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For the avoidance of doubt, this paragraph does not form part of the public licenses. 172 | > 173 | > Creative Commons may be contacted at creativecommons.org 174 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Migration notes Godot 2 -> Godot 3 2 | 3 | Notes for migrating Godot 2 code to Godot 3. 4 | 5 | ## Contributing 6 | 7 | If you have found something yourself, please fork this repository, edit this file and place your notes at a fitting chapter. Then send a pull request. You can also use Github's own "Edit file"-feature. Thanks for contributing. 8 | 9 | List of current contributors: 10 | 11 | * @Kriet108 12 | * @ghost 13 | * @pwab 14 | * @swenner 15 | * @dploeger 16 | 17 | # engine.cfg -> project.godot 18 | 19 | engine.cfg was renamed to project.godot (@cbscribe) 20 | 21 | ## _process, _input 22 | 23 | _process, _input etc will be called by default if they are present in the script 24 | 25 | ## is_action_just_pressed 26 | 27 | In some cases, particularly in _physics_process or _process, you may need is_action_just_pressed rather than is_action_pressed (and likewise for is_action_just_released). note: this is unverified/unexplored 28 | 29 | ## Enums 30 | 31 | You can [export enums](https://github.com/godotengine/godot/pull/12952) now. 32 | 33 | ## Dictionaries 34 | 35 | Dictionaries will be sorted by key insertion order when using a for loop to iterate over them. So if you load some JSON you will get keys in the same order as in the JSON file. (ref https://godotengine.org/qa/11570/will-gdscript-change-in-godot-3-0) 36 | 37 | ## Loops 38 | 39 | for i in 10: print(i) # like Cobra, yay! 40 | 41 | ## match statement 42 | http://docs.godotengine.org/en/latest/learning/scripting/gdscript/gdscript_basics.html#match 43 | 44 | ## Feature tags 45 | Platform-specific [project settings via feature tags](https://twitter.com/reduzio/status/887337781642616832?lang=en). 46 | 47 | ## Named Physics layers 48 | 49 | Physics layers, both 2D and 3D, can now be named in the settings 50 | 51 | ## Signals 52 | 53 | Some signal names have been changed. They mostly moved from present tense to past tense: 54 | 55 | * mouse_enter => mouse_entered 56 | * mouse_exit => mouse_exited 57 | * input_event => gui_input 58 | * _on_ScaleTween_tween_complete => _on_ScaleTween_tween_completed 59 | 60 | * PopupMenu: item_pressed => id_pressed 61 | * Node: tree_exited => tree_exiting 62 | * tree_exited still exists, but refers to, when then node finally exited the tree. tree_exiting is emitted while the node is exiting the tree. 63 | * AnimationPlayer: finished() => animation_finished(animation_name) 64 | * AnimatedSprite: finished() => animation_finished() 65 | * RigidBody2D: body_enter_shape(...) => body_shape_entered() 66 | 67 | ## Audio Engine 68 | 69 | [Big changes in the audio engine](https://godotengine.org/article/godot-30-new-internals-progress-report-4) 70 | 71 | * audio engine has named buses 72 | * built-in effects can be assigned to each bus. to-do: example 73 | * 3 audio nodes: 74 | * AudioPlayer, which is a generic player. 75 | * AudioSource, which works for 3D positional audio. 76 | * AudioSource2D, which is the same but for 2D. 77 | 78 | ## Import changes 79 | 80 | [Overhauled import process](https://godotengine.org/article/godot-30-new-internals-progress-report-4) 81 | 82 | * v3 can automatically import many types of assets, placed directly in the project, resulting in fewer steps for developers 83 | * new import dock to change options, located next to "Scene" tab 84 | 85 | ## Images as StreamTextures 86 | 87 | Images are now available as StreamTextures. ImageTextures only exist for compatibility reasons and scripting. 88 | 89 | ## Font extension 90 | 91 | Bitmap font .fnt files now have the extension .font. 92 | 93 | ## API changes 94 | 95 | ### Forbidden variable names (@puppetmaster-) 96 | 97 | Most commonly used variable designations that are now internal used in Godot 3 98 | * Node2D 99 | * material 100 | * scale 101 | * position 102 | * transform 103 | * z (open pull request) 104 | * texture 105 | * offset 106 | * frame 107 | * color 108 | * energy 109 | * mode 110 | * Spatial 111 | * scale 112 | * rotation 113 | * transform 114 | * size 115 | * text 116 | * name 117 | * filename 118 | * owner 119 | * char 120 | 121 | ### Direct accessors 122 | 123 | Getters and Setters are used directly now using property modification, so i.e. get_position/set_position should be used as position now. (@NullConstant) 124 | 125 | Additionally, subproperties can be directly accessed and modified now. So position.x is directly changeable and doesn't need to be set using a helper variable. (@mrcdk) 126 | 127 | 128 | ### _fixed_process -> _physics_process: 129 | 130 | * v2: func _fixed_process(delta): 131 | * v3: func _physics_process(delta): 132 | 133 | ### Position 134 | 135 | * v2: set_pos(get_pos().x + 10, get_pos().y) 136 | * v3: position.x += 10 137 | 138 | ### Node syntax 139 | 140 | * v2: get_node('fooBar') # still works in v3, but I'll only use with a variable arg rather than literal 141 | * v3: 142 | * $fooBar 143 | * $/root/baz/buzz (use quotes around the expression, if path contains a whitespace) (@cbscribe) 144 | * $SomeLabel.text = '...' 