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Mostly complete conversion to 4.2.1 #188
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Made some edits based on experience of following this tutorial in v3.5.1 of Godot. I was able to complete the tutorial from start to finish, and end up with a working version of the sandbox with a deck containing the two custom cards that I could draw from.
Small change to say updated for 3.5.3 rather than 3.5.1 as originally stated.
Update QUICKSTART.md
not yet 100%. see pull request for details
fix from godot-tester issue 36
From: https://github.com/github/gitignore/blob/6eeebe6f49678aacd8311ce079842c971b3ebe96/Godot.gitignore Need to add the .godot folder since it's full of cooked assets. We also now include *.import files as recommended in the docs: https://docs.godotengine.org/en/4.3/tutorials/assets_pipeline/import_process.html#files-generated
Not using any custom settings. Just the defaults. I'm doing this on Godot 4.3. Not sure if that matters.
Fix a ton of gut errors: scene\resources\resource_format_text.cpp|453| res://addons/gut/gui/RunAtCursor.tscn:4 - ext_resource, invalid UID: uid://cr6tvdv0ve6cv - using text path instead: res://addons/gut/gui/play.png scene\resources\resource_format_text.cpp|453| res://addons/gut/gui/RunAtCursor.tscn:5 - ext_resource, invalid UID: uid://6wra5rxmfsrl - using text path instead: res://addons/gut/gui/arrow.png scene\resources\resource_format_text.cpp|453| res://addons/gut/gui/GutBottomPanel.tscn:6 - ext_resource, invalid UID: uid://cr6tvdv0ve6cv - using text path instead: res://addons/gut/gui/play.png scene\resources\resource_format_text.cpp|453| res://addons/gut/gui/GutBottomPanel.tscn:7 - ext_resource, invalid UID: uid://4gyyn12um08h - using text path instead: res://addons/gut/gui/RunResults.tscn || Cannot open file 'res://addons/gut/gui/RunResults.tscn'. || Failed loading resource: res://addons/gut/gui/RunResults.tscn. Make sure resources have been imported by opening the project in the editor at least once. res://addons/gut/gut_plugin.gd|8| Attempt to call function 'create_temp_directory' in base 'null instance' on a null instance. res://addons/gut/gut.gd|1| Parse Error: Could not resolve super class path "res://addons/gut/gut_to_move.gd". res://addons/gut/gui/BottomPanelShortcuts.gd|5| Invalid access to property or key 'editor_shortcuts_path' on a base object of type 'null instance'. res://addons/gut/gui/GutBottomPanel.gd|21| Invalid call. Nonexistent function 'get_rich_text_edit' in base 'MissingNode'. res://addons/gut/gui/GutBottomPanel.gd|52| Attempt to call function 'create_temp_directory' in base 'null instance' on a null instance. res://addons/gut/gui/GutBottomPanel.gd|317| Invalid access to property or key 'run_results' on a base object of type 'Nil'. res://addons/gut/gui/GutBottomPanel.gd|99| Invalid access to property or key 'shortcut_dialog' on a base object of type 'Nil'. Checked out gut tag v9.3.0 and replaced our addons/gut/ folder with their addons/gut/ folder. When running, gut tells us it's copying our config to use as a template, but I don't think we want to delete the template because all repo devs should use it: || GUT Info: Copying [res://.gut_editor_config.json] to [user://gut_temp_directory/gut_editor_config.json] || GUT Warning: File [res://.gut_editor_config.json] has been moved to [user://gut_temp_directory/gut_editor_config.json]. || You can delete res://.gut_editor_config.json || GUT Info: Copying [res://.gut_editor_shortcuts.cfg] to [user://gut_temp_directory/gut_editor_shortcuts.cfg] || GUT Warning: File [res://.gut_editor_shortcuts.cfg] has been moved to [user://gut_temp_directory/gut_editor_shortcuts.cfg]. || You can delete res://.gut_editor_shortcuts.cfg || GUT got some new images that are not imported yet. Please restart Godot. The Gut editor panel seems to work and I can run tests (they don't all pass).
Upgrade gut to v9.3.0, include `.import` files, update .gitignore
CardTemplate's _tween is a WeakRef and not a Tween. Also resets the project.godot to the compat renderer
Thanks for doing this. If you're still working on this, why not keep it as draft? |
Removes awaiting tweens and provides a unique name for each popup
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The previous PR #182 for this matter was lacking quite a bit of work.
This conversion fixes all of the compile-time errors, and a significant portion of run-time errors. From this, I think you should be able to make a working version of your own card game. It might work on earlier versions, but I'm only using stable for now.
Here's what still needs to be done, broken down into categories:
GUT
yield_for
andyield_to
are now deprecated and should be changed towait_for_signal
wait_seconds
.DEMO / BASE SCENES
REWRITES
super._ready()
Many issues stemmed from the fact that lifecycle functions no longer call their super version of those functions. The fix for this means that every derived class needs to usesuper._ready()
as the first line in their_ready()
, which also means that users will need to do that in their derived classes. Some way to rewrite these classes to prevent that would be nice for the end user.$VBC/Focus
is a PopUpPanel node. This node used to be a Control but is now a Window - which means there is no 'modulate' property. If we want to continue the soft fade in/out either a way using Window should be done, or it should be changed to a different node type. It might need a re-write with the change. Also note the effect on test_piles.gd:95class_name
of a script object. I think it would be able to simplify logic in a few places.SPECIFIC
These may or may not address other listed items
pre_sorted_order
is never given a valueis not
andis !
are not allowed in syntax). It can be fixed when 4.3 is releasedOTHER
@onready var _tween = create_tween()
not being in a function)There may be more things.
My intention is to keep working on it, but I wanted to share the "working" version for feedback and collaboration.