81e6ceb003
Address every warning that surfaced in the running game's debugger: - Drop deprecated 'graph_offset = Vector2(...)' lines from the three in-tree VisualShader resources (red.tres, green.tres, Summary.tscn). The property is editor-only graph pan, ignored at runtime but warns at load. - Add android/.gdignore so Godot stops scanning the build template copies of red.tres/green.tres (which still had graph_offset). Tighten .gitignore to keep tracking the .gdignore marker only. - Drop the broken 'nodes/fragment/connections = ...' line from the inline VisualShader in Summary.tscn — connections referenced out-of-bounds ports (e.g. port 1 on a 1-output node). The pre-compiled 'code = ...' string is kept so rendering is unaffected. - Drop the orphaned 'ext_resource WarCraft.lmbake' from WarCraft.tscn: the LightmapGI node no longer references it but Godot still loaded the (Godot-3-format) blob from the ext_resource declaration alone, triggering '(p_data.size() % 4) != 0'. - Animation tracks: SlideReset (Template.tscn), BorderAnim (Loading.tscn), and ObjectFindAll (ListObjects.tscn) each had a bezier track with empty PackedFloat32Array keys, which AnimationMixer rejects in Godot 4. Drop the empty x track in each (the y track held the actual motion). - Re-save 57 .mesh files via scripts/migrate_misc.gd so the surface format is the current Godot 4 variant. sm_stackgold.mesh in particular triggered the deprecation warning every load. GDScript: rename function parameters and locals that shadowed Node.name / Node.value in: - db/MScene.gd (set_lock, set_mesh, set_tick_reference, set_value) - scripts/Setting.gd untouched (no shadow, false positive earlier) - scenes/UI/choose_scenes/ChooseScene.gd (_load_scene, _build_path, _build_method) - scenes/levels/Levels.gd (_create_animation_slide, _create_animation_warning, _add_animation_to_player, _create_button_info, _node_object_list) lod plugin: Godot 4 added 'lod_bias' as a native property on VisualInstance3D, which collided with the plugin's 'lod_bias' member across all five lod_*.gd files. Rename to 'lod_distance_bias' so the scripts parse again. Also drop Light3D.shadow_color writes in lod_omni_light.gd and lod_spot_light.gd — that property was removed in Godot 4, so the related shadow_value computation became dead code. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
41 lines
723 B
Plaintext
41 lines
723 B
Plaintext
[gd_resource type="ShaderMaterial" load_steps=3 format=2]
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[sub_resource type="VisualShaderNodeColorParameter" id=1]
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uniform_name = "BaseColor"
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[sub_resource type="VisualShader" id=2]
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code = "shader_type spatial;
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render_mode specular_schlick_ggx;
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uniform vec4 BaseColor : source_color;
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void vertex() {
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// Output:0
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}
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void fragment() {
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// ColorUniform:5
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vec3 n_out5p0 = BaseColor.rgb;
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float n_out5p1 = BaseColor.a;
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// Output:0
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ALBEDO = n_out5p0;
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}
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void light() {
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// Output:0
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}
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"
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nodes/fragment/5/node = SubResource( 1 )
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nodes/fragment/5/position = Vector2( 180, 140 )
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nodes/fragment/connections = PackedInt32Array( 5, 0, 0, 0 )
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[resource]
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shader = SubResource( 2 )
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shader_param/BaseColor = Color( 1, 0, 0, 1 )
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