Port of AVA2's CRenderTarget / GrpRenderTargetTexture / renderTarget module.
The host gains an RGBA8 offscreen colour pass for D3D colour render targets;
mt_preview shows wearable items on every allowed race and monsters with
motions, reached by X+click in the inventory and shop and from the wiki.
Player races are created as TYPE_PC so their parts exist.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ctrl + right click on an ITEM_GIFTBOX opens a count window (1/10/50/all,
max 200) that sends /mt_chest and sums the MTCH1 gains into chat. Without
Ctrl or against a server without the command the original use runs.
Exports item.ITEM_TYPE_GIFTBOX. Verified live on the 203 channel5 core.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Five per-slot toggles next to start/stop, shown only when the server
sends the MTSB1 lock line; locked attributes are marked in the current
attribute line. Server side: metin2-server docs/FEATURE-ATTR-LOCK.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
mt_boss lists the server's timed boss regens from the MTF1 "bosses"
query: alive/max, countdown, map-local position and period, paged by 8,
with per-boss spawn reminders that only fire on a fresh alive snapshot.
Teleport is left out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
mt_channel lists the serverInfo channels of the current server and switches by
running the original paths: /logout, then the login window connects to the
chosen channel with the account kept by MainStream, and the original
stream.isAutoSelect starts the same character. No server change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A tree close to the camera is drawn by RenderPCBlocker, not RenderTree,
so background.SetVisiblePart(PART_TREE, 0) left it on screen. Skip tree
blockers while PART_TREE is hidden. Live screenshots on the 203 test
core confirm the tree, the GM mark and the weapon glow now disappear.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Client-only port of ENABLE_GRAPHIC_ON_OFF / HIDE_OBJECTS: five effect
levels toggle attached actor effects via Active/Deactive, tree and cloud
parts use background.SetVisiblePart, plus shortcuts for the original
name and damage options. mt_display window, mt_display.cfg, port.display
test, docs/AVA2-DISPLAY.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Embedded module mt_pickup wraps GameWindow.PickUpItem (Z / `): with batch
pickup on it sends /mt_pickup 1 MASK (0.5 s gap, one in flight, presses
swallowed while waiting); after 3 s without a reply it notes once in chat
and falls back to the original single pickup. Settings window (on/off and
8 categories, persisted in mt_pickup.cfg) behind a "拾取" button under the
switchbot entry by the minimap.
Live tested against 203 (channel-5 test core, port 13040) with the macOS
native client.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Embedded module mt_switchbot: a paced request queue (0.3 s gap, one in
flight, 4 s timeout -> unsupported), atomic attrs lists from the server,
two alternatives of up to 5 targets, 10-1000 roll limits, live state and
stop reasons. Entry button under the wiki button by the minimap. The
selection follows the server-reported cell when the item moves mid-run
and falls back to the same vnum when it moves while idle.
Live tested against 203 (channel-5 test core, port 13040) with the macOS
native client.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After building the APK, android/build.sh now picks the attached device (ANDROID_SERIAL for several),
installs the APK (reinstalling on a signature mismatch), syncs the zh client into files/Client and, with
--launch, wakes the phone and starts the app. Without a device it only builds.
push-client.sh is now incremental (android/sync_client.py): the device keeps files/Client/.mt_sync
(size, mtime, path of what the last sync wrote), so later syncs send only new and changed files as one
tar streamed through `adb shell -T run-as` (no copy in /data/local/tmp) and delete the ones gone
locally. Only game resources are synced; settings and logs the app writes there are kept. --locale zh
rebuilds build/zh-locale/Client first when its inputs changed. android/adb_env.sh picks adb and falls
back to server port 5038 when :5037 cannot bind.
Verified against a fake adb device: first sync (1.4 GB, byte-identical), no-op resync, changed files,
deletions, locale switch, --full, the install/launch path and the no-device path.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
tools/server/item-mall-shop becomes tools/server/npc-shops with one
directory per shop (shop.conf + items.tsv) and install.sh <shop dir>.
