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Change explicit 'Godot 4.0' references to 'Godot 4'

Fixes #79276.

(cherry picked from commit 8a06ec979e03a056d75bc484e24955e562099ace)
Rémi Verschelde 2 years ago
parent
commit
29b4ee3d97

+ 3 - 3
SConstruct

@@ -297,21 +297,21 @@ else:
 if selected_platform in ["macos", "osx"]:
 if selected_platform in ["macos", "osx"]:
     if selected_platform == "osx":
     if selected_platform == "osx":
         # Deprecated alias kept for compatibility.
         # Deprecated alias kept for compatibility.
-        print('Platform "osx" has been renamed to "macos" in Godot 4.0. Building for platform "macos".')
+        print('Platform "osx" has been renamed to "macos" in Godot 4. Building for platform "macos".')
     # Alias for convenience.
     # Alias for convenience.
     selected_platform = "macos"
     selected_platform = "macos"
 
 
 if selected_platform in ["ios", "iphone"]:
 if selected_platform in ["ios", "iphone"]:
     if selected_platform == "iphone":
     if selected_platform == "iphone":
         # Deprecated alias kept for compatibility.
         # Deprecated alias kept for compatibility.
-        print('Platform "iphone" has been renamed to "ios" in Godot 4.0. Building for platform "ios".')
+        print('Platform "iphone" has been renamed to "ios" in Godot 4. Building for platform "ios".')
     # Alias for convenience.
     # Alias for convenience.
     selected_platform = "ios"
     selected_platform = "ios"
 
 
 if selected_platform in ["linux", "bsd", "x11"]:
 if selected_platform in ["linux", "bsd", "x11"]:
     if selected_platform == "x11":
     if selected_platform == "x11":
         # Deprecated alias kept for compatibility.
         # Deprecated alias kept for compatibility.
-        print('Platform "x11" has been renamed to "linuxbsd" in Godot 4.0. Building for platform "linuxbsd".')
+        print('Platform "x11" has been renamed to "linuxbsd" in Godot 4. Building for platform "linuxbsd".')
     # Alias for convenience.
     # Alias for convenience.
     selected_platform = "linuxbsd"
     selected_platform = "linuxbsd"
 
 

+ 23 - 23
editor/project_converter_3_to_4.cpp

@@ -336,7 +336,7 @@ bool ProjectConverter3To4::convert() {
 	// Checking if folder contains valid Godot 3 project.
 	// Checking if folder contains valid Godot 3 project.
 	// Project should not be converted more than once.
 	// Project should not be converted more than once.
 	{
 	{
-		String converter_text = "; Project was converted by built-in tool to Godot 4.0";
+		String converter_text = "; Project was converted by built-in tool to Godot 4";
 
 
 		ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current working directory doesn't contain a \"project.godot\" file for a Godot 3 project.");
 		ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current working directory doesn't contain a \"project.godot\" file for a Godot 3 project.");
 
 
@@ -536,7 +536,7 @@ bool ProjectConverter3To4::validate_conversion() {
 	// Checking if folder contains valid Godot 3 project.
 	// Checking if folder contains valid Godot 3 project.
 	// Project should not be converted more than once.
 	// Project should not be converted more than once.
 	{
 	{
-		String conventer_text = "; Project was converted by built-in tool to Godot 4.0";
+		String conventer_text = "; Project was converted by built-in tool to Godot 4";
 
 
 		ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current directory doesn't contain any Godot 3 project");
 		ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current directory doesn't contain any Godot 3 project");
 
 
@@ -857,16 +857,16 @@ bool ProjectConverter3To4::test_conversion(RegExContainer &reg_container) {
 	valid = valid && test_conversion_gdscript_builtin("\tif OS.get_borderless_window(): pass", "\tif get_window().borderless: pass", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("\tif OS.get_borderless_window(): pass", "\tif get_window().borderless: pass", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("\tOS.set_borderless_window(Settings.borderless)", "\tget_window().borderless = (Settings.borderless)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("\tOS.set_borderless_window(Settings.borderless)", "\tget_window().borderless = (Settings.borderless)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 
 
-	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);
-	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);
-	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);
-	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);
+	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# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
+	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# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
+	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# TODOConverter3To4 looks that snap in Godot 4 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# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.velocity) # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
+	valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide_with_snap( a, g, b, c, d, e, f ) # Roman", "\tset_velocity(a)\n\t# TODOConverter3To4 looks that snap in Godot 4 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# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `f`\n\tmove_and_slide() # Roman", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 
 
 	valid = valid && test_conversion_gdscript_builtin("remove_and_slide(a,b,c,d,e,f)", "remove_and_slide(a,b,c,d,e,f)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("remove_and_slide(a,b,c,d,e,f)", "remove_and_slide(a,b,c,d,e,f)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 
 
