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Initial conversion to Godot 4 #4936
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Updated third part and test folders Automatic asset changes
Mostly done simulation parameters Looked through the auto-evo file changes Updated the tutorial folder files Handled tools folder files Initial syntax conversion of thriveopedia, has broken method calls Handled the steam folder files Handle the stage starters Initial syntax conversion of space stage files Syntax conversion of society stage files Mostly just basic syntax upgrade on the saving folder Fixed native interop C# side files Syntax upgrade on the modding folder Upgraded benchmark files Upgraded late multicellular folder Initial upgrade of industrial stage Upgrade of early multicellular files Basic converion of awakening stage Basic conversion of ascension files Finished first pass of fixing up engine folder files First full round of converting the general folder files First part of gui_common file upgrades split as there's some really tricky files here to convert Auto updated font files Rest of GUI common initial conversion Fixe name / deletions Autogenerated font import settings Part of the microbe stage files upgraded One more group of microbe upgrade files done as a first draft probably one more commit to fully handle all the microbe files And the microbe systems this is really the last thing for today Here's the last microbe stage stuff initially converted didn't turn out that I could resist and stop after the previous commit Few more small leftover changes I had Updated a bunch of various stuff to compile some with bulk renames and partially manually
Added new caching localization wrapper (not done yet) and added using that which should fix a ton of localization errors, also various small manual fixes for random errors Fixed a few simple errors to get all of the errors to show up Text replaced Xform with *, and removed some unnecessary parentheses also from other parts of the code as that was easier to do automatically and I left the instances of removed parentheses where it didn't cause an unclear precedence warning Added the new Godot temporary folder to gitignore Upgrade kinematic mode code More small fixes before a bigger bulk edit Updated setup instructions to mention Godot 4 and some style stuff that will need to be different in 4.0 Mostly signal fixes but various other small fixes as well More small fixes all over, compiling image changes, and colour picker need to verify later that the flags that used to be set on the images work correctly Corrected most of remaining signal connections to compile advanced CustomDropDown conversion a bit more
Fixed one more signal connection Ported some drawing method calls, started a bit on font changes Added translations for controller button names fixed renamed control pressed variable Handled the missing notifications in Godot 4 Handled Popup changes to make CustomDropDown compile Added custom rich text fixes that don't remove the ascent font as I have not been able to test the new inline image rendering Switched the main website buttons container to call Popup which might be good enough Updated the .csproj file to be fully Godot 4 compatible
Removed assembly info that shouldn't be required with the new project format Fixed duplicate membrane and new microbe data definition Corrected a bunch of cases of string names in signal registrations Fixed two more references to the old margin_* name strings Fixed a few more shaders with SCREEN_TEXTURE errors
Did various manual copying and fixing for the thrive theme Enabled mip-maps for the social media icons Went through the settings to make sure all is fine and ported Auto updated default env by Godot
and I left other automated updates like they wanted to be Adjusted some main menu element font sizes
packaging is not converted yet Add a bit of code to skip main menu init if quitting doesn't seem to help but might in the future Allow loading SharedBase in Thrive
Fixed merged code from master in StartupActions.cs Updated string converter to match new nullability made the simulation parameters create a serialization settings Fixed TypeConverter attributes now not working without namespace that is explicitly defined Fixed PhotographablePreview.cs and a Math.Clamp error in CustomWindow Fixed disposed callbacks to native library Disabled harmony loading to avoid immediate crash
Made main menu also use typed arrays Switched all instances of Cancelled to Canceled to fix window close signals Fixed all references to the "hide" signal to be "hidden" Few fixes for warnings that show up in main menu
Forgot to commit this new thriveopedia file Switched some code references to refer to old margin names in styles as it seems it wasn't renamed there A few more abstract related fixes Removed usage of all abstract base classes to be compatible with Godot 4 that doesn't work with those anymore Removed Tween instances from scenes
Removed old font files that don't look like they'll ever be used Started on defining new font size files and using them Slide screen re-save Moved one more font config to the specific folder
Fixed iron materials not referencing the right textures anymore Fixed some other texture settings etc. import stuff Resaved all models to fix warnings, and fixed chunk dissolve as well as some other minor things in the scenes Tried to re-apply particle settings to mostly make them the same Added localization as an autoload like it should be Re-saved all .mesh files to get them to the new format to quieten some warnings
Fixed incorrect input names in MulticellularCamera.cs Fixed errors when opening new game settings Fixed xbox controller button warnings when going to options Fixed tooltip unregistering callbacks not working Resaved scenes with old shader_param names used Fixed C# exceptions when starting microbe stage Fixed life origin not being selected
Fixed screen read in Chromatic.gdshader Fixed the updated compound cloud plane math Don't show percentages in compound bars Turned on mipmaps for all textures again or at least most textures and icons One fine looking scene change
…what they should be Turned up default anisotropic filtering level Set background vram compression off to get rid of artifacts Fixed a bunch of organelle model related things Stage starter file reformatting
Fixed some editor GUI stuff
Flagellum wanted to do this change automatically Improved toxin particle effect back towards what it was Turned mipmaps on for terrain textures Added ID for toxin cloud resource
Fixed custom window title drawing Fixed crash sometimes triggering in getting thread count Fixed entity counts not showing in debug overlays Feed displayer font update, theme update for window title Fixed extra blank space in default tooltips Fixed options menu, and some other scene fonts Fixed some more font usages
that shouldn't be used anymore anywhere
Even more microbe HUD changes, it is now mostly complete Made custom rich text label compile but not embed images well
Revert "Fix Thriveopedia buttons' size and cell editor bottom left buttons' size" This reverts commit 5f87b45. Fix Thriveopedia top bar buttons' size Fix editor bottom left buttons' size
Revert "Fix Thriveopedia buttons' size and cell editor bottom left buttons' size" This reverts commit 5f87b45. Fix Thriveopedia top bar buttons' size Fix editor bottom left buttons' size
back in titles and buttons as the problem wasn't it but the fallback font for Arabic, also updated the lato font version
called Roboto for use when a mono font is called for in the game, added its license info as well
there's still some less critical GUI places not converted
and fixed errors when too big tooltips were attemtped to be positioned
and needing to use 4.2.2 Godot at minimum to have a chance to import stuff
which was now possible thanks to being on Godot 4, and removed some blank files that had appeared at some point
to allow much easier re-use of them. Didn't convert MulticellularHUD.tscn yet to this new way.
and deleted the old font files entirely that had issues with Godot 4
And upgraded submodules
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Brief Description of What This PR Does
Switches Thrive to use Godot 4 and gets the game basically working, but that's it. There's still a ton of work to be done before everything is again in good shape in Thrive.
Progress Checklist
Note: before starting this checklist the PR should be marked as non-draft.
break existing features:
https://wiki.revolutionarygamesstudio.com/wiki/Testing_Checklist
(this is important as to not waste the time of Thrive team
members reviewing this PR)
styleguide.
Before merging all CI jobs should finish on this PR without errors, if
there are automatically detected style issues they should be fixed by
the PR author. Merging must follow our
styleguide.