Merge branch 'main' of http://192.168.21.200:8418/4v5u09Z5a4Yuc/metin2-client
# Conflicts: # docs/RENDERING-REPAIR-PLAN.md
This commit is contained in:
@@ -17,9 +17,57 @@ godot --path project --script gamescene_visual_test.gd -- --c1
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- `gamescene_test.gd` 使用不存在的地图,预期有加载错误日志;它只验证无地图装配,不能当作画面正常证据。
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- `gamescene_visual_test.gd` 使用真实资产和实际 GameScene,通过 FakeClient 延迟提供 race=0 主角数据,**不发**主角信号。无账号和服务器写入。
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- 默认先加载 A1;`--c1` 随后提供 C1 服务器位置,用来验证晚到坐标能纠正地图选择。
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- `gamescene_visual_test.gd` 除位置/地图/表面数外还断言 `feet_gap`:把动画冻结在 0.5 s
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后取全部 MeshInstance3D 世界包围盒的最低点,减去该处地形高度,要求 |gap| ≤ 0.03 m
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(R2-01 悬空修复的数值守卫;A1 与 C1 实测均为 0.001373 m)。报告里同时记录
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`feet_y` / `feet_gap` / `feet_gap_max`。
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- 视觉用例输出 `build/rendering/gamescene-<timestamp>/game.png` 与 `report.json`。可用环境变量 `MT_RENDER_OUTPUT` 指定独立目录;复用路径会覆盖同名报告,建议每次新目录。
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- 报告包含位置、相机、地图加载计数、模型表面数、引擎、关键脚本/扩展/模型路径哈希。资产依赖尚未穷举;这只是 R0 部分基线。
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- 截图尺寸为 1280×720,角色待机固定在 0.5 秒。地形/环境动态因素尚未完全冻结,因此暂不设置像素误差硬阈值。
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- 测试不配置学习技能,截图中的空快捷槽不代表技能图标验证成功。
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## 不启动游戏的模型渲染回归(model_render_test.gd)
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```bash
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godot --path project --script model_render_test.gd # 八职业,判定
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godot --path project --script model_render_test.gd -- --race 0
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godot --path project --script model_render_test.gd -- --bless # 重建基线
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```
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无地图、无网络、无服务器:直接用 `ui/player_view.gd` 离线装配一个角色,`wait`
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动画冻结在 0.5 s,固定灯光(平行光 `(-42,155,0)` energy 1.1 + 环境色
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`(0.6,0.62,0.68)` energy 0.8)、洋红背景、512×512。与 `char_bench_test.gd` 的区别
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是它对像素算指标并断言,退出码即结论;bench 仍然只产图供人看。
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指标(每个 race)与判定方式:
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| 指标 | 含义 | 判定 |
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| --- | --- | --- |
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| `feet_gap_m` | 最低蒙皮顶点到 y=0 | 绝对,\|gap\| ≤ 0.03 m(实测 −0.0007…0.0030) |
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| `silhouette_px` | 正面剪影像素数 | 绝对 ≥ 3000;且对基线 ±3% |
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| `head_cover` | 近景机位下发型盖住头部像素的比例(只统计 no_hair 里属于人体的像素) | 对基线 ±0.03 |
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| `hair_mean_lum` | 只画发型时发型像素平均亮度 | 对基线 ±0.006 |
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| `hair_mean_lum_ctrl` | 同上,但换回 R2-02 修复前的 `StandardMaterial3D(roughness=1)` | 负对照:必须比生产值高 ≥ 0.008 |
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| `hair_lum_p99` / `hair_bright_frac` | 亮度 99 分位 / 超过 0.20 的像素占比 | 仅记录,不判定 |
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为什么用平均亮度而不是「有多少像素炸白」:发色本身差别极大(武士近黑
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`mean 0.061`,修罗银白 `mean 0.260`),任何跨职业的绝对亮度上限都不成立。平均
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亮度对「整片发型被额外高光抬亮」敏感,基准差异由按职业记录的基线吸收。
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负对照不是摆设:它每次都真的用旧材质再渲一遍,保证这条指标现在仍分得开好坏
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(例如有人把灯光调暗到两边都测不出高光时会直接失败)。八职业实测旧材质相对
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新材质的抬升是 +0.0109 … +0.0371,最小值 0.0109 给阈值 0.006/0.008 留了余量。
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已验证它确实能抓到目标缺陷:把 `Metin2Model::_load_hair()` 临时改回
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`StandardMaterial3D(roughness=1)` 重新编译后,**八个职业全部失败**
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(`hair_mean_lum` 偏离基线 0.0109…0.0371);改回 `mtgodot::make_material` 后
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`PASS`。
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基线在 `test/rendering/model_baseline.json`,含引擎版本。改模型、改发型材质或改
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这套灯光都会让基线失效,需要人工看过渲染结果再 `--bless`,并在
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`docs/RENDERING-REPAIR-PLAN.md` 的执行记录里写清重建原因。
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覆盖边界:只有离线单角色装配。不含地图、地形接触、真实光照昼夜、装备叠加、
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40250 像素比对,也不能替代 `gamescene_visual_test.gd` 与导出包验收。
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已知后续:脸部/脚底近景和区域差异器、完整资产哈希、四职业 GR2/GLB 对照、技能状态与图标用例、真实联机及普通 macOS `.app` 验收。
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@@ -0,0 +1,94 @@
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{
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"engine": "4.7.1-stable (official)",
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"note": "godot --path project --script model_render_test.gd -- --bless",
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"races": {
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"0": {
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"body_gr2": "warrior_novice.gr2",
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"hair_bright_frac": 0.0224071972085593,
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"hair_gr2": "hair_1_1.gr2",
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"hair_lum_p99": 0.254901960784314,
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"hair_mean_lum": 0.0607960189162477,
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"hair_mean_lum_ctrl": 0.097848223242717,
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"head_cover": 0.324674209407673,
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"head_px": 46579,
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"silhouette_px": 35073
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},
