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upgrade to godot4 #67

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thoraxe opened this issue Mar 27, 2023 · 5 comments
Open

upgrade to godot4 #67

thoraxe opened this issue Mar 27, 2023 · 5 comments
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@thoraxe
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thoraxe commented Mar 27, 2023

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@RoddieKieley RoddieKieley self-assigned this Mar 31, 2023
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WIP branch issue67-godot4-upgrade

@RoddieKieley
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Current status is builds and runs. Ship shows up in sector shown as x,x as sector label is incorrect as of yet. Ship not movable yet. Some issues with how things were being instantiated from the scenegraph but nothing serious. Branch using comments //3to4 temporarily to mark things being worked on.

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The work in the branch is usable now. You can add multiple players on the server side, have one shoot the other, and the other die and be removed correctly.

Known left todo's:

  • x,x sector label. Could be related to Godot issue 73296?
  • missile flames not shown atm
  • seriLogger doesn't appear to work here, have been using GD.Print
  • cleanup of //3to4 comments and //GD.Print's

Would be good for someone else to give it a go at this point with Godot 4 and try it against the existing Godot 3.5.1 client project.

@thoraxe
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thoraxe commented Apr 18, 2023

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  • x,x default sector label removed and now 0,0 and other sector labels work after setting their position correctly.
  • forgot about the missiles! one less thing to debug :)
  • _seriLogger working well if using external debugger however Godot 4.0.1 itself doesn't connect to the running process at all, and thus no logging output or breakpoints etc. So local Godot 4.0.1 issue by the looks of it.
  • Cleaned up 3to4 comments and GD.Prints. Turned some GD.Prints into _seriLogger.Debugs for next steps.
  • Found and fixed the StarFieldRing scaling when the number of sectors expanded beyond it's borders. Update() from Node was being called on StarFieldRing which is no longer available so switched to calculating the ratio of change and using ApplyScale()

Will raise an associated PR for review as this is probably pretty close to being usable atm.

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