fix(rendering): complete character visual regression fixes
This commit is contained in:
@@ -12,15 +12,29 @@ func _initialize() -> void:
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func _run() -> void:
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root.size = Vector2i(1472, 854)
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var output := OS.get_environment("MT_RENDER_OUTPUT")
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if output.is_empty():
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output = ProjectSettings.globalize_path("res://../build/rendering/selection-%d-%d" % [Time.get_unix_time_from_system(), OS.get_process_id()])
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DirAccess.make_dir_recursive_absolute(output)
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var hair_part := 0
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var job := 0
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var main_part := 20009
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for arg in OS.get_cmdline_user_args():
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if arg.begins_with("--hair="):
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hair_part = int(arg.trim_prefix("--hair="))
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elif arg.begins_with("--job="):
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job = clampi(int(arg.trim_prefix("--job=")), 0, 7)
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elif arg.begins_with("--main-part="):
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main_part = max(0, int(arg.trim_prefix("--main-part=")))
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var client := Client.new()
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root.add_child(client)
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var screen := Screen.new()
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root.add_child(screen)
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screen.setup(client, AssetRoot.path(), [{
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"index": 0, "name": "[SA]Admin", "job": 0, "level": 105,
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"index": 0, "name": "[SA]Admin", "job": job, "level": 105,
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"guild_name": "[GM-TEAM]", "play_minutes": 2180,
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"ht": 90, "iq": 15, "st": 90, "dx": 90,
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"main_part": 20009, "hair_part": 0,
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"main_part": main_part, "hair_part": hair_part,
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}])
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for i in 40:
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await process_frame
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@@ -28,19 +42,80 @@ func _run() -> void:
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printerr("FAIL: selection model did not load")
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quit(1)
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return
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# R2 diagnostics: compare the exact same armour with the configured hair
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# removed. This distinguishes an absent/incorrect face surface from a hair
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# depth or alpha problem; normal visual tests keep the real HairIndex 0.
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if "--no-hair" in OS.get_cmdline_user_args():
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screen._pv.model.set("hair_gr2", "")
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for _i in 2:
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await process_frame
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print("Selected armor: ", screen._pv.model.get("gr2_path"))
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screen._pv.anim.set_process(false)
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screen._pv.anim.set("blend_time", 0.0)
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screen._pv.anim.set("time", 0.5)
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# Sample after freezing the reference pose: GPU deformation lives in the
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# shader, so its current bounds are requested by the same production framing
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# path rather than read back from the static ArrayMesh.
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screen._frame_model()
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print("Hair skin: ", screen._pv.model.get("hair_skin"))
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var ua = preload("res://ui/ui_assets.gd")
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ua.load_dds_image(String(screen._pv.model.get("hair_skin"))).save_png("/tmp/metin2-hair.png")
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var hair_image: Image = ua.load_dds_image(String(screen._pv.model.get("hair_skin")))
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if hair_image != null:
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hair_image.save_png(output.path_join("hair-texture.png"))
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var mesh_bounds: Array = []
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for mi in screen._pv.find_children("*", "MeshInstance3D", true, false):
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var local_aabb: AABB = mi.get_aabb()
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var world_aabb: AABB = mi.get_global_transform() * local_aabb
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mesh_bounds.append({
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"node": String(mi.name),
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"local_position": [local_aabb.position.x, local_aabb.position.y, local_aabb.position.z],
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"local_size": [local_aabb.size.x, local_aabb.size.y, local_aabb.size.z],
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"world_position": [world_aabb.position.x, world_aabb.position.y, world_aabb.position.z],
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"world_size": [world_aabb.size.x, world_aabb.size.y, world_aabb.size.z],
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})
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for surface in mi.mesh.get_surface_count():
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print("SURFACE ", surface, " ", mi.mesh.surface_get_name(surface))
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if not String(screen._pv.model.get("gr2_path")).to_lower().contains("warrior_5_1"):
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var mat: Material = mi.get_active_material(surface)
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if mat is ShaderMaterial:
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print("MATERIAL mode=", mat.get_shader_parameter("mode"), " alpha_write=", mat.shader.code.contains("ALPHA ="))
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if "--solid-body" in OS.get_cmdline_user_args():
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var solid := StandardMaterial3D.new()
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solid.albedo_texture = mat.get_shader_parameter("albedo_tex")
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solid.cull_mode = BaseMaterial3D.CULL_DISABLED
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mi.set_surface_override_material(surface, solid)
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if main_part == 20009 and not String(screen._pv.model.get("gr2_path")).to_lower().contains("warrior_5_1"):
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printerr("FAIL: server armor was not applied")
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quit(1)
