Implement playable Mac client and rendering validation
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# Native tree geometry
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These 87 GLBs are offline SpeedTreeRT extractions of this workspace's existing
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SPT assets, not procedural replacements. Their embedded bark/composite textures
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and meshes are game artwork: the same internal-use/licensing restrictions as
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`assets/Tree` apply. Do not treat them as freely redistributable open-source art.
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`manifest.json` maps original SPT SHA-256 to the GLB filename and SHA-256.
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Both hashes are checked by `script/stage_tree_geometry.mjs`; the runtime also
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verifies both before loading. The source conversion index lives in the sibling
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`metin2-godot-main/generated/content-v1/40250-full-unpacked-final` workspace.
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No proprietary Windows DLL is shipped or loaded by the Mac client.
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Coordinates are already Godot Y-up metres. Keep original height, origin, UVs,
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branches, fronds and leaf cards; do not apply the former proxy's 12m scale.
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Leaf materials use double-sided alpha scissor with cutoff 0.3.
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This is real **static** geometry: full SpeedTree wind, camera-facing leaf
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clusters and native LOD transitions are not reconstructed by these GLBs.
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Validation: all 87 species import; all 81 species referenced by current static
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AreaData have a conversion; six principal maps render 2,092 native trees with
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zero proxies. The 31 legacy SPTs under `Zone/ymir work/zone/b/tree` have different
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source hashes and are not converted or aliased to these meshes. They are not
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referenced by current tree property records. One unused historical property
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references missing `christmastree.spt`; the actual `christmastree1/2/3.spt`
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variants are converted. Seasonal event spawning is separate from static maps.
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