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/godot-version-migration

@57c9225

Full-history Godot version migration hub. Use when upgrading any Godot project toward the library target (currently 4.7)—from 1.x/2.x legacy eras through 3→4 and hop-by-hop 4.x minors—or finding Domain Skill-scoped migration notes. Trigger keywords: upgrade Godot, migrate Godot version, Godot 3 to 4, Godot 2 to 3, upgrading_to_godot, version migration, breaking changes, convert-3to4, TileMapLayer, AnimationMixer, engine.cfg, project.godot.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-version-migration

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references3d-materials.md

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Migration notes: godot-3d-materials

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

3.x → 4.0

Official: Upgrading from Godot 3 to Godot 4

  • SpatialMaterial → StandardMaterial3D.
  • StreamTexture → CompressedTexture2D (reimport).
  • ArrayMesh .res from 3.x incompatible — reimport source meshes.
  • ShaderMaterial: apply shader foundation 3→4 notes.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • RenderingServer.global_shader_parameter_get_list / RD shader version lists return Array[StringName].
  • RenderingDevice.draw_list_begin storage_textures typed as Array[RID].

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Mesh format upgrade — use Project → Tools → Upgrade Mesh Surfaces; Restart & Upgrade prevents downgrade (material slots may remap after upgrade).
  • ImporterMesh/MeshDataTool/SurfaceTool compression flag widths → uint64.
  • RenderingDevice BarrierMask enum values changed.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Reverse Z depth — update spatial/custom shaders on StandardMaterial3D overrides and depth-based effects.
  • Decal modulate converted sRGB→linear — emissive/decal material tints shift; rebalance albedo/emission pairs.
  • RenderingDevice barrier/draw_list API simplified (post_barrier params removed).

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • RenderingDevice.draw_list_begin signature overhauled (params removed + breadcrumb).
  • Shader default texture parameter types use Texture / TextureLayered.
  • VisualShaderNodeVec4Constant input type → Vector4 — recreate material graph constants.
  • VisualShader cubemap / Texture2DArray nodes use TextureLayered.
  • CSG uses Manifold — non-manifold CSG booleans fail; use MeshInstance3D materials on imported meshes for planes/quads.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • RenderingServer.instance_reset_physics_interpolation / instance_set_interpolated removed.
  • GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for old PBR assets.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Glow default blend Screen (brighter) — retune emissive materials against new default bloom.
  • Volumetric fog blending brighter — reduce fog density when pairing with transparent/transmission materials.
  • Sky reflection roughness_layers default 7 (was 8) — affects environment-reflection roughness on PBR materials.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Texture2D.get_format() unified on base class — use when branching shader logic on compressed vs HDR formats.
  • LinearToSRGB visual shader no longer clamps [0,1] on Mobile/Forward+ — rebalance emissive VisualShader graphs.
  • Image.save_exr* gain color_image / max_linear_value optionals for HDR texture export pipelines.

Source: SKILL.md on GitHub

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    The skill is a comprehensive documentation and orchestration hub for migrating Godot engine projects across various versions. It provides structured guidance, checklists, and references to official and community documentation to ensure a safe and stable upgrade path.

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Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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