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return
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if hair_part == 1001 and not String(screen._pv.model.get("hair_gr2")).to_lower().contains("hair_2_1"):
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printerr("FAIL: standard HairIndex 1001 did not replace the default hair model")
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quit(1)
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return
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if DisplayServer.get_name() != "headless":
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await RenderingServer.frame_post_draw
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root.get_texture().get_image().save_png("/tmp/metin2-char-select.png")
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if root.get_texture().get_image().save_png(output.path_join("selection.png")) != OK:
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quit(1)
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return
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var hashes := {}
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for path in ["res://ui/char_select_screen.gd", "res://ui/player_view.gd", "res://ui/equip_model.gd", "res://ui/race_spec.gd", "res://char_select_visual_test.gd"]:
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hashes[path] = FileAccess.get_sha256(path)
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for key in ["gr2_path", "hair_gr2", "hair_skin"]:
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var path := String(screen._pv.model.get(key))
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if not path.is_empty():
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hashes[path] = FileAccess.get_sha256(path)
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var library := "res://bin/libmtgodot.macos.template_debug.dylib"
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hashes[library] = FileAccess.get_sha256(library)
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var report := FileAccess.open(output.path_join("report.json"), FileAccess.WRITE)
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report.store_string(JSON.stringify({"sha256": hashes, "engine": Engine.get_version_info(),
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"job": job, "main_part": main_part, "hair_part": hair_part, "sample_time": 0.5, "args": OS.get_cmdline_user_args(),
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"gpu_skin": OS.get_environment("MTGODOT_GPUSKIN"),
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"camera_position": [_cam_pos(screen).x, _cam_pos(screen).y, _cam_pos(screen).z],
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"mesh_bounds": mesh_bounds,
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"scope": "assembly assertions; screenshot requires visual review, not 40250 pixel parity"}, "\t"))
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report.close()
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print("SELECTION_OUTPUT: ", output)
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print("PASS: selection model, server armor and UI assembly")
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quit()
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func _cam_pos(screen: Node) -> Vector3:
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return screen._cam.position if screen._cam else Vector3.ZERO
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@@ -0,0 +1,63 @@
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# Detect CPU animation dropping winding (including accidentally loading an old dylib).
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extends SceneTree
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var failures := 0
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func _initialize() -> void:
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call_deferred("run")
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func indices(model: Node) -> Array:
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var meshes := model.find_children("*", "MeshInstance3D", true, false)
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var out := []
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for mi in meshes:
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for s in mi.mesh.get_surface_count():
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out.append(mi.mesh.surface_get_arrays(s)[Mesh.ARRAY_INDEX])
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return out
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func check_reversed(a: Array, b: Array, stage: String) -> void:
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if a.is_empty() or a.size() != b.size():
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failures += 1
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printerr("FAIL: missing surfaces at ", stage)
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return
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for s in a.size():
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if a[s].size() != b[s].size():
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failures += 1
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continue
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for t in range(0, a[s].size(), 3):
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if a[s][t] != b[s][t] or a[s][t + 1] != b[s][t + 2] or a[s][t + 2] != b[s][t + 1]:
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failures += 1
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printerr("FAIL: winding lost at ", stage, " surface ", s)
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break
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func run() -> void:
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var base := AssetRoot.path().path_join("PC/ymir work/pc/warrior")
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var models := []
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var animations := []
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for flip in [false, true]:
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var model: Node = ClassDB.instantiate("Metin2Model")
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model.set("gr2_path", base.path_join("warrior_novice.gr2"))
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model.set("hair_gr2", base.path_join("hair/hair_1_1.gr2"))
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model.set("flip_winding", flip)
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model.set("lod_enabled", false)
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root.add_child(model)
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models.append(model)
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check_reversed(indices(models[0]), indices(models[1]), "bind")
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for model in models:
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var anim: Node = ClassDB.instantiate("Metin2AnimPlayer")
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anim.set("model_path", model.get_path())
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anim.set("anim_path", base.path_join("general/wait.msa"))
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anim.set("playing", false)
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root.add_child(anim)
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animations.append(anim)
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for time in [0.0, 0.5, 1.0]:
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for anim in animations:
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anim.set("time", time)
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check_reversed(indices(models[0]), indices(models[1]), "animated %s" % time)
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if indices(models[0]).size() != 4:
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failures += 1
