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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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referencesgenre-open-world.md

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Migration notes: godot-genre-open-world

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.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • MeshInstance3D.create_multiple_convex_collisions optional settings.
  • PathFollow2D.lookahead removed (2D paths); 3D look_at use_model_front.
  • NavigationAgent2D/3D.set_velocity → velocity property.
  • time_horizon split into time_horizon_agents and time_horizon_obstacles.
  • NavigationAgent3D.agent_height_offset → path_height_offset; ignore_y removed.
  • NavigationObstacle*.estimate_radius removed; get_rid → get_agent_rid.
  • NavigationServer*.agent_set_callback → agent_set_avoidance_callback; target velocity / time_horizon server APIs split/removed.

4.1 → 4.2

Official: Upgrading to Godot 4.2

No skill-relevant breaking changes for this hop.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • If the genre uses TileMap, migrate to TileMapLayer nodes before relying on layer APIs.
  • If the genre ships multiplayer, upgrade all peers to 4.3 together (SceneMultiplayer protocol).
  • Skeleton3D.add_bone returns int32; pose update signal rename.
  • AStar2D/3D/Grid2D.get_*_path gain allow_partial_path.
  • NavigationRegion2D experimental avoidance props (avoidance_layers, constrain_avoidance, …) removed with no replacement.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • CSG uses Manifold — non-manifold meshes unsupported; use MeshInstance3D for quads/planes.
  • NavigationServer2D/3D.query_path gains optional callback.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for old assets.
  • Nav regions update asynchronously by default (navigation/world/region_use_async_iterations) — expect sync delay.
  • Navmesh merge order changed; edge merge errors may surface — tune merge_rasterizer_cell_scale / fix overlapping navmeshes.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Retune Environment glow/fog if the genre leans on bloom-heavy looks.
  • MeshInstance3D.skeleton default empty; SpringBone enums moved to SkeletonModifier3D.
  • AStar*.get_point_path / get_id_path return empty path when from_id is disabled/solid.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Confirm project stretch mode and AudioStreamPlayer area_mask after opening in 4.7.
  • Path3D snap-to-colliders / 3D vertex snapping editor workflows; AreaLight3D for soft rect lights.

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub1mo

    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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