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