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printerr("FAIL: body and hair surfaces must both be exercised")
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print("character_winding_test: failures=", failures)
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for node in animations + models:
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node.queue_free()
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await process_frame
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quit(1 if failures else 0)
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+3
-17
@@ -46,7 +46,9 @@ func setup(world: Node, player: Node3D) -> void:
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_map_h_m = float(rep["map_size_y"]) * 256.0
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_build_minimap(int(rep["map_size_x"]), int(rep["map_size_y"]))
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_build_status()
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_build_hotbar()
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# 技能快捷栏由 ui/quickbar.gd 管理:它恢复服务端的 36 个槽位、显示
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# 技能图标并处理冷却。这里以前画的静态空槽会和它重叠,让实际技能看起来
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# 没有加载,因此 HUD 不再创建第二条快捷栏。
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_build_inventory()
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_build_dungeon_compass()
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@@ -368,22 +370,6 @@ func _build_target_panel() -> void:
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_target_fill.size = Vector2(180, 12)
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slot.add_child(_target_fill)
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func _build_hotbar() -> void:
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var row := HBoxContainer.new()
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row.set_anchors_preset(Control.PRESET_CENTER_BOTTOM)
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row.position = Vector2(-8 * 23, -56)
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row.add_theme_constant_override("separation", 4)
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add_child(row)
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for i in 8:
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var slot := _nine("thinboard", 16, 16)
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slot.custom_minimum_size = Vector2(42, 42)
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var n := Label.new()
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n.text = str(i + 1)
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n.position = Vector2(4, 2)
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n.add_theme_font_size_override("font_size", 11)
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slot.add_child(n)
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row.add_child(slot)
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func _build_inventory() -> void:
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_inv = _nine("board", 32, 128)
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_inv.set_anchors_preset(Control.PRESET_CENTER_RIGHT)
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@@ -19,10 +19,14 @@ class FakeClient extends Node:
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class StubModel extends Node3D:
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var gr2_path := ""
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var weapon_gr2 := ""
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var hair_gr2 := ""
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var hair_skin := ""
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var surf := {}
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func _set(p, v):
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if p == "gr2_path": gr2_path = v; return true
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if p == "weapon_gr2": weapon_gr2 = v; return true
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if p == "hair_gr2": hair_gr2 = v; return true
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if p == "hair_skin": hair_skin = v; return true
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return false
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func set_surface_texture(s, path): surf[s] = path
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@@ -33,7 +37,10 @@ func _ck(c: bool, m: String) -> void:
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printerr("FAIL: " + m)
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func _init() -> void:
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_run()
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call_deferred("_run_and_finish")
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func _run_and_finish() -> void:
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await _run()
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if _fail == 0:
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print("PASS: race_spec_test (msm parse + body swap)")
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quit(0)
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@@ -60,6 +67,7 @@ func _run() -> void:
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var rs := RaceSpec.new()
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_ck(rs.load_file(spec_path), "race spec parsed: %s" % spec_path)
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_ck(not rs.base_model.begins_with(String.chr(1)), "quoted tokens do not retain lexer sentinel")
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_ck(rs.shapes.size() >= 5, "shapes parsed (%d)" % rs.shapes.size())
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_ck(rs.base_model.to_lower().contains("warrior_novice"), "base_model = warrior_novice (%s)" % rs.base_model)
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var s0: Dictionary = rs.shape(0)
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@@ -72,6 +80,15 @@ func _run() -> void:
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if not h3.is_empty():
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_ck(h3.get("model", "").contains("hair"), "hair 3 model has 'hair' (%s)" % h3.get("model"))
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_ck(h3.get("target_skin", "").contains("red"), "hair 3 target_skin = red variant (%s)" % h3.get("target_skin"))
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# 用户出错的角色用 HairIndex 0;它不是推测的默认路径,必须由 MSM
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# 明确解析到 hair_1_1,且保持可换的 TargetSkin。
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var h0: Dictionary = rs.hair(0)
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_ck(h0.get("path", "") == rs.hair_path and rs.hair_path != "",
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"empty SpecialPath inherits HairData PathName")
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_ck(h0.get("model", "").to_lower() == "hair/hair_1_1.gr2",
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"hair 0 model = hair/hair_1_1.gr2 (%s)" % h0.get("model", ""))
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_ck(h0.get("target_skin", "").to_lower().contains("warrior_hair_01"),
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"hair 0 target skin is warrior_hair_01 (%s)" % h0.get("target_skin", ""))
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# --- equip_model 用 race_spec 换身体 ---
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var fc := FakeClient.new()
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@@ -95,3 +112,29 @@ func _run() -> void:
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if not rs.shape(1).is_empty():
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_ck(model.gr2_path.to_lower().contains("novice"), "shape 1 -> novice body")
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_ck(model.surf.has(0), "shape 1 recolour -> set_surface_texture(0, ...)")
