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>
53 lines
1.6 KiB
GDScript
53 lines
1.6 KiB
GDScript
@tool
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extends SceneTree
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# One-shot cleanup:
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# 1. Reset VisualShader.graph_offset to default on every .material so the
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# deprecated property no longer triggers a warning at load.
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# 2. Re-save every .mesh whose surface format is the old (Godot 3) variant
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# so Godot 4 stops nagging.
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func _init() -> void:
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var changed := 0
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for path in _find_resources("res://assets", [".material", ".tres"]):
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var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
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if res is ShaderMaterial and res.shader is VisualShader:
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var vs: VisualShader = res.shader
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if vs.graph_offset != Vector2.ZERO:
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vs.graph_offset = Vector2.ZERO
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if ResourceSaver.save(res, path) == OK:
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changed += 1
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print("CLEARED graph_offset on ", path)
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for path in _find_resources("res://assets", [".mesh"]):
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var mesh = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
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if mesh is ArrayMesh:
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# Just re-saving rewrites the file using the current surface format.
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if ResourceSaver.save(mesh, path) == OK:
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changed += 1
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print("RESAVED mesh ", path)
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print("Done. changed=", changed)
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quit()
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func _find_resources(dir_path: String, exts: Array) -> 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_resources(sub, exts))
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else:
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for ext in exts:
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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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