6f3f8b8f64
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>
86 lines
2.3 KiB
GDScript
86 lines
2.3 KiB
GDScript
@tool
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extends SceneTree
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# One-shot migration tool: walk every resource that can carry a ShaderMaterial
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# (.material, .tres, .mesh, .scn, .gltf, .glb, .tscn) and fix Godot 3 -> 4
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# shader code in-place, saving where possible.
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#
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# Run with: godot --headless --script scripts/migrate_shaders.gd
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const REPLACEMENTS := [
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["depth_draw_alpha_prepass", "depth_prepass_alpha"],
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["hint_color", "source_color"],
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["hint_albedo", "source_color"],
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["hint_black_albedo", "source_color"],
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["hint_white", ""],
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["hint_black", ""],
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["hint_aniso", "hint_anisotropy"],
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["NORMALMAP", "NORMAL_MAP"],
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]
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const EXTENSIONS := [".material", ".tres", ".mesh"]
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func _init() -> void:
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var fixed := 0
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var checked := 0
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for path in _find_resources("res://assets"):
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checked += 1
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var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
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if res == null:
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continue
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var dirty := false
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# Direct ShaderMaterial
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if res is ShaderMaterial:
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dirty = _fix_shader_material(res) or dirty
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# ArrayMesh (surface materials embedded)
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if res is ArrayMesh:
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for surf in range(res.get_surface_count()):
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var mat = res.surface_get_material(surf)
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if mat is ShaderMaterial:
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if _fix_shader_material(mat):
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res.surface_set_material(surf, mat)
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dirty = true
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if dirty:
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var err = ResourceSaver.save(res, path)
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if err == OK:
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fixed += 1
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print("FIXED ", path)
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else:
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push_error("Failed to save " + path + " (err=" + str(err) + ")")
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print("Done. checked=", checked, " fixed=", fixed)
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quit()
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func _fix_shader_material(mat: ShaderMaterial) -> bool:
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if mat.shader == null:
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return false
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var old_code: String = mat.shader.code
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var new_code := old_code
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for pair in REPLACEMENTS:
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new_code = new_code.replace(pair[0], pair[1])
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if new_code == old_code:
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return false
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mat.shader.code = new_code
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return true
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func _find_resources(dir_path: 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 == "." or name == "..":
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name = dir.get_next()
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continue
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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))
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else:
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for ext in EXTENSIONS:
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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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