Converted the project as far as possible through the built-in 3to4 converter.
Updated .gitignore to take Godot 4 cache folder (Project/.godot/) into account.
Updated logic where method signature or naming has changed (e.g. for raycasting).
Updated comment formatting in scripts to utilize the new auto-documentation mechanic.
Added super() to overridden virtual methods that were implicitly calling their inherited methods in Godot 3.
Fixed most of UI layout issues that went broken due to renamed properties.
Replaced Vector2/Vector3 with Vector2i/Vector3i where reasonable.
Turned export variables to use nodes directly instead of NodePaths as required in Godot 3.
Changed folder structure - in particular everything inside Assets/UI - to be more self-explanatory.
Additionally to the step above - merged related scenes and scripts together to attempt a more semantical approach instead of big isolated Scenes/Scripts folders. Assets being used by many different assets could still be stored in a separate folder like 'Shared' or 'Common' on a higher level in the directory hierarchy.
Created a res://Editor/ folder for editor exclusive content. For now it will be only used for storing icons for custom scripted nodes to make them better recognizable in the scene dock. You can add an icon to a custom node like that:
Also there's a Unknown Horizons.profile for the 'manage editor features' menu that allows to hide engine features not used for the project most likely (like all of the 2D nodes in the case of UH). This is optional and can be used for example by Godot beginners who wish to experience less noise in the editor user interface.
Updated description in the repository to add/rewrite a few notes and reflect the currently used Godot version.
Converted the project as far as possible through the built-in 3to4 converter.
Updated .gitignore to take Godot 4 cache folder (Project/.godot/) into account.
Updated logic where method signature or naming has changed (e.g. for raycasting).
Updated comment formatting in scripts to utilize the new auto-documentation mechanic.
Added
super()
to overridden virtual methods that were implicitly calling their inherited methods in Godot 3.Fixed most of UI layout issues that went broken due to renamed properties.
Replaced
Vector2
/Vector3
withVector2i
/Vector3i
where reasonable.Turned export variables to use nodes directly instead of NodePaths as required in Godot 3.
Changed folder structure - in particular everything inside
Assets/UI
- to be more self-explanatory.Additionally to the step above - merged related scenes and scripts together to attempt a more semantical approach instead of big isolated Scenes/Scripts folders. Assets being used by many different assets could still be stored in a separate folder like 'Shared' or 'Common' on a higher level in the directory hierarchy.
Created a
res://Editor/
folder for editor exclusive content. For now it will be only used for storing icons for custom scripted nodes to make them better recognizable in the scene dock. You can add an icon to a custom node like that:Also there's a
Unknown Horizons.profile
for the 'manage editor features' menu that allows to hide engine features not used for the project most likely (like all of the 2D nodes in the case of UH). This is optional and can be used for example by Godot beginners who wish to experience less noise in the editor user interface.Updated description in the repository to add/rewrite a few notes and reflect the currently used Godot version.