port: CMapOutdoor + PythonBackground + minimap (1:1 40250)
GameLib map/area/terrain units, PRTerrainLib Terrain/TextureSet, PythonBackground(+Module) and ColorTransitionHelper ported verbatim; pending stand-ins and background module stubs removed. Hand edits: BeginEnvironment's pointer tag via uintptr_t, LoadWaterMap reads the file's 32-bit longs. Terrain draw passes stay platform no-ops (Godot draws the terrain). RecordingDevice gains textures, buffers and render targets; orthographic draws become UI commands so CPythonMiniMap's masked tiles show through minimap_image_filter in python_ui_surface. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
parent
b69116992c
commit
2ead95756e
@@ -226,6 +226,14 @@ func run() -> void:
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# Every texture name gets its own texture (face, body, hair are not one material).
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_check(distinct_textures.size() == textures.size(),
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"one texture per texture name (%d of %d)" % [distinct_textures.size(), textures.size()])
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# CPythonMiniMap renders the outdoor map's minimap.dds tiles through minimap_image_filter.dds;
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# the orthographic draws reach the UI stream as masked images.
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var minimap_tiles := 0
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for command in Metin2PythonHost.ui_render_commands():
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if command.has("mask") and String(command["text"]).ends_with("minimap.dds"):
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minimap_tiles += 1
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report["minimap_tiles"] = minimap_tiles
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_check(minimap_tiles > 0, "minimap tiles drawn through the filter mask (%d)" % minimap_tiles)
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var bounds := []
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for instance in world.find_children("Draw*", "MeshInstance3D", false, false):
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if instance.visible and instance.mesh:
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