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"1": {
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"body_gr2": "assassin_novice.gr2",
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"hair_bright_frac": 0.316447908121411,
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"hair_gr2": "hair_1_1.gr2",
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"hair_lum_p99": 0.349019607843137,
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"hair_mean_lum": 0.184415208398222,
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"hair_mean_lum_ctrl": 0.195338585878083,
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"head_cover": 0.244265393733581,
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"head_px": 62428,
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"silhouette_px": 36052
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},
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"2": {
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"body_gr2": "sura_novice.gr2",
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"hair_bright_frac": 0.834898912836162,
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"hair_gr2": "hair_1_1.gr2",
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"hair_lum_p99": 0.435294117647059,
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"hair_mean_lum": 0.260437632997124,
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"hair_mean_lum_ctrl": 0.281076636261981,
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"head_cover": 0.0281083316817606,
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"head_px": 116051,
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"silhouette_px": 39682
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},
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"3": {
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"body_gr2": "shaman_novice.gr2",
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"hair_bright_frac": 0.122538024274082,
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"hair_gr2": "hair_1_1.gr2",
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"hair_lum_p99": 0.32156862745098,
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"hair_mean_lum": 0.134457749300365,
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"hair_mean_lum_ctrl": 0.166435011552631,
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"head_cover": 0.295606972434941,
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"head_px": 60983,
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"silhouette_px": 36257
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},
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"4": {
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"body_gr2": "warrior_novice.gr2",
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"hair_bright_frac": 0.0294142102856193,
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"hair_gr2": "hair_1_1.gr2",
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"hair_lum_p99": 0.23921568627451,
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"hair_mean_lum": 0.0852886966119754,
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"hair_mean_lum_ctrl": 0.107547303626061,
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"head_cover": 0.190623521275434,
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"head_px": 27473,
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"silhouette_px": 27104
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},
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"5": {
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"body_gr2": "assassin_novice.gr2",
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"hair_bright_frac": 0.0384454367848172,
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"hair_gr2": "hair_1_1.gr2",
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"hair_lum_p99": 0.270588235294118,
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"hair_mean_lum": 0.0734998604521351,
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"hair_mean_lum_ctrl": 0.0947519741918537,
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"head_cover": 0.25690174015439,
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"head_px": 30572,
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"silhouette_px": 24776
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},
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"6": {
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"body_gr2": "sura_novice.gr2",
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"hair_bright_frac": 0.905465795806119,
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"hair_gr2": "hair_1_1.gr2",
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"hair_lum_p99": 0.427450980392157,
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"hair_mean_lum": 0.277393012894398,
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"hair_mean_lum_ctrl": 0.298905357949299,
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"head_cover": 0.617005584237699,
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"head_px": 37964,
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"silhouette_px": 30280
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},
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"7": {
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"body_gr2": "shaman_novice.gr2",
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"hair_bright_frac": 0.0142828216749996,
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"hair_gr2": "hair_1_1.gr2",
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"hair_lum_p99": 0.219607843137255,
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"hair_mean_lum": 0.0624432979584058,
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"hair_mean_lum_ctrl": 0.0774457732565792,
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"head_cover": 0.715665995318709,
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"head_px": 36742,
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"silhouette_px": 21953
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}
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}
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}
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