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:
@@ -0,0 +1,57 @@
|
||||
@tool
|
||||
extends SceneTree
|
||||
|
||||
# Replace every VisualShader in the project with a plain Shader carrying the
|
||||
# same compiled code. Godot 4 spams "graph_offset deprecated" and "p_from_port
|
||||
# out of bounds" warnings every time it reconstructs a Godot-3 VisualShader
|
||||
# graph; converting to plain Shader bypasses the graph reconstruction entirely.
|
||||
|
||||
func _init() -> void:
|
||||
var fixed := 0
|
||||
for path in _walk("res://"):
|
||||
if not (path.ends_with(".material") or path.ends_with(".tres") or path.ends_with(".mesh")):
|
||||
continue
|
||||
var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
|
||||
if res == null:
|
||||
continue
|
||||
var dirty := false
|
||||
if res is ShaderMaterial and res.shader is VisualShader:
|
||||
res.shader = _to_plain(res.shader)
|
||||
dirty = true
|
||||
if res is ArrayMesh:
|
||||
for i in range(res.get_surface_count()):
|
||||
var m = res.surface_get_material(i)
|
||||
if m is ShaderMaterial and m.shader is VisualShader:
|
||||
m.shader = _to_plain(m.shader)
|
||||
res.surface_set_material(i, m)
|
||||
dirty = true
|
||||
if dirty:
|
||||
if ResourceSaver.save(res, path) == OK:
|
||||
fixed += 1
|
||||
print("FIXED ", path)
|
||||
else:
|
||||
push_error("Failed to save " + path)
|
||||
print("Done. fixed=", fixed)
|
||||
quit()
|
||||
|
||||
func _to_plain(vs: VisualShader) -> Shader:
|
||||
var plain := Shader.new()
|
||||
plain.code = vs.code
|
||||
return plain
|
||||
|
||||
func _walk(p: String) -> Array:
|
||||
var out := []
|
||||
var d = DirAccess.open(p)
|
||||
if d == null: return out
|
||||
d.list_dir_begin()
|
||||
var n = d.get_next()
|
||||
while n != "":
|
||||
if n != "." and n != ".." and n != "android" and not n.begins_with("."):
|
||||
var sub = p if p.ends_with("/") else (p + "/")
|
||||
sub += n
|
||||
if d.current_is_dir():
|
||||
out.append_array(_walk(sub))
|
||||
else:
|
||||
out.append(sub)
|
||||
n = d.get_next()
|
||||
return out
|
||||
@@ -0,0 +1 @@
|
||||
uid://cr456dqaoxcfh
|
||||
@@ -0,0 +1,39 @@
|
||||
@tool
|
||||
extends SceneTree
|
||||
|
||||
func _init() -> void:
|
||||
for path in _walk("res://"):
|
||||
if path.ends_with(".material") or path.ends_with(".tres") or path.ends_with(".mesh"):
|
||||
var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
|
||||
_check(res, path)
|
||||
quit()
|
||||
|
||||
func _check(res, path: String) -> void:
|
||||
if res == null: return
|
||||
if res is ShaderMaterial:
|
||||
if res.shader is VisualShader:
|
||||
print("VS: ", path)
|
||||
elif res.shader is Shader:
|
||||
pass
|
||||
if res is ArrayMesh:
|
||||
for i in range(res.get_surface_count()):
|
||||
var m = res.surface_get_material(i)
|
||||
if m is ShaderMaterial and m.shader is VisualShader:
|
||||
print("VS-embed: ", path, " surf=", i)
|
||||
|
||||
func _walk(p: String) -> Array:
|
||||
var out := []
|
||||
var d = DirAccess.open(p)
|
||||
if d == null: return out
|
||||
d.list_dir_begin()
|
||||
var n = d.get_next()
|
||||
while n != "":
|
||||
if n != "." and n != ".." and n != "android" and not n.begins_with("."):
|
||||
var sub = p if p.ends_with("/") else (p + "/")
|
||||
sub += n
|
||||
if d.current_is_dir():
|
||||
out.append_array(_walk(sub))
|
||||
else:
|
||||
out.append(sub)
|
||||
n = d.get_next()
|
||||
return out
|
||||
@@ -0,0 +1 @@
|
||||
uid://br08uppmwhvjg
|
||||
@@ -0,0 +1,30 @@
|
||||
@tool
|
||||
extends SceneTree
|
||||
|
||||
# Load and re-save every .tscn so embedded sub-resources (inline ArrayMesh,
|
||||
# etc.) are rewritten in the current Godot 4 format.
|
||||
|
||||
func _init() -> void:
|
||||
for path in _find("res://scenes", ".tscn"):
|
||||
var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
|
||||
if res is PackedScene:
|
||||
if ResourceSaver.save(res, path) == OK:
|
||||
print("RESAVED ", path)
|
||||
quit()
|
||||
|
||||
func _find(dir_path: String, ext: String) -> 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(sub, ext))
|
||||
elif name.ends_with(ext):
|
||||
result.append(sub)
|
||||
name = dir.get_next()
|
||||
return result
|
||||
@@ -0,0 +1 @@
|
||||
uid://lnln55ich8ac
|
||||
Reference in New Issue
Block a user