Files
puzzle-quest/scripts/migrate_misc.gd
T
Vaillant Jeremy 81e6ceb003 Silence Godot 4 editor warnings (debugger)
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>
2026-05-16 21:28:22 +02:00

53 lines
1.6 KiB
GDScript

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