-	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a , b )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
-	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
-	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
+	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a , b )", "list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
+	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a )", "list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
+	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( )", "list_dir_begin() # TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 
 
 	valid = valid && test_conversion_gdscript_builtin("sort_custom( a , b )", "sort_custom(Callable(a, b))", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("sort_custom( a , b )", "sort_custom(Callable(a, b))", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 
 
@@ -874,9 +874,9 @@ bool ProjectConverter3To4::test_conversion(RegExContainer &reg_container) {
 
 
 	valid = valid && test_conversion_gdscript_builtin("draw_line(1, 2, 3, 4, 5)", "draw_line(1, 2, 3, 4)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("draw_line(1, 2, 3, 4, 5)", "draw_line(1, 2, 3, 4)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 
 
-	valid = valid && test_conversion_gdscript_builtin("\timage.lock()", "\tfalse # image.lock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
-	valid = valid && test_conversion_gdscript_builtin("\timage.unlock()", "\tfalse # image.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
-	valid = valid && test_conversion_gdscript_builtin("\troman.image.unlock()", "\tfalse # roman.image.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
+	valid = valid && test_conversion_gdscript_builtin("\timage.lock()", "\tfalse # image.lock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
+	valid = valid && test_conversion_gdscript_builtin("\timage.unlock()", "\tfalse # image.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
+	valid = valid && test_conversion_gdscript_builtin("\troman.image.unlock()", "\tfalse # roman.image.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("\tmtx.lock()", "\tmtx.lock()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("\tmtx.lock()", "\tmtx.lock()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("\tmutex.unlock()", "\tmutex.unlock()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("\tmutex.unlock()", "\tmutex.unlock()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 
 
@@ -998,7 +998,7 @@ bool ProjectConverter3To4::test_conversion(RegExContainer &reg_container) {
 
 
 	valid = valid && test_conversion_gdscript_builtin("apply_force(position, impulse)", "apply_force(impulse, position)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("apply_force(position, impulse)", "apply_force(impulse, position)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("apply_impulse(position, impulse)", "apply_impulse(impulse, position)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("apply_impulse(position, impulse)", "apply_impulse(impulse, position)", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
-	valid = valid && test_conversion_gdscript_builtin("draw_rect(a,b,c,d,e).abc", "draw_rect(a, b, c, d).abc# e) TODOGODOT4 Antialiasing argument is missing", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
+	valid = valid && test_conversion_gdscript_builtin("draw_rect(a,b,c,d,e).abc", "draw_rect(a, b, c, d).abc# e) TODOConverter3To4 Antialiasing argument is missing", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("get_focus_owner()", "get_viewport().gui_get_focus_owner()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("get_focus_owner()", "get_viewport().gui_get_focus_owner()", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("button.pressed = 1", "button.button_pressed = 1", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("button.pressed = 1", "button.button_pressed = 1", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("button.pressed=1", "button.button_pressed=1", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
 	valid = valid && test_conversion_gdscript_builtin("button.pressed=1", "button.button_pressed=1", &ProjectConverter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
@@ -1149,13 +1149,13 @@ bool ProjectConverter3To4::test_array_names() {
 
 
 			// Light2D, Texture, Viewport are special classes(probably virtual ones).
 			// Light2D, Texture, Viewport are special classes(probably virtual ones).
 			if (ClassDB::class_exists(StringName(old_class)) && old_class != "Light2D" && old_class != "Texture" && old_class != "Viewport") {
 			if (ClassDB::class_exists(StringName(old_class)) && old_class != "Light2D" && old_class != "Texture" && old_class != "Viewport") {
-				ERR_PRINT(vformat("Class \"%s\" exists in Godot 4.0, so it cannot be renamed to something else.", old_class));
+				ERR_PRINT(vformat("Class \"%s\" exists in Godot 4, so it cannot be renamed to something else.", old_class));
 				valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI.
 				valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI.
 			}
 			}
 
 
 			// Callable is special class, to which normal classes may be renamed.
 			// Callable is special class, to which normal classes may be renamed.
 			if (!ClassDB::class_exists(StringName(new_class)) && new_class != "Callable") {
 			if (!ClassDB::class_exists(StringName(new_class)) && new_class != "Callable") {
-				ERR_PRINT(vformat("Class \"%s\" does not exist in Godot 4.0, so it cannot be used in the conversion.", old_class));
+				ERR_PRINT(vformat("Class \"%s\" does not exist in Godot 4, so it cannot be used in the conversion.", old_class));
 				valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI.
 				valid = false; // This probably should be only a warning, but not 100% sure - this would need to be added to CI.
 			}
 			}
 		}
 		}
@@ -1630,8 +1630,8 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
 	// With longer lines, doing so can sometimes be significantly faster.
 	// With longer lines, doing so can sometimes be significantly faster.
 
