Files
puzzle-quest/assets/env/base_env.tres
T
Vaillant Jeremy d61a0ffcb0 Add developers/.gdignore; let Godot 4 canonicalise saved scenes
The developers/aurelien sandbox scenes still reference legacy non-LOD
mesh paths (sm_book.mesh, sm_candlestick.mesh, ...) that don't exist
anymore — the production scenes were migrated to *_lod0/1/2.mesh.
Godot's full-project file scanner reads every .tscn at editor open
and emits 'Cannot open file' errors for each broken ext_resource,
even for scenes that the game never loads.

Mark developers/ as out-of-scope for Godot's filesystem walker with
a .gdignore at its root. The .import / .uid sidecars Godot had
generated for files inside (CheckLightmap.exr.import,
CheckLightmap.gd.uid) are auto-removed by the editor since they are
now orphaned metadata — only the source files (.tscn, .gd, .exr,
.lmbake) remain. Re-enabling the sandbox later just means deleting
the .gdignore; Godot will regenerate the sidecars.

The other diffs in this commit are Godot 4 canonicalising whatever
.tscn / .tres files were touched in the editor session that ran the
LightmapGI bake attempt: ext_resource uid= attributes added, format
bumped 2 -> 3, property order normalised. No behavioural change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 22:24:19 +02:00

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[gd_resource type="Environment" format=3 uid="uid://cosbxx1qhfx35"]
[sub_resource type="Sky" id="2"]
[resource]
background_mode = 3
background_color = Color(0.188235, 0.133333, 0.133333, 1)
sky = SubResource("2")
ambient_light_color = Color(0.694118, 0.168627, 0.67451, 1)
ambient_light_sky_contribution = 0.5
ambient_light_energy = 1.55
tonemap_mode = 2
glow_enabled = true
fog_enabled = true
fog_depth_curve = 1.10957
fog_depth_begin = 0.0
fog_depth_end = 60.0