145 | 146 | ### position, rotation 147 | 148 | * v2: pos, rot, etc. 149 | * v3: position, rotation, etc. 150 | 151 | ### Globals => ProjectSettings 152 | 153 | * v2: Globals.get('foo') 154 | * v3: ProjectSettings.get('foo') 155 | 156 | ### set_network_mode => set_network_master 157 | 158 | * v2: node.set_network_mode(MASTER|SLAVE) 159 | * v3: node.set_network_master(PEER_ID) 160 | 161 | ### viewport.get_rect not available anymore 162 | 163 | Use get_visible_rect instead 164 | 165 | ### extends -> is 166 | 167 | Use `is` instead of `extends` when checking if object is of the specified type. 168 | Use `extends` when inheriting a class (same as v2). 169 | * v2: if x extends y: 170 | * v3: if x is y: 171 | 172 | ### Boolean must be explicitly cast to integer 173 | 174 | * v2: print(true + 1) 175 | * v3: print(int(true) + 1) 176 | 177 | ### KinematicBody2D (@gururise) 178 | 179 | * v2: move(Vector2) 180 | * v3: move_and_slide(Vector2) 181 | 182 | ### RawArray -> PoolByteArray (@mhilbrunner) 183 | 184 | RawArray is PoolByteArray now 185 | 186 | ### New Array types 187 | 188 | * Vector2Array is now PoolVector2Array 189 | * Vector3Array is now PoolVector3Array 190 | * ColorArray is now PoolColorArray 191 | 192 | ### z => z_index 193 | 194 | * [Parameter "z" is renamed to "z\_index" on Node2D](https://github.com/godotengine/godot/pull/15191) (@Jerome67000) 195 | 196 | ### Image & InputEvent -> Resource 197 | 198 | InputEvent and Image are now Resource 199 | 200 | ### InputEvent changes 201 | 202 | InputEvent::type was removed. "is InputEventKey", "is InputEventMouseMotion" etc. should be used. InputEventMouseMotion::pos was renamed to InputEventMouseMotion::postion 203 | 204 | ### Matrix3 -> Basis 205 | 206 | Matrix3 is renamed to Basis 207 | 208 | ### Matrix32 -> Transform2D 209 | 210 | Matrix32 is renamed to Transform2D 211 | 212 | ### Patch9Frame -> NinePatchRect 213 | 214 | Patch9Frame is renamed to NinePatchRect 215 | 216 | ### opacity -> modulate.a 217 | 218 | Use `modulate.a` when referring to the opacity of a CanvasItem 219 | 220 | ### Dictionary.to\_json -> to\_json 221 | 222 | `from_json` and `to_json` are now built-in (@GDScript) 223 | 224 | ### No more ERR\_WTF 225 | 226 | ERR\_WTF is deprecated in v3 227 | 228 | ### Key constant changes 229 | 230 | * Main enter/return (16777221): KEY\_RETURN is renamed to KEY\_ENTER 231 | * Numpad enter (16777222): KEY\_ENTER is renamed to KEY\_KP\_ENTER 232 | * Old KEY\_KP\_ENTER constant (16777344) is deprecated 233 | 234 | ### Singleton changes 235 | 236 | Short singleton names are deprecated: AS, PS, PS2D, SS, SS2D, TS, VS 237 | 238 | ### ColorRamp -> Gradient 239 | 240 | v3 also removes all of the 's' functions (get_colors, get_offsets, set_colors, set_offsets) that operated on Array built-ins. 241 | 242 | ### Property changes 243 | 244 | From: https://github.com/godotengine/godot/pull/15611#issue-287951575 245 | 246 | * PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL 247 | * AnimationPlayer.playback/play became AnimationPlayer.current_animation, with a backward-compatibility fallback. I think I tested this part, but slight bugs are possible. 248 | * Node.filename, Node.name and Node.owner might generate some GDScript errors about shadowing. 249 | * ScrollContainer.h_scroll and ScrollContainer.v_scroll are now scroll_horizontal_enabled and scroll_vertical_enabled. 250 | * CanvasLayer.rotation and Polygon2D.texture_rotation were in degrees, while the new property is in radians. Likely to break a few projects. 251 | * Used OS.window_borderless instead of OS.borderless_window, so we might add a group at a later point. 252 | * Unbound TextEdit.set_max_chars, but added potential bindings for later on, since it wasn't used anywhere. Now I see there is an issue for set_wrap as well, might unbind it as well... 253 | 254 | ### Method changes 255 | 256 | Spatial::look_at_from_pos(pos, target, up) was renamed to look_at_from_position(pos, target, up) 257 | 258 | ### Shape owners 259 | 260 | `CollisionObject` and `CollisionObject2D` now have the concept of "shape owners". These are referring to the `CollisionShape`/`CollisionShape2D` objects underneath them. As far as I understand it, each shape owner currently only has one `Shape`/`Shape2D` with the shape_id 0. 261 | --------------------------------------------------------------------------------