Claude-Code-Game-Studios/docs/engine-reference/godot/deprecated-apis.md
Donchitos ad540fe75d Game Studio Agent Architecture — complete setup (Phases 1-7)
48 coordinated Claude Code subagents for indie game development:
- 3 leadership agents (creative-director, technical-director, producer)
- 10 department leads (game-designer, lead-programmer, art-director, etc.)
- 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.)
- 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists)

Infrastructure:
- 34 skills (slash commands) for workflows, reviews, and team orchestration
- 8 hooks for commit validation, asset checks, session management
- 11 path-scoped rules enforcing domain-specific standards
- 28 templates for design docs, reports, and collaborative protocols

Key features:
- User-driven collaboration protocol (Question → Options → Decision → Draft → Approval)
- Engine version awareness with knowledge-gap detection (Godot 4.6 pinned)
- Phase gate system for development milestone validation
- CLAUDE.md kept under 80 lines with extracted doc imports

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 21:04:24 +11:00

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# Godot — Deprecated APIs
Last verified: 2026-02-12
If an agent suggests any API in the "Deprecated" column, it MUST be replaced
with the "Use Instead" column.
## Nodes & Classes
| Deprecated | Use Instead | Since | Notes |
|------------|-------------|-------|-------|
| `TileMap` | `TileMapLayer` | 4.3 | One node per layer instead of multi-layer node |
| `VisibilityNotifier2D` | `VisibleOnScreenNotifier2D` | 4.0 | Renamed for clarity |
| `VisibilityNotifier3D` | `VisibleOnScreenNotifier3D` | 4.0 | Renamed for clarity |
| `YSort` | `Node2D.y_sort_enabled` | 4.0 | Property on Node2D, not a separate node |
| `Navigation2D` / `Navigation3D` | `NavigationServer2D` / `NavigationServer3D` | 4.0 | Server-based API |
| `EditorSceneFormatImporterFBX` | `EditorSceneFormatImporterFBX2GLTF` | 4.3 | Renamed |
## Methods & Properties
| Deprecated | Use Instead | Since | Notes |
|------------|-------------|-------|-------|
| `yield()` | `await signal` | 4.0 | GDScript 2.0 coroutine syntax |
| `connect("signal", obj, "method")` | `signal.connect(callable)` | 4.0 | Callable-based connections |
| `instance()` | `instantiate()` | 4.0 | Renamed |
| `PackedScene.instance()` | `PackedScene.instantiate()` | 4.0 | Renamed |
| `get_world()` | `get_world_3d()` | 4.0 | Explicit 2D/3D split |
| `OS.get_ticks_msec()` | `Time.get_ticks_msec()` | 4.0 | Time singleton preferred |
| `duplicate()` for nested resources | `duplicate_deep()` | 4.5 | Explicit deep copy control |
| `Skeleton3D` signal `bone_pose_updated` | `skeleton_updated` | 4.3 | Renamed |
| `AnimationPlayer.method_call_mode` | `AnimationMixer.callback_mode_method` | 4.3 | Moved to base class |
| `AnimationPlayer.playback_active` | `AnimationMixer.active` | 4.3 | Moved to base class |
## Patterns (Not Just APIs)
| Deprecated Pattern | Use Instead | Why |
|--------------------|-------------|-----|
| String-based `connect()` | Typed signal connections | Type-safe, refactor-friendly |
| `$NodePath` in `_process()` | `@onready var` cached reference | Performance: path lookup every frame |
| Untyped `Array` / `Dictionary` | `Array[Type]`, typed variables | GDScript compiler optimizations |
| `Texture2D` in shader parameters | `Texture` base type | Changed in 4.4 |
| Manual post-process viewport chains | `Compositor` + `CompositorEffect` | Structured post-processing (4.3+) |
| GodotPhysics3D for new projects | Jolt Physics 3D | Default since 4.6; better stability |