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2026-05-16 21:28:22 +02:00
@tool
extends SceneTree
# One-shot cleanup:
# 1. Reset VisualShader.graph_offset to default on every .material so the
# deprecated property no longer triggers a warning at load.
# 2. Re-save every .mesh whose surface format is the old (Godot 3) variant
# so Godot 4 stops nagging.
func _init() -> void:
var changed := 0
for path in _find_resources("res://assets", [".material", ".tres"]):
var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
if res is ShaderMaterial and res.shader is VisualShader:
var vs: VisualShader = res.shader
if vs.graph_offset != Vector2.ZERO:
vs.graph_offset = Vector2.ZERO
if ResourceSaver.save(res, path) == OK:
changed += 1
print("CLEARED graph_offset on ", path)
for path in _find_resources("res://assets", [".mesh"]):
var mesh = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
if mesh is ArrayMesh:
# Just re-saving rewrites the file using the current surface format.
if ResourceSaver.save(mesh, path) == OK:
changed += 1
print("RESAVED mesh ", path)
print("Done. changed=", changed)
quit()
func _find_resources(dir_path: String, exts: Array) -> Array:
var result := []
var dir = DirAccess.open(dir_path)
if dir == null:
return result
dir.list_dir_begin()
var name = dir.get_next()
while name != "":
if name != "." and name != "..":
var sub = dir_path + "/" + name
if dir.current_is_dir():
result.append_array(_find_resources(sub, exts))
else:
for ext in exts:
if name.ends_with(ext):
result.append(sub)
break
name = dir.get_next()
return result