4d5db7bb61
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>
30 lines
1.1 KiB
Plaintext
30 lines
1.1 KiB
Plaintext
[gd_scene load_steps=4 format=2]
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[ext_resource path="res://assets/props/candle/sm_candlestick_lod1.mesh" type="ArrayMesh" id=1]
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[ext_resource path="res://assets/props/candle/candle.gd" type="Script" id=2]
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[ext_resource path="res://assets/props/candle/sm_candle_top_lod1.mesh" type="ArrayMesh" id=3]
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[node name="sm_candlestick" type="Node3D"]
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script = ExtResource( 2 )
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[node name="sm_candlestick_lod1" type="MeshInstance3D" parent="."]
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mesh = ExtResource( 1 )
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surface_material_override/0 = null
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[node name="candles" type="MeshInstance3D" parent="sm_candlestick_lod1"]
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transform = Transform3D( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.000981584, 0.150082, 0 )
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use_in_baked_light = true
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mesh = ExtResource( 3 )
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surface_material_override/0 = null
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[node name="OmniLight3D" type="OmniLight3D" parent="sm_candlestick_lod1/candles"]
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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 )
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visible = false
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light_color = Color( 0.960784, 0.611765, 0.00784314, 1 )
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light_energy = 12.0
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light_indirect_energy = 1.4
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light_bake_mode = 2
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editor_only = true
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omni_range = 1.6
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omni_attenuation = 2.73208
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