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Version number in conversion prompt is 4.0 but might be current version, or 4.x #79276

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timkrief opened this issue Jul 10, 2023 · 2 comments · Fixed by #79277
Closed

Version number in conversion prompt is 4.0 but might be current version, or 4.x #79276

timkrief opened this issue Jul 10, 2023 · 2 comments · Fixed by #79277

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@timkrief
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Godot version

4.1.stable.flathub

System information

Ubuntu 22

Issue description

I'm converting my project and just caught the version 4.0 in "to work in Godot 4.0" instead of current version. I'm not sure if it's intended but I feel like it would make more sense to have current version or just 4.x

image

Steps to reproduce

Try converting a project to Godot 4 from Godot 3

Minimal reproduction project

Default Godot 3 project opened with Godot 4

@AThousandShips
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This could be done by just writing "4.x", or using the defines in core/version.h to get the version number as a string, using VERSION_BRANCH

@akien-mga
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akien-mga commented Jul 10, 2023

Just "Godot 4" is likely fine.

Some more worth changing too:

modules/gdscript/tests/scripts/parser/errors/yield_instead_of_await.out
2:"yield" was removed in Godot 4.0. Use "await" instead.

modules/gdscript/gdscript_parser.cpp
3232:   push_error(R"("yield" was removed in Godot 4.0. Use "await" instead.)");

platform/uwp/export/export_plugin.cpp
134:    // has not been ported for Godot 4.0. This is skipped in DEV_ENABLED so that
136:    r_error = "The UWP platform is currently not supported in Godot 4.0.\n";
183:    // has not been ported for Godot 4.0. This is skipped in DEV_ENABLED so that
185:    r_error = "The UWP platform is currently not supported in Godot 4.0.\n";

editor/project_manager.cpp
3101:           ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Godot 3.x to work in Godot 4.0.\n\nNote that this is a best-effort conversion, i.e. it makes upgrading the project easier, but it will not open out-of-the-box and will still require manual adjustments.\n\nIMPORTANT: Make sure to backup your project before converting, as this operation makes it impossible to open it in older versions of Godot."));

editor/project_converter_3_to_4.cpp
339:            String converter_text = "; Project was converted by built-in tool to Godot 4.0";
539:            String conventer_text = "; Project was converted by built-in tool to Godot 4.0";
860:    valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
861:    valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide( a, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
862:    valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide_with_snap( a, g, b, c, d, e, f )) # Roman", "\tr.set_velocity(a)\n\t# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `g`\n\tr.set_up_direction(b)\n\tr.set_floor_stop_on_slope_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
863:    valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide_with_snap( a, g, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\t# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `g`\n\tset_up_direction(b)\n\tset_floor_stop_on_slope_enabled(c)\n\tset_max_slides(d)\n\tset_floor_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
1152:                           ERR_PRINT(vformat("Class \"%s\" exists in Godot 4.0, so it cannot be renamed to something else.", old_class));
1158:                           ERR_PRINT(vformat("Class \"%s\" does not exist in Godot 4.0, so it cannot be used in the conversion.", old_class));
1835:                                   line_new += starting_space + "# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `" + parts[5] + "`\n";
1866:                                   line_new += starting_space + "# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `" + parts[1] + "`\n";
1891:                                   line_new += starting_space + "# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `" + parts[6] + "`\n";

SConstruct
300:        print('Platform "osx" has been renamed to "macos" in Godot 4.0. Building for platform "macos".')
307:        print('Platform "iphone" has been renamed to "ios" in Godot 4.0. Building for platform "ios".')
314:        print('Platform "x11" has been renamed to "linuxbsd" in Godot 4.0. Building for platform "linuxbsd".')

I guess I'll take this :)

@akien-mga akien-mga added this to the 4.2 milestone Jul 10, 2023
YuriSizov pushed a commit to YuriSizov/godot that referenced this issue Jul 10, 2023
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