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Godot 4.0 Things #384

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21 tasks done
bitwes opened this issue Aug 3, 2022 · 2 comments
Closed
21 tasks done

Godot 4.0 Things #384

bitwes opened this issue Aug 3, 2022 · 2 comments
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Godot 4.0 Issues related to Godot 4.0

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@bitwes
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bitwes commented Aug 3, 2022

Here's a list of stuff that will have to be addressed, I tired of creating a bunch of issues.

  • OS.get_unix_time() Does not exist
  • GDScriptFunctionState changed
  • list_dir_begin changed
  • JSON.print doesn't exist, changed to stringify
  • parse_json doesn't exist
  • if(!newone is Reference): Reference does not exist.
  • the return of get_data in JSON has changed to be an Variant or null.
  • .pressed became .button_pressed on all buttons.
  • String.find_last does not exist anymore.
  • Cannot use await with signals added via add_user_signal. You must use the signal keyword.
  • Checking a thing to see if it is null by using ! does not work anymore. Probably never should have been used, but I evidently did in some places to see if a dictionary was null if(!_summary):.
  • 'Invalid set index 'exit_code' (on base: 'OS') with value of type 'int'.'
  • The auto converter changed remove on a Directory object to remove_at because it thought it was an array or something.
  • str on freed objects changed: [Failed]: ["[Freed Object]"] expected to equal ["[Deleted Object]"]:
  • The flags for methods have changed. The double logic has to change to use the new flags or no methods are found.
  • Methods local to a script are now retrieved with get_script_method_list, they are not in get_method_list. They each appear to have a flag of 1. There also appears to be more information about parameters and maybe defaults than 3.x has.
  • Calling super's method now requires super. instead of just the ..
  • Currently cannot double objects that have methods that await. Since the result of the call to super is returned, Godot errors saying that the method is a coroutine and must be called with await. Could just await every call to super.
  • comparator.gd and test.gd have to be updated to know that they can compare TYPE_STRING to TYPE_STRING_NAME.
  • GDScript.reload generates ERROR: Attempt to open script '' resulted in error 'File not found'. for doubles. Created issue GDScript reload generates error when created dynamically (no backing script) godotengine/godot#65263
  • inst2dict renamed to inst_to_dict
@russmatney
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Maybe you've moved on from this checklist, but if it's helpful, i was meandering and just ran into this last item yesterday: 'Invalid set index 'exit_code' (on base: 'OS') with value of type 'int'.' exit_code is no longer an OS property - instead SceneTree.quit() now takes an int exit_code directly, defaulting to 0.

@bitwes
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bitwes commented Jan 16, 2024

exit code was changed to be passed to quit.

@bitwes bitwes closed this as completed Jan 16, 2024
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