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refactor: Convert to Godot 4.1, remove binary data from scene files, …
…prevent spurious diffs, and fix load warnings (#30) * Convert to Godot 4.1, breaks compat with Godot 4.0 Godot 4.1 sadly includes a compat breaking change in the way .glb and .blend files with import hints like `-convcol` are imported, when they contain a trailing `.001` number generated by Blender. Godot doesn't support `.` in node names, and in 4.0 it would simply remove the invalid characters. In 4.1+, it replaces invalid characters with `_`. This creates a clash between the names of objects inherited from a .glb scene with local modifications in the Godot scene, leading to a lot of errors. I solved it by replacing the names manually in the scene files to match what Godot 4.1 will generate. The `res://.godot` folder generated with Godot 4.0 should be removed to force a clean reimport with Godot 4.1. * Remove binary data from grenade.tscn Had to disable "Reset On Save" on the AnimationPlayer as it would keep changing the `grenade.material` file every time a new session is saved. There's a Godot bug to investigate there, as there should be no change to the material when just resetting the value which is already the default. * Redo DestroyedBox.tscn by properly inheriting the .glb, removes binary data * Remove binary data from environment.tscn by properly importing meshes with physics And split navmesh to a separate binary file. * Remove binary data from Main.tscn by properly importing meshes with physics And move navmesh to a separate .res file, amd remove duplicate terrain geometry. * Remove unnecessary `@tool` keyword, deactivate AnimationTree in editor These changes aim at minimizing the random property changes in scene files and resources due to editor state changes. The AnimationTree issue seems to be a glaring flaw, unlike AnimationPlayer with its RESET track, it has no way to ensure that base properties don't get modified by what's playing in the editor, and it even serializes playback subresources. Also remove unused and corrupted smoke_ball.tres. * Fix missing `ext_resource` UIDs by resaving all scenes in Godot 4.1.1 * stabilize crates --------- Co-authored-by: Nathan Lovato <[email protected]>
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Original file line number | Diff line number | Diff line change |
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@@ -1,4 +1,4 @@ | ||
extends RigidBody3D | ||
extends Node3D | ||
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||
const FLYING_PIECES := 3 | ||
const THROW_STRENGTH := 500 | ||
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