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>
20 lines
692 B
Plaintext
20 lines
692 B
Plaintext
[gd_scene format=3 uid="uid://caedpu4rcpa6a"]
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[ext_resource type="Texture2D" uid="uid://c3tndlulsrson" path="res://assets/ui/themes/UI-Button-Back.png" id="1"]
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[ext_resource type="Texture2D" uid="uid://btf3i68yapi3b" path="res://assets/ui/themes/UI-Button-Back-Overlay.png" id="2"]
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[node name="Control" type="Control" unique_id=722170891]
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layout_mode = 3
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anchors_preset = 0
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offset_right = 1440.0
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offset_bottom = 900.0
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[node name="TextureButton" type="TextureButton" parent="." unique_id=1245301894]
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layout_mode = 0
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offset_right = 40.0
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offset_bottom = 40.0
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mouse_default_cursor_shape = 2
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texture_normal = ExtResource("1")
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texture_hover = ExtResource("2")
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texture_focused = ExtResource("2")
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