Files
puzzle-quest/scenes/UI/title/Title.tscn
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_scene format=3 uid="uid://c778egnikip8v"]
[ext_resource type="Texture2D" uid="uid://bfrcdlqx7h0jr" path="res://assets/ui/themes/game-title.png" id="1"]
[node name="Control" type="CenterContainer" unique_id=1033867655]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
pivot_offset = Vector2(-656.735, -331.043)
[node name="TextureRect" type="TextureRect" parent="." unique_id=1237902130]
layout_mode = 2
texture = ExtResource("1")