Conversation
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This script might also be useful, although I wouldn't run it on the codebase as-is. https://gist.github.com/aaronfranke/79b424226475d277d0035b7835b09c5f |
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I converted the entire project to Godot 4 using the built-in tool, and here are some notable things I encountered:
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@Jummit perfect, thanks for investigating this. Did you push the conversion somewhere? I'm really curious to see what it looks like and if it maintains member orders. I still need to land a couple of things in We should be able to start the migration soon. |
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Seems that "minimum_size" was changed to "custom_minimum_size" |
I currently have cyclic dependencies in scripts using class_name, so it seems like it's working! I think this would simplify a lot of the codebase. |
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Gave this a shot again. I removed the static func is_ink_class(object, name_of_class: GDScript) -> bool:
return (object is Object) && object.get_script() == name_of_classAll the "imports" can be removed, as cyclic references are now possible. Setters and getters are interesting, I think they work different than before. In 3.5 you could use the Maybe I'll try again another time, but it's too tedious for me at the moment. |
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Closed in favour of #75. |
This PR tracks the changes required to run inkgd in Godot 4. (Also see #55)
Global
@tooland@onready).continue,assertornull.superkeyword in front of unqualified.accesses.ReferencebyRefCounted.Array.remove()byArray.remove_at()Runtime
JSON.parse()logic by an instance ofJSON.Variant.Typeenum values in InkUtils.Editor Plugin
obj.funcA.connect(funcB)).get_icontoget_theme_icon.OS.execute.PoolStringArraybyPackedStringArray.PackedScene.instance()byPackedScene.instantiate().LineEditconnections.Label.add_font_override()calls and useLabel.fontproperty instead.