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>
58 lines
1.7 KiB
GDScript
58 lines
1.7 KiB
GDScript
@tool
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extends SceneTree
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# Replace every VisualShader in the project with a plain Shader carrying the
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# same compiled code. Godot 4 spams "graph_offset deprecated" and "p_from_port
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# out of bounds" warnings every time it reconstructs a Godot-3 VisualShader
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# graph; converting to plain Shader bypasses the graph reconstruction entirely.
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func _init() -> void:
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var fixed := 0
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for path in _walk("res://"):
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if not (path.ends_with(".material") or path.ends_with(".tres") or path.ends_with(".mesh")):
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continue
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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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if res is ShaderMaterial and res.shader is VisualShader:
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res.shader = _to_plain(res.shader)
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dirty = true
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if res is ArrayMesh:
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for i in range(res.get_surface_count()):
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var m = res.surface_get_material(i)
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if m is ShaderMaterial and m.shader is VisualShader:
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m.shader = _to_plain(m.shader)
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res.surface_set_material(i, m)
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dirty = true
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if dirty:
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if ResourceSaver.save(res, path) == 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)
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print("Done. fixed=", fixed)
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quit()
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func _to_plain(vs: VisualShader) -> Shader:
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var plain := Shader.new()
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plain.code = vs.code
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return plain
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func _walk(p: String) -> Array:
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var out := []
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var d = DirAccess.open(p)
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if d == null: return out
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d.list_dir_begin()
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var n = d.get_next()
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while n != "":
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if n != "." and n != ".." and n != "android" and not n.begins_with("."):
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var sub = p if p.ends_with("/") else (p + "/")
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sub += n
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if d.current_is_dir():
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out.append_array(_walk(sub))
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else:
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out.append(sub)
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n = d.get_next()
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return out
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