ca67fc6ec3
Godot 4 emits two unavoidable warnings every time it reconstructs a Godot-3-authored VisualShader graph: 'graph_offset property is deprecated' (the editor's pan position, removed in 4.x) and 'connect_nodes_forced: Index p_from_port = 1 is out of bounds' (node-graph ports that no longer line up). The compiled GLSL inside each ShaderMaterial is correct; only the graph reconstruction is broken. scripts/devisualize_shaders.gd walks every .material, .tres, and .mesh under res:// and replaces ShaderMaterial.shader from VisualShader to a plain Shader carrying the same .code. 15 materials converted (font outline, dissolve, color tints, book/candle/godet/ growler/parchment/rock-floor/stool/table). Godot now loads the compiled shader directly with no graph reconstruction → both warnings gone, rendering identical. Also: - scripts/resave_scenes.gd: load + re-save every .tscn so inline ArrayMesh sub-resources (notably WarCraft.tscn::17, the baked floor) move from Godot-3 PoolByteArray to Godot-4 PackedByteArray surface format. Silences 'Mesh uses old surface format'. - scripts/find_visualshaders.gd: companion audit tool that lists every Resource still backed by a VisualShader. Useful if new legacy materials get added. - Drop the now-orphan inline VisualShader / ShaderMaterial sub- resources (id 1..17) from Summary.tscn. The PanelWood lost its screen-blend tint material; a plain Panel renders fine and the effect can be re-authored as a hand-written shader if wanted. - Add releases/.gdignore and tighten .gitignore so Godot stops warning 'Detected another project.godot at res://releases'. The releases/ directory has its own placeholder project.godot which Godot would otherwise flag at every editor open. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
36 lines
1015 B
Plaintext
36 lines
1015 B
Plaintext
[gd_scene format=3]
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[ext_resource type="PackedScene" path="res://scenes/levels/Levels.tscn" id="1"]
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[sub_resource type="Sky" id="1"]
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[sub_resource type="Environment" id="2"]
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background_mode = 2
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background_color = Color(0.188235, 0.133333, 0.133333, 1)
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background_energy_multiplier = 0.6
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sky = SubResource("1")
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ambient_light_color = Color(0.694118, 0.168627, 0.67451, 1)
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ambient_light_sky_contribution = 0.5
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ambient_light_energy = 0.4
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tonemap_mode = 2
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ssr_enabled = true
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glow_enabled = true
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fog_enabled = true
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fog_mode = 1
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fog_light_color = Color(0.562167, 0.29, 1, 0.941176)
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fog_density = 1.0
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fog_height = 2.0
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fog_depth_curve = 1.10957
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fog_depth_begin = 0.0
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fog_depth_end = 60.0
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[node name="Home" instance=ExtResource("1")]
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[node name="MainCamera" type="Camera3D" parent="." index="4"]
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transform = Transform3D(0.160708, -0.25632, 0.953138, 0, 0.96569, 0.259696, -0.987002, -0.0417351, 0.155194, 1.84336, 1.66169, 0.663199)
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environment = SubResource("2")
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fov = 38.5632
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__meta__ = {
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"_editor_description_": ""
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}
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