M0' scaffold: Godot 4.7 + GDExtension + libgr2 wired up (macOS)
- extension/: godot-cpp submodule (master, API 4.7), Metin2Model node registered, links xrender-poc/libgr2 via sibling-dir reference. - project/: Godot 4.7 project — orbit camera + DirectionalLight3D (shadows) + WorldEnvironment/procedural sky + placeholder cube; main.gd probes the extension and can run libgr2 on a real .gr2 (MTGODOT_PROBE_GR2). - build.sh one-shot build into project/bin/. - docs/GODOT-POC-PLAN.md (phased: Phase 1 macOS -> M0'/M1/M2/M2.5). Verified on this machine: [mtgodot] Metin2Model registered OK — libgr2 linked probe_gr2(warrior_cheongrin.gr2) -> gr2 OK: format_version=6 sections=8 Metal Forward+ renders the scene (test/golden/m0-scaffold.png). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WaHYEY9rwLWt21PULiYjeJ
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; Godot 4.7 project — mtgodot-poc Phase 1 (macOS)
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; See ../docs/GODOT-POC-PLAN.md
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config_version=5
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[application]
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config/name="mtgodot-poc"
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run/main_scene="res://main.tscn"
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config/features=PackedStringArray("4.7", "Forward Plus")
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[debug]
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gdscript/warnings/untyped_declaration=1
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[rendering]
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renderer/rendering_method="forward_plus"
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anti_aliasing/quality/msaa_3d=2
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