Metin2 game client (P0–P11) + mobile asset pipeline
Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
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@@ -14,6 +14,9 @@
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#include <gr2/gr2.h>
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#include <cstdint>
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#include <vector>
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namespace godot {
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class Skeleton3D;
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class Skin;
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@@ -25,6 +28,10 @@ namespace mtgodot {
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// 4x4 transpose: gr2 row-major/row-vector -> Godot Transform3D.
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godot::Transform3D gr2_to_godot(const gr2::Mat4 &m);
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// gr2 affine compose (row-vector: result applies A then B), same as libgr2's
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// internal mul4x3. R = A · B with the 4th row treated as translation.
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gr2::Mat4 mul4x3(const gr2::Mat4 &A, const gr2::Mat4 &B);
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// Z-up cm -> Y-up m (+ optional Z flip for LH->RH content).
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godot::Transform3D make_conv(float unit_scale, bool flip_z);
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@@ -32,15 +39,27 @@ godot::Transform3D make_conv(float unit_scale, bool flip_z);
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// folded into root bones). Returns nullptr if the skeleton has no bones.
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godot::Skeleton3D *build_skeleton(const gr2::Skeleton &sk);
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// One render part = one Godot surface. A gr2 mesh with N>1 tri_groups splits into
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// N parts (each its own material); a mesh with 0/1 groups is one whole-mesh part.
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struct RenderPart {
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int mesh = -1; // gr2::FileInfo::meshes index
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int group = -1; // gr2::Mesh::tri_groups index, or -1 = whole mesh
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int mat_index = -1; // tri_groups[group].material_index (mesh-local), or -1
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uint32_t idx_first = 0; // start into mesh.indices (= tri_first * 3)
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uint32_t idx_count = 0; // length into mesh.indices (= tri_count * 3)
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};
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std::vector<RenderPart> build_parts(const gr2::FileInfo &fi);
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// Skin whose bind list is parallel to the skeleton bones:
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// bind i -> bone i, pose = gr2_to_godot(bone[i].inverse_world)
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godot::Ref<godot::Skin> build_skin(const gr2::Skeleton &sk);
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// One ArrayMesh with a surface per gr2 Mesh that has geometry.
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// One ArrayMesh with a surface per RenderPart (see build_parts).
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// ARRAY_BONES values are skeleton bone indices (mesh slot -> bone via
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// mesh.bone_bindings). Rigid meshes are bound rigidly to bone_bindings[0].
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// Fills out_bounds with the untransformed vertex AABB.
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godot::Ref<godot::ArrayMesh> build_mesh(const gr2::FileInfo &fi, bool flip_winding,
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godot::Ref<godot::ArrayMesh> build_mesh(const gr2::FileInfo &fi,
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const std::vector<RenderPart> &parts, bool flip_winding,
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godot::AABB &out_bounds);
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} // namespace mtgodot
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