Files
puzzle-quest/scripts/migrate_shaders.gd
T
Vaillant Jeremy 6f3f8b8f64 Wire up UI in Godot 4: fonts, translations, layout, fog, shadow
Discovered while playtesting the migrated build. Each fix has a
specific Godot-3-to-4 cause that the --convert-3to4 tool did not catch.

Fonts:
- Replace 4 .tres font wrappers (MKX_Base, kirsty_base/medium/title)
  with FontVariation pointing at the .otf/.ttf source. Godot 3
  DynamicFont with size= and font_data= is invalid in Godot 4 (those
  properties don't exist on FontFile).
- Apply size 46 via theme_override_font_sizes/font_size on the 5
  Labels that used kirsty_title.tres (LabelLoading + 4 in Summary).
- Drop the broken VisualShader text_outline.material from the 4
  Labels in Summary — Index p_from_port errors in Godot 4 meant
  COLOR was never written, so text rendered invisible.
- Migrate VisualShader nodes inside text_outline.material (compressed
  asset; updated by the inspect/migrate scripts).

Translations:
- Move project.godot section from [locale] (Godot 3) to
  [internationalization] with locale/translations=... (Godot 4). The
  old section was silently ignored so tr() returned the raw msgid.
- Adjust Setting.translate_int_to_locale to return "en"/"fr" to
  match what the .po files declare (was "en_GB"/"fr_FR", which Godot
  3 fell back from automatically but Godot 4 does not).

Label alignment (Godot 3 names not auto-renamed):
- align -> horizontal_alignment, valign -> vertical_alignment across
  9 .tscn files.

Background / Loading / ChooseScene layout:
- Rewrite Background.tscn from a VisualShader-textured Panel to a
  plain TextureRect (the visual shader connection ports went out of
  bounds in Godot 4, leaving the panel grey on scene reload).
- Set layout_mode=1 + anchors_preset=15 on BackgroundPicture
  instances in Main.tscn and Loading.tscn — Godot 4 inheritance no
  longer applies the .tscn-root's anchors to an instanced child
  unless layout_mode is set to Anchors mode explicitly.
- Replace scroll_horizontal_enabled (Godot 3) with
  horizontal_scroll_mode/vertical_scroll_mode (Godot 4) on
  ChooseScene's ScrollContainer.
- Add theme_override_styles/panel = StyleBoxEmpty on the
  ScrollContainer (Godot 4 ScrollContainer ships a default dark
  panel style that Godot 3 did not).
- Hide BackgroundTile in Template.tscn — it points at
  UI-level-btn-shadow.png (228x228, 83% opaque black) which used to
  render at natural size in Godot 3 but is stretched to fill the
  456px rect in Godot 4, leaving a big black square below each
  thumbnail. The proper drop-shadow needs a shader or 9-patch.
- TextureRect.expand=true (Godot 3) -> expand_mode=1 (Godot 4) on
  ThumbnailLevel and TopPart's content rects.

Lighting:
- background_mode 3 (which used to mean Sky in Godot 3) -> 2 (Sky in
  Godot 4; 3 is now Canvas, producing a black background).
- background_sky -> sky, background_energy -> background_energy_multiplier,
  fog_color -> fog_light_color, fog_height_min -> fog_height; drop
  fog_height_enabled / fog_height_max / fog_height_curve /
  dof_blur_far_distance (no longer exist).
- Add fog_mode = 1 so Godot 4 uses fog_depth_* instead of the new
  default fog_density-based exponential fog (which rendered as a
  thick white cloud).
- ambient_light_energy 1.55 -> 0.4 — the new pipeline interprets
  the value much more strongly so 1.55 produced a saturated pink scene.
- Remove the light_data = ExtResource(41) reference to
  WarCraft.lmbake — Godot 3 baked lightmap binary format is
  incompatible with Godot 4. Re-bake in editor when ready.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 20:55:47 +02:00

86 lines
2.3 KiB
GDScript

@tool
extends SceneTree
# One-shot migration tool: walk every resource that can carry a ShaderMaterial
# (.material, .tres, .mesh, .scn, .gltf, .glb, .tscn) and fix Godot 3 -> 4
# shader code in-place, saving where possible.
#
# Run with: godot --headless --script scripts/migrate_shaders.gd
const REPLACEMENTS := [
["depth_draw_alpha_prepass", "depth_prepass_alpha"],
["hint_color", "source_color"],
["hint_albedo", "source_color"],
["hint_black_albedo", "source_color"],
["hint_white", ""],
["hint_black", ""],
["hint_aniso", "hint_anisotropy"],
["NORMALMAP", "NORMAL_MAP"],
]
const EXTENSIONS := [".material", ".tres", ".mesh"]
func _init() -> void:
var fixed := 0
var checked := 0
for path in _find_resources("res://assets"):
checked += 1
var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
if res == null:
continue
var dirty := false
# Direct ShaderMaterial
if res is ShaderMaterial:
dirty = _fix_shader_material(res) or dirty
# ArrayMesh (surface materials embedded)
if res is ArrayMesh:
for surf in range(res.get_surface_count()):
var mat = res.surface_get_material(surf)
if mat is ShaderMaterial:
if _fix_shader_material(mat):
res.surface_set_material(surf, mat)
dirty = true
if dirty:
var err = ResourceSaver.save(res, path)
if err == OK:
fixed += 1
print("FIXED ", path)
else:
push_error("Failed to save " + path + " (err=" + str(err) + ")")
print("Done. checked=", checked, " fixed=", fixed)
quit()
func _fix_shader_material(mat: ShaderMaterial) -> bool:
if mat.shader == null:
return false
var old_code: String = mat.shader.code
var new_code := old_code
for pair in REPLACEMENTS:
new_code = new_code.replace(pair[0], pair[1])
if new_code == old_code:
return false
mat.shader.code = new_code
return true
func _find_resources(dir_path: 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 == "." or name == "..":
name = dir.get_next()
continue
var sub = dir_path + "/" + name
if dir.current_is_dir():
result.append_array(_find_resources(sub))
else:
for ext in EXTENSIONS:
if name.ends_with(ext):
result.append(sub)
break
name = dir.get_next()
return result