in Home) don't crash (Levels.gd)

Scenes/resources:
- Remove 14 Tween nodes from WarCraft.tscn — Tween is no longer a
  Node in Godot 4. Rewrite Animation.start_dissolve to use
  create_tween().tween_method().
- Rename property material/N -> surface_material_override/N in every
  .tscn (10 files) — Godot 3 -> 4 rename that --convert-3to4 missed.
  Without this, MeshInstance3D.get_active_material(0) returned the
  glTF-imported StandardMaterial3D instead of the project's custom
  dissolve ShaderMaterial.

Shaders:
- One-shot scripts/migrate_shaders.gd walks every .material under
  assets/ and fixes Godot 3 -> 4 shader code in-place. Fixed 17
  materials: depth_draw_alpha_prepass -> depth_prepass_alpha,
  hint_color -> source_color, NORMALMAP -> NORMAL_MAP.

Result: Main, Settings, ChooseScene, and the WarCraft level all run
without script or shader errors. Remaining noise is non-blocking
(visual_shader graph in text_outline.material, baked lightmap binary
format from Godot 3, and empty animation tracks).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 19:40:03 +02:00

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://assets/props/candle/sm_candlestick_lod1.mesh" type="ArrayMesh" id=1]
[ext_resource path="res://assets/props/candle/candle.gd" type="Script" id=2]
[ext_resource path="res://assets/props/candle/sm_candle_top_lod1.mesh" type="ArrayMesh" id=3]
[node name="sm_candlestick" type="Node3D"]
script = ExtResource( 2 )
[node name="sm_candlestick_lod1" type="MeshInstance3D" parent="."]
mesh = ExtResource( 1 )
surface_material_override/0 = null
[node name="candles" type="MeshInstance3D" parent="sm_candlestick_lod1"]
transform = Transform3D( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.000981584, 0.150082, 0 )
use_in_baked_light = true
mesh = ExtResource( 3 )
surface_material_override/0 = null
[node name="OmniLight3D" type="OmniLight3D" parent="sm_candlestick_lod1/candles"]
transform = Transform3D( 1, 5.5022e-09, 1.96774e-13, -5.5022e-09, 1, 1.08271e-21, -1.96774e-13, -2.1654e-21, 1, 1.3737e-08, 0.0619183, -2.98023e-08 )
visible = false
light_color = Color( 0.960784, 0.611765, 0.00784314, 1 )
light_energy = 12.0
light_indirect_energy = 1.4
light_bake_mode = 2
editor_only = true
omni_range = 1.6
omni_attenuation = 2.73208