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# 标准发型有两段编号:0..5 是 hair_1 的换色,1001..1012 才是
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# hair_2..4 的不同几何。它们不是道具 vnum,远端/选角不能把它们
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# 丢给 item_list 后静默回落到 PlayerView 的 hair_1_1 默认模型。
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var remote_model := StubModel.new()
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get_root().add_child(remote_model)
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var remote: Node = EquipModel.new()
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get_root().add_child(remote)
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remote.setup_remote(null, func() -> Node: return remote_model, assets, 0,
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[0, 0, 0, 1001])
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await process_frame
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var h1001: Dictionary = rs.hair(1001)
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_ck(not h1001.is_empty(), "hair 1001 exists in warrior.msm")
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var remote_h1001: Dictionary = remote._spec_hair(1001)
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_ck(not remote_h1001.is_empty(), "remote actor resolves hair 1001 (%s)" % remote_h1001)
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_ck(remote._hair_part() == 1001, "remote actor preserves hair part 1001 (%s)" % str(remote._remote_parts))
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var remote_hair_model: String = remote._resolve_spec_asset(remote_h1001, String(remote_h1001.get("model", "")))
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_ck(remote_hair_model != "", "hair 1001 source model path resolves (%s)" % remote_hair_model)
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# setup_remote refreshes synchronously; this direct retry distinguishes a
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# setup ordering bug from asset/spec resolution failure.
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remote._apply_hair_from_parts(remote_model, true)
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if not h1001.is_empty():
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_ck(remote_model.hair_gr2.to_lower().ends_with(String(h1001.get("model", "")).to_lower()),
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"standard hair 1001 resolves MSM geometry (%s)" % remote_model.hair_gr2)
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_ck(remote_model.hair_skin.to_lower().ends_with(String(h1001.get("target_skin", "")).to_lower()),
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"standard hair 1001 resolves MSM skin (%s)" % remote_model.hair_skin)
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@@ -319,7 +319,11 @@ func _run() -> void:
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fc.quickslots = [{"pos": 2, "type": 2, "ref": 16}, {"pos": 3, "type": 1, "ref": 9},
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{"pos": 4, "type": 3, "ref": 11}]
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qb2.setup(fc, st, ui, func() -> Node: return pl) # setup 里自动 restore_from_server
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_ck(qb2._root.size == Vector2(400, 56) and qb2._root.z_index > 0,
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"quickbar has a real bottom-anchor extent and stays above legacy HUD")
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_ck(qb2._state[2].kind == "skill" and int(qb2._state[2].id) == 16, "quickslot 恢复:格2=技能16")
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_ck(qb2._slots[2].icon.texture != null and qb2._slots[2].icon.visible,
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"server-restored skill slot renders its icon")
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_ck(qb2._state[3].kind == "item" and int(qb2._state[3].id) == 9, "quickslot 恢复:格3=道具9")
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_ck(qb2._state[4].kind == "emote" and int(qb2._state[4].id) == 11, "quickslot 恢复:格4=表情11")
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qb2.activate(4)
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@@ -238,7 +238,7 @@ func _build_stage() -> void:
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root.add_child(we)
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_pivot = Node3D.new()
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_pivot.rotation.y = -PI * 0.5
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_pivot.rotation.y = PI * 0.5
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root.add_child(_pivot)
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_cam = Camera3D.new()
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@@ -254,10 +254,20 @@ func _frame_model() -> void:
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return
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var aabb := AABB()
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var first := true
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# GPU skinning happens in the vertex shader, so MeshInstance3D's mesh AABB
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# remains in bind pose. Prefer the extension's matching deformed bounds for
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# the main body; accessories continue through their own mesh bounds below.