New mount shop: 35 ride tickets on NPC 20368 (renamed 坐骑商人 via
NPC_NAME -> mob_names.txt) beside the stable boy in a1/b1/c1. Verified
on 203: 35 slots at the drafted prices, bought + used 71114 -> mounted.
zh overlay: 71118 虎坐骑券(黄), 20368 坐骑商人.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replace the macOS-only AudioToolbox decoder with mt_host::decode_audio: a
RIFF/WAVE PCM parser plus vendored dr_mp3, resampled/remixed to 44.1 kHz
stereo float with SDL_ConvertAudioSamples. macOS and Android now share one
path; the AudioToolbox link is gone.
BGM is no longer cached in clips_ (a 5-minute track is ~100 MB of float):
only the playing track is kept, and a new one decodes on a worker thread
(the pack read stays on the main thread) so map changes do not stall.
host.audio_decode test: synthetic wav layouts + all 1578 pack .wav, 9 pack
.mp3 and 25 Client/BGM .mp3 decode (7060 s of audio in ~3.6 s on M2).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Godot-era batch records move verbatim to docs/archive/PORT-HISTORY.md.
README and THIRD-PARTY no longer mention submodules.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Untrack build-debug/ and build-asan/ (CMake trees committed by mistake in
c9389431) and ignore them.
- Remove extension/src/net and extension/src/pack (m2dev protocol and XChaCha
pack format, superseded by the ported 40250 code), their 18 unregistered tests
and the net/pack tools, the MT_BUILD_NET_TOOLS probe, and the libsodium and zstd
submodules they alone used.
- The fake login server's classic cipher, sequence table and wire layouts move to
extension/tests/classic/ (still used by port.login_flow, port.packet and the
native client's offline mode).
- Archive Godot/m2dev-era plans under docs/archive/; THIRD-PARTY.md updated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
eterpack_pack writes locale packs in the original format (COMPRESS
entries, LZO+TEA index), and build_zh_locale.py packs locale/zh into
locale_zh.eix/.epk registered in pack/Index instead of leaving loose
files.
The reviewed translations for names and keys still in English are
kept apart from the server snapshot in data/zh_40250/*_zh_overlay.txt
(1,607 items, 231 mobs/NPCs, 45 locale_game keys) and override it at
build time. Only YMIR, the coordinate-named warp markers and the empty
TOOLTIP_UNSEAL_LEFT_TIME remain English.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
mt_codepage implements code pages 874/932/936/949/950/1250-1258 from
Microsoft's bestfit<cp>.txt sources (script/gen_codepage_tables.py,
SHA-256 pinned). Win32Crt's MultiByteToWideChar/WideCharToMultiByte/
IsDBCSLeadByteEx and net/text_codec use it, so the Android API 24 build
no longer depends on iconv. port.codepage checks every table against
its source file.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- UserInterface/PythonShop.cpp ported verbatim (shop module, initshop after initfly);
pending stub and module stubs removed.
- 40250 PythonApplicationCursor.cpp and SetMouseHandler moved into the platform
CPythonApplication on file-static members; GetCursorNum out of line, since uishop's
app.GetCursor() dereferenced the missing application object.
- Fake server: general store (npclist 9003) answers CG_ON_CLICK with GC_SHOP START,
CG_SHOP BUY/SELL2/END like CShop::Buy / CShopManager::Sell.
- port.login_flow step 10: click the shopkeeper, right-click buy, drag-sell, ESC close.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The fake server spawns a stray dog outside the village's BANPK safe disc
and answers CG_TARGET/CG_ATTACK with GC_TARGET/GC_DAMAGE_INFO/GC_DEAD.
port.login_flow and python_game_render_test hold the left button on it
(MBF_SMART -> __OnPressActor) until it dies. Adds the host/test helper
PythonBoot::Evaluate / Metin2PythonHost.evaluate.
python_3d_surface: emission is now multiplied by the texture, like
D3D's emissive-then-MODULATE, which removes the grey click-glow quad and
the grey wash on characters. Damage numbers wait on CPythonSystem (4-g).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- UserInterface/PythonIME(+Module) ported verbatim; ime module stubs removed, initime() after initdbg()
- EterLib/IME.cpp in platform/: 40250 buffer/WMChar bodies, IMM/TSF processors no-op; committed
multi-byte text via PythonBoot::UIChar emulating GCS_RESULTSTR
- GameApplicationAdapter RunIME* -> CWindowManager; Godot keys -> ui_ime_key/ui_char
- port.login_flow/login_live type the account through the IME; chat CG_CHAT round-trip on the fake server
- python_game_render_test logs in with Godot key events
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>