Remove forward compat parsing of PackedVector4Array in binary format

The logic I implemented was lacking, and actually it's not useful as binary files saved by Godot 4.3
are not recognized due to the `ver_major > VERSION_MAJOR` check.

So even if the format version was unchanged, such files would still not be readable in 4.2.
This commit is contained in:
Rémi Verschelde 2024-05-07 14:22:51 +02:00
parent f9d101d740
commit def12f7cc4
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@ -85,18 +85,15 @@ enum {
VARIANT_VECTOR4 = 50,
VARIANT_VECTOR4I = 51,
VARIANT_PROJECTION = 52,
VARIANT_PACKED_VECTOR4_ARRAY = 53, // For compat with 4.3, parsing only.
OBJECT_EMPTY = 0,
OBJECT_EXTERNAL_RESOURCE = 1,
OBJECT_INTERNAL_RESOURCE = 2,
OBJECT_EXTERNAL_RESOURCE_INDEX = 3,
// Version 2: Added 64 bits support for float and int.
// Version 3: Changed nodepath encoding.
// Version 4: New string ID for ext/subresources, breaks forward compat.
// Version 2: added 64 bits support for float and int.
// Version 3: changed nodepath encoding.
// Version 4: new string ID for ext/subresources, breaks forward compat.
// Version 5: Ability to store script class in the header.
FORMAT_VERSION = 5,
// Version 6: Added PackedVector4Array variant. Parsing only.
FORMAT_VERSION_READABLE = 6,
FORMAT_VERSION_CAN_RENAME_DEPS = 1,
FORMAT_VERSION_NO_NODEPATH_PROPERTY = 3,
};
@ -656,27 +653,6 @@ Error ResourceLoaderBinary::parse_variant(Variant &r_v) {
r_v = array;
} break;
case VARIANT_PACKED_VECTOR4_ARRAY: {
// For compatibility with 4.3, parsing only.
// Parse to a Vector<real_t> and then convert to a plain Array.
uint32_t len = f->get_32();
Vector<real_t> array_real;
array_real.resize(len * 4);
real_t *w = array_real.ptrw();
static_assert(sizeof(Vector4) == 4 * sizeof(real_t));
const Error err = read_reals(reinterpret_cast<real_t *>(w), f, len * 4);
ERR_FAIL_COND_V(err != OK, err);
Array array;
array.resize(len);
for (uint32_t i = 0; i < len; i++) {
array[i] = Vector4(w[i * 4 + 0], w[i * 4 + 1], w[i * 4 + 2], w[i * 4 + 3]);
}
r_v = array;
} break;
default: {
ERR_FAIL_V(ERR_FILE_CORRUPT);
} break;