Files
puzzle-quest/scenes/UI/loading/Loading.tscn
T
Vaillant Jeremy 81e6ceb003 Silence Godot 4 editor warnings (debugger)
Address every warning that surfaced in the running game's debugger:

- Drop deprecated 'graph_offset = Vector2(...)' lines from the three
  in-tree VisualShader resources (red.tres, green.tres,
  Summary.tscn). The property is editor-only graph pan, ignored at
  runtime but warns at load.
- Add android/.gdignore so Godot stops scanning the build template
  copies of red.tres/green.tres (which still had graph_offset). Tighten
  .gitignore to keep tracking the .gdignore marker only.
- Drop the broken 'nodes/fragment/connections = ...' line from the
  inline VisualShader in Summary.tscn — connections referenced
  out-of-bounds ports (e.g. port 1 on a 1-output node). The
  pre-compiled 'code = ...' string is kept so rendering is unaffected.
- Drop the orphaned 'ext_resource WarCraft.lmbake' from WarCraft.tscn:
  the LightmapGI node no longer references it but Godot still loaded
  the (Godot-3-format) blob from the ext_resource declaration alone,
  triggering '(p_data.size() % 4) != 0'.
- Animation tracks: SlideReset (Template.tscn), BorderAnim
  (Loading.tscn), and ObjectFindAll (ListObjects.tscn) each had a
  bezier track with empty PackedFloat32Array keys, which
  AnimationMixer rejects in Godot 4. Drop the empty x track in each
  (the y track held the actual motion).
- Re-save 57 .mesh files via scripts/migrate_misc.gd so the surface
  format is the current Godot 4 variant. sm_stackgold.mesh in
  particular triggered the deprecation warning every load.

GDScript: rename function parameters and locals that shadowed
Node.name / Node.value in:
- db/MScene.gd (set_lock, set_mesh, set_tick_reference, set_value)
- scripts/Setting.gd untouched (no shadow, false positive earlier)
- scenes/UI/choose_scenes/ChooseScene.gd (_load_scene, _build_path,
  _build_method)
- scenes/levels/Levels.gd (_create_animation_slide,
  _create_animation_warning, _add_animation_to_player,
  _create_button_info, _node_object_list)

lod plugin: Godot 4 added 'lod_bias' as a native property on
VisualInstance3D, which collided with the plugin's 'lod_bias' member
across all five lod_*.gd files. Rename to 'lod_distance_bias' so the
scripts parse again. Also drop Light3D.shadow_color writes in
lod_omni_light.gd and lod_spot_light.gd — that property was removed
in Godot 4, so the related shadow_value computation became dead code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 21:28:22 +02:00

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://scenes/UI/loading/parts/LoadingBare.tscn" type="PackedScene" id=1]
[ext_resource path="res://scenes/UI/loading/parts/TopPart.tscn" type="PackedScene" id=2]
[ext_resource path="res://scenes/UI/background/Background.tscn" type="PackedScene" id=3]
[sub_resource type="Animation" id=1]
resource_name = "BorderAnim"
tracks/0/type = "bezier"
tracks/0/path = NodePath("LoadingTopBorder:position:y")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"points": PackedFloat32Array( -768, -0.25, 0, 1.01154, 306.838, -160.174, -1.02203, -283.071, 0.439946, 60.9141, -27.6065, -0.45336, -19.562, 0.536352, 17.1993, 0.362091, -0.538766, -0.968613, 0.25, 0 ),
"times": PackedFloat32Array( 0.1, 0.3, 0.6, 0.9 )
}
tracks/1/type = "bezier"
tracks/1/path = NodePath("LoadingBare:modulate:a")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"points": PackedFloat32Array( 0, -0.25, 0, 1.10651, 0.716757, 1, -1.59408, -0.0328361, 0.25, 0 ),
"times": PackedFloat32Array( 0, 0.4 )
}
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="BackgroundPicture" parent="." instance=ExtResource( 3 )]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
[node name="LoadingTopBorder" parent="." instance=ExtResource( 2 )]
offset_top = 0.362091
offset_bottom = 0.362061
[node name="LoadingBare" parent="." instance=ExtResource( 1 )]
offset_top = 360.0
[node name="AnimLoading" type="AnimationPlayer" parent="."]
method_call_mode = 1
anims/BorderAnim = SubResource( 1 )