d61a0ffcb0
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>
27 lines
535 B
Plaintext
27 lines
535 B
Plaintext
[gd_resource type="ShaderMaterial" format=3 uid="uid://dj27bh8fh6g7f"]
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[sub_resource type="Shader" id="Shader_b630w"]
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code = "shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
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uniform vec4 BaseColor : source_color;
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void fragment() {
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// ColorParameter:5
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vec4 n_out5p0 = BaseColor;
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// Output:0
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ALBEDO = vec3(n_out5p0.xyz);
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}
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"
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[resource]
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render_priority = 0
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shader = SubResource("Shader_b630w")
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shader_parameter/BaseColor = Color(1, 0, 0, 1)
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