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if _pv.model and _pv.model.has_method("get_visual_aabb"):
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var posed: AABB = _pv.model.call("get_visual_aabb")
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if posed.size.length_squared() > 0.0:
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aabb = (_pv.model as Node3D).global_transform * posed
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first = false
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for mi in (_pv as Node).find_children("*", "MeshInstance3D", true, false):
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var m := mi as MeshInstance3D
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if m.mesh == null:
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continue
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if m.get_parent() == _pv.model and m.name == "MeshInstance3D":
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continue # already covered by Metin2Model.get_visual_aabb()
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var wb: AABB = m.get_global_transform() * m.get_aabb()
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aabb = wb if first else aabb.merge(wb)
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first = false
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@@ -274,6 +284,13 @@ func _frame_model() -> void:
|
||||
_cam.position = target + Vector3(0, dist * sin(deg_to_rad(6.0)), dist * cos(deg_to_rad(6.0)))
|
||||
_cam.look_at(target, Vector3.UP)
|
||||
|
||||
# Metin2AnimPlayer enables the optional GPU skin path on its first animation
|
||||
# sample. Its material/mesh swap changes the MeshInstance AABB after the
|
||||
# initial CPU framing pass, so frame again after the extension confirms it.
|
||||
func _on_model_visual_bounds_changed(pv: Node) -> void:
|
||||
if pv == _pv and is_instance_valid(pv):
|
||||
call_deferred("_frame_model")
|
||||
|
||||
func _rebuild_model() -> void:
|
||||
if _pivot == null:
|
||||
return
|
||||
@@ -290,6 +307,8 @@ func _rebuild_model() -> void:
|
||||
_pivot.add_child(pv)
|
||||
if pv.build(_assets, job, pump):
|
||||
_pv = pv
|
||||
if pv.model and pv.model.has_signal("visual_bounds_changed"):
|
||||
pv.model.visual_bounds_changed.connect(_on_model_visual_bounds_changed.bind(pv))
|
||||
if _proto == null and ClassDB.class_exists("Metin2Proto"):
|
||||
_proto = ClassDB.instantiate("Metin2Proto")
|
||||
add_child(_proto)
|
||||
|
||||
@@ -346,11 +346,19 @@ func _resolve_spec_asset(e: Dictionary, rel: String) -> String:
|
||||
var byp := _resolve_asset(String(e.get("path", "")) + rel)
|
||||
if byp != "":
|
||||
return byp
|
||||
# 按 basename 在 pc/<cls>/ 和 pc2/<cls>/ 下找
|
||||
# 规格覆盖层(例如 root/msm/warrior_m.msm)可能只给 Model 名而没有
|
||||
# PathName。按 basename 回退时除职业根目录外,还必须查 hair/;否则
|
||||
# HairIndex 1001..1012 能解析却加载失败,并静默保留 PlayerView 的
|
||||
# hair_1_1 默认模型,造成选角发型遮脸。
|
||||
var bn := rel.get_file()
|
||||
if race >= 0:
|
||||
var cls: String = CLASS_OF[race & 3]
|
||||
for sub in ["PC/ymir work/pc/%s/%s" % [cls, bn], "pc2/ymir work/pc2/%s/%s" % [cls, bn]]:
|
||||
for sub in [
|
||||
"PC/ymir work/pc/%s/%s" % [cls, bn],
|
||||
"PC/ymir work/pc/%s/hair/%s" % [cls, bn],
|
||||
"pc2/ymir work/pc2/%s/%s" % [cls, bn],
|
||||
"pc2/ymir work/pc2/%s/hair/%s" % [cls, bn],
|
||||
]:
|
||||
var q := _resolve_asset(sub)
|
||||
if q != "":
|
||||
return q
|
||||
|
||||
@@ -43,6 +43,8 @@ func build(assets_root: String, race: int, pump := Callable()) -> bool:
|
||||
|
||||
model = ClassDB.instantiate("Metin2Model")
|
||||
model.name = "Metin2Model"
|
||||
# PC GR2 surfaces need the same outward winding in bind, CPU and GPU poses.
|
||||
model.set("flip_winding", true)
|
||||
model.set("texture_dir", base)
|
||||
if pump.is_valid(): pump.call()
|
||||
var body := _first_existing([base.path_join("%s_novice.gr2" % cls), base.path_join("%s.gr2" % cls)])
|
||||
|
||||
@@ -339,7 +339,12