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>
40 lines
1.0 KiB
GDScript
40 lines
1.0 KiB
GDScript
@tool
|
|
extends SceneTree
|
|
|
|
func _init() -> void:
|
|
for path in _walk("res://"):
|
|
if path.ends_with(".material") or path.ends_with(".tres") or path.ends_with(".mesh"):
|
|
var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
|
|
_check(res, path)
|
|
quit()
|
|
|
|
func _check(res, path: String) -> void:
|
|
if res == null: return
|
|
if res is ShaderMaterial:
|
|
if res.shader is VisualShader:
|
|
print("VS: ", path)
|
|
elif res.shader is Shader:
|
|
pass
|
|
if res is ArrayMesh:
|
|
for i in range(res.get_surface_count()):
|
|
var m = res.surface_get_material(i)
|
|
if m is ShaderMaterial and m.shader is VisualShader:
|
|
print("VS-embed: ", path, " surf=", i)
|
|
|
|
func _walk(p: String) -> Array:
|
|
var out := []
|
|
var d = DirAccess.open(p)
|
|
if d == null: return out
|
|
d.list_dir_begin()
|
|
var n = d.get_next()
|
|
while n != "":
|
|
if n != "." and n != ".." and n != "android" and not n.begins_with("."):
|
|
var sub = p if p.ends_with("/") else (p + "/")
|
|
sub += n
|
|
if d.current_is_dir():
|
|
out.append_array(_walk(sub))
|
|
else:
|
|
out.append(sub)
|
|
n = d.get_next()
|
|
return out
|