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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

This session only. Nothing lands on disk.

referencesprocedural-generation.md

≈768 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Migration notes: godot-procedural-generation

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

  • PathFollow2D.lookahead removed — update 2D spline followers on generated paths.
  • MeshInstance3D.create_multiple_convex_collisions optional settings — retune runtime mesh collider baking.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Mesh format upgrade — use Project → Tools → Upgrade Mesh Surfaces on generated/imported meshes.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • TileMap layers → TileMapLayer nodes — migrate tile-based chunk/world generators before relying on layer APIs.
  • Skeleton3D.add_bone returns int32; pose update signal rename.
  • Reverse Z depth — update custom terrain/splat shaders comparing depth.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • CSG uses Manifold — non-manifold meshes unsupported; bake proc meshes to MeshInstance3D instead of CSG booleans.
  • FileAccess.store_* methods return bool success — handle chunk save failures.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • TileMapLayer.get_coords_for_body_rid less precise with physics chunking — set physics_quadrant_size = 1 for tile-collision debug of generated worlds.
  • GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for instanced props.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Retune Environment glow/fog if the genre leans on bloom-heavy looks (biome fog, cave lighting).
  • MeshInstance3D.skeleton default empty; SpringBone enums moved to SkeletonModifier3D.

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 for spline-based road/river generation on terrain colliders.
  • Jolt: WorldBoundaryShape3D.plane.d sign convention flipped — negate infinite floor/ceiling used in heightfield bounds.

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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