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>
9 lines
310 B
Plaintext
9 lines
310 B
Plaintext
[gd_scene format=3 uid="uid://ceyvbjwaca6gl"]
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[ext_resource type="ArrayMesh" path="res://assets/props/growler/sm_growler_lod1.mesh" id="1"]
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[node name="sm_growler" type="Node3D" unique_id=1516724524]
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[node name="sm_growler_lod1" type="MeshInstance3D" parent="." unique_id=358704487]
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mesh = ExtResource("1")
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