Files
puzzle-quest/scripts/find_visualshaders.gd
T
Vaillant Jeremy ca67fc6ec3 Convert all VisualShaders to plain Shaders; clean editor noise
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>
2026-05-16 21:42:28 +02:00

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