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Implement automatic rename for project
- Import must rename nodes/root_type="Spatial" to "Node3D": - Resolves ownership issues with calling: scene->replace_by(base_node); when the original root type was Spatial.
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@ -410,6 +410,12 @@ bool ProjectConverter3To4::convert() {
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rename_common(RenamesMap3To4::input_map_renames, reg_container.input_map_regexes, lines);
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} else if (file_name.ends_with(".csproj")) {
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// TODO
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} else if (file_name.ends_with(".import")) {
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for (int x = 0; x < lines.size(); x++) {
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if (lines[x].contains("nodes/root_type=\"Spatial\"")) {
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lines.set(x, "nodes/root_type=\"Node3D\"");
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}
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}
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} else {
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ERR_PRINT(file_name + " is not supported!");
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continue;
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@ -636,7 +642,7 @@ Vector<String> ProjectConverter3To4::check_for_files() {
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String file_name = dir->_get_next();
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while (file_name != "") {
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if (file_name == ".git" || file_name == ".import" || file_name == ".godot") {
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if (file_name == ".git" || file_name == ".godot") {
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file_name = dir->_get_next();
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continue;
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}
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@ -644,7 +650,7 @@ Vector<String> ProjectConverter3To4::check_for_files() {
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directories_to_check.append(current_dir.path_join(file_name) + "/");
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} else {
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bool proper_extension = false;
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if (file_name.ends_with(".gd") || file_name.ends_with(".shader") || file_name.ends_with(".gdshader") || file_name.ends_with(".tscn") || file_name.ends_with(".tres") || file_name.ends_with(".godot") || file_name.ends_with(".cs") || file_name.ends_with(".csproj"))
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if (file_name.ends_with(".gd") || file_name.ends_with(".shader") || file_name.ends_with(".gdshader") || file_name.ends_with(".tscn") || file_name.ends_with(".tres") || file_name.ends_with(".godot") || file_name.ends_with(".cs") || file_name.ends_with(".csproj") || file_name.ends_with(".import"))
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proper_extension = true;
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if (proper_extension) {
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