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>
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@tool
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extends SceneTree
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# Load and re-save every .tscn so embedded sub-resources (inline ArrayMesh,
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# etc.) are rewritten in the current Godot 4 format.
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func _init() -> void:
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for path in _find("res://scenes", ".tscn"):
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var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
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if res is PackedScene:
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if ResourceSaver.save(res, path) == OK:
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print("RESAVED ", path)
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quit()
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func _find(dir_path: String, ext: String) -> 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(sub, ext))
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elif name.ends_with(ext):
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result.append(sub)
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name = dir.get_next()
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return result
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