Convert all VisualShaders to plain Shaders; clean editor noise

Godot 4 emits two unavoidable warnings every time it reconstructs a
Godot-3-authored VisualShader graph: 'graph_offset property is
deprecated' (the editor's pan position, removed in 4.x) and
'connect_nodes_forced: Index p_from_port = 1 is out of bounds'
(node-graph ports that no longer line up). The compiled GLSL inside
each ShaderMaterial is correct; only the graph reconstruction is
broken.

scripts/devisualize_shaders.gd walks every .material, .tres, and
.mesh under res:// and replaces ShaderMaterial.shader from
VisualShader to a plain Shader carrying the same .code. 15 materials
converted (font outline, dissolve, color tints, book/candle/godet/
growler/parchment/rock-floor/stool/table). Godot now loads the
compiled shader directly with no graph reconstruction → both
warnings gone, rendering identical.

Also:
- scripts/resave_scenes.gd: load + re-save every .tscn so inline
  ArrayMesh sub-resources (notably WarCraft.tscn::17, the baked
  floor) move from Godot-3 PoolByteArray to Godot-4 PackedByteArray
  surface format. Silences 'Mesh uses old surface format'.
- scripts/find_visualshaders.gd: companion audit tool that lists
  every Resource still backed by a VisualShader. Useful if new
  legacy materials get added.
- Drop the now-orphan inline VisualShader / ShaderMaterial sub-
  resources (id 1..17) from Summary.tscn. The PanelWood lost its
  screen-blend tint material; a plain Panel renders fine and the
  effect can be re-authored as a hand-written shader if wanted.
- Add releases/.gdignore and tighten .gitignore so Godot stops
  warning 'Detected another project.godot at res://releases'. The
  releases/ directory has its own placeholder project.godot which
  Godot would otherwise flag at every editor open.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Vaillant Jeremy
2026-05-16 21:42:28 +02:00
parent 81e6ceb003
commit ca67fc6ec3
43 changed files with 673 additions and 725 deletions
+10 -24
View File
@@ -1,40 +1,26 @@
[gd_resource type="ShaderMaterial" load_steps=3 format=2]
[gd_resource type="ShaderMaterial" format=3]
[sub_resource type="VisualShaderNodeColorParameter" id=1]
uniform_name = "BaseColor"
[sub_resource type="VisualShader" id=2]
[sub_resource type="Shader" id="Shader_b630w"]
code = "shader_type spatial;
render_mode specular_schlick_ggx;
render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform vec4 BaseColor : source_color;
void vertex() {
// Output:0
}
void fragment() {
// ColorUniform:5
vec3 n_out5p0 = BaseColor.rgb;
float n_out5p1 = BaseColor.a;
// ColorParameter:5
vec4 n_out5p0 = BaseColor;
// Output:0
ALBEDO = n_out5p0;
ALBEDO = vec3(n_out5p0.xyz);
}
void light() {
// Output:0
}
"
nodes/fragment/5/node = SubResource( 1 )
nodes/fragment/5/position = Vector2( 180, 140 )
nodes/fragment/connections = PackedInt32Array( 5, 0, 0, 0 )
[resource]
shader = SubResource( 2 )
shader_param/BaseColor = Color( 1, 0, 0, 1 )
render_priority = 0
shader = SubResource("Shader_b630w")
shader_parameter/BaseColor = Color(1, 0, 0, 1)