 
 	if ((line.contains(".lock") || line.contains(".unlock")) && !line.contains("mtx") && !line.contains("mutex") && !line.contains("Mutex")) {
 	if ((line.contains(".lock") || line.contains(".unlock")) && !line.contains("mtx") && !line.contains("mutex") && !line.contains("Mutex")) {
-		line = reg_container.reg_image_lock.sub(line, "false # $1.lock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true);
-		line = reg_container.reg_image_unlock.sub(line, "false # $1.unlock() # TODOConverter40, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true);
+		line = reg_container.reg_image_lock.sub(line, "false # $1.lock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true);
+		line = reg_container.reg_image_unlock.sub(line, "false # $1.unlock() # TODOConverter3To4, Image no longer requires locking, `false` helps to not break one line if/else, so it can freely be removed", true);
 	}
 	}
 
 
 	// PackedStringArray(req_godot).join('.') -> '.'.join(PackedStringArray(req_godot))       PoolStringArray
 	// PackedStringArray(req_godot).join('.') -> '.'.join(PackedStringArray(req_godot))       PoolStringArray
@@ -1832,7 +1832,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
 
 
 				// infiinite_interia
 				// infiinite_interia
 				if (parts.size() >= 6) {
 				if (parts.size() >= 6) {
-					line_new += starting_space + "# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `" + parts[5] + "`\n";
+					line_new += starting_space + "# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `" + parts[5] + "`\n";
 				}
 				}
 
 
 				line_new += starting_space + base_obj + "move_and_slide()";
 				line_new += starting_space + base_obj + "move_and_slide()";
@@ -1863,7 +1863,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
 
 
 				// snap
 				// snap
 				if (parts.size() >= 2) {
 				if (parts.size() >= 2) {
-					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";
+					line_new += starting_space + "# TODOConverter3To4 looks that snap in Godot 4 is float, not vector like in Godot 3 - previous value `" + parts[1] + "`\n";
 				}
 				}
 
 
 				// up_direction
 				// up_direction
@@ -1888,7 +1888,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
 
 
 				// infiinite_interia
 				// infiinite_interia
 				if (parts.size() >= 7) {
 				if (parts.size() >= 7) {
-					line_new += starting_space + "# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `" + parts[6] + "`\n";
+					line_new += starting_space + "# TODOConverter3To4 infinite_inertia were removed in Godot 4 - previous value `" + parts[6] + "`\n";
 				}
 				}
 
 
 				line_new += starting_space + base_obj + "move_and_slide()";
 				line_new += starting_space + base_obj + "move_and_slide()";
@@ -1919,7 +1919,7 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
 		int start = line.find("list_dir_begin(");
 		int start = line.find("list_dir_begin(");
 		int end = get_end_parenthesis(line.substr(start)) + 1;
 		int end = get_end_parenthesis(line.substr(start)) + 1;
 		if (end > -1) {
 		if (end > -1) {
-			line = line.substr(0, start) + "list_dir_begin() " + line.substr(end + start) + "# TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547";
+			line = line.substr(0, start) + "list_dir_begin() " + line.substr(end + start) + "# TODOConverter3To4 fill missing arguments https://github.com/godotengine/godot/pull/40547";
 		}
 		}
 	}
 	}
 
 
@@ -2203,14 +2203,14 @@ void ProjectConverter3To4::process_gdscript_line(String &line, const RegExContai
 			}
 			}
 		}
 		}
 	}
 	}
-	//  draw_rect(a,b,c,d,e)  ->   draw_rect(a,b,c,d)#e) TODOGODOT4 Antialiasing argument is missing
+	//  draw_rect(a,b,c,d,e)  ->   draw_rect(a,b,c,d)#e) TODOConverter3To4 Antialiasing argument is missing
 	if (contains_function_call(line, "draw_rect(")) {
 	if (contains_function_call(line, "draw_rect(")) {
 		int start = line.find("draw_rect(");
 		int start = line.find("draw_rect(");
 		int end = get_end_parenthesis(line.substr(start)) + 1;
 		int end = get_end_parenthesis(line.substr(start)) + 1;
 		if (end > -1) {
 		if (end > -1) {
 			Vector<String> parts = parse_arguments(line.substr(start, end));
 			Vector<String> parts = parse_arguments(line.substr(start, end));
 			if (parts.size() == 5) {
 			if (parts.size() == 5) {
-				line = line.substr(0, start) + "draw_rect(" + parts[0] + ", " + parts[1] + ", " + parts[2] + ", " + parts[3] + ")" + line.substr(end + start) + "# " + parts[4] + ") TODOGODOT4 Antialiasing argument is missing";
+				line = line.substr(0, start) + "draw_rect(" + parts[0] + ", " + parts[1] + ", " + parts[2] + ", " + parts[3] + ")" + line.substr(end + start) + "# " + parts[4] + ") TODOConverter3To4 Antialiasing argument is missing";
 			}
 			}
 		}
 		}
 	}
 	}

