2V2-e.2: Godot consumer of the 3D draw commands, offline screenshot
python_3d_surface.gd turns RenderGame's recorded draws into meshes under a camera read back from SetPerspective; textures come from the 40250 packs. GetFarClip and the CMapManager ctor ported verbatim. Until the environment is ported, lit draws with no light/ambient are shown unshaded (stand-in). script/python_game_render_test.sh runs system.py login -> select -> game against port_fake_login_server (or --live via MT_LIVE_*) and screenshots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Claude Opus 5.5
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@@ -43,6 +43,10 @@ public:
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// The pixels of a "mem:<id>@<revision>" image command (the CGraphicFontTexture glyph pages) as an
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// RGBA8 Image; null when the texture is gone or its revision is still `known_revision`.
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static godot::Ref<godot::Image> memory_texture(const godot::String &name, int64_t known_revision);
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// The 3D draw calls of the last ui_update() (RenderCommands3D.h), one Dictionary each: "world",
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// "view", "proj" (PackedFloat32Array, D3D row-vector layout), vertex arrays, "indices", "texture0"
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// and the blend/depth/cull/lighting state.
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static godot::Array render3d_draws();
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static void stop();
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protected:
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