+ 1 - 1
editor/project_manager.cpp

@@ -3098,7 +3098,7 @@ ProjectManager::ProjectManager() {
 
 
 		ask_full_convert_dialog = memnew(ConfirmationDialog);
 		ask_full_convert_dialog = memnew(ConfirmationDialog);
 		ask_full_convert_dialog->set_autowrap(true);
 		ask_full_convert_dialog->set_autowrap(true);
-		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."));
+		ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Godot 3 to work in Godot 4.\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."));
 		ask_full_convert_dialog->connect("confirmed", callable_mp(this, &ProjectManager::_perform_full_project_conversion));
 		ask_full_convert_dialog->connect("confirmed", callable_mp(this, &ProjectManager::_perform_full_project_conversion));
 		add_child(ask_full_convert_dialog);
 		add_child(ask_full_convert_dialog);
 
 

+ 1 - 1
modules/gdscript/gdscript_parser.cpp

@@ -3229,7 +3229,7 @@ GDScriptParser::ExpressionNode *GDScriptParser::parse_type_test(ExpressionNode *
 }
 }
 
 
 GDScriptParser::ExpressionNode *GDScriptParser::parse_yield(ExpressionNode *p_previous_operand, bool p_can_assign) {
 GDScriptParser::ExpressionNode *GDScriptParser::parse_yield(ExpressionNode *p_previous_operand, bool p_can_assign) {
-	push_error(R"("yield" was removed in Godot 4.0. Use "await" instead.)");
+	push_error(R"("yield" was removed in Godot 4. Use "await" instead.)");
 	return nullptr;
 	return nullptr;
 }
 }
 
 

+ 1 - 1
modules/gdscript/tests/scripts/parser/errors/yield_instead_of_await.out

@@ -1,2 +1,2 @@
 GDTEST_PARSER_ERROR
 GDTEST_PARSER_ERROR
-"yield" was removed in Godot 4.0. Use "await" instead.
+"yield" was removed in Godot 4. Use "await" instead.

+ 4 - 4
platform/uwp/export/export_plugin.cpp

@@ -131,9 +131,9 @@ void EditorExportPlatformUWP::get_export_options(List<ExportOption> *r_options)
 bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
 bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates, bool p_debug) const {
 #ifndef DEV_ENABLED
 #ifndef DEV_ENABLED
 	// We don't provide export templates for the UWP platform currently as it
 	// We don't provide export templates for the UWP platform currently as it
-	// has not been ported for Godot 4.0. This is skipped in DEV_ENABLED so that
+	// has not been ported for Godot 4. This is skipped in DEV_ENABLED so that
 	// contributors can still test the pipeline if/when we can build it again.
 	// contributors can still test the pipeline if/when we can build it again.
-	r_error = "The UWP platform is currently not supported in Godot 4.0.\n";
+	r_error = "The UWP platform is currently not supported in Godot 4.\n";
 	return false;
 	return false;
 #endif
 #endif
 
 
@@ -180,9 +180,9 @@ bool EditorExportPlatformUWP::has_valid_export_configuration(const Ref<EditorExp
 bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
 bool EditorExportPlatformUWP::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
 #ifndef DEV_ENABLED
 #ifndef DEV_ENABLED
 	// We don't provide export templates for the UWP platform currently as it
 	// We don't provide export templates for the UWP platform currently as it
-	// has not been ported for Godot 4.0. This is skipped in DEV_ENABLED so that
+	// has not been ported for Godot 4. This is skipped in DEV_ENABLED so that
 	// contributors can still test the pipeline if/when we can build it again.
 	// contributors can still test the pipeline if/when we can build it again.
-	r_error = "The UWP platform is currently not supported in Godot 4.0.\n";
+	r_error = "The UWP platform is currently not supported in Godot 4.\n";
 	return false;
 	return false;
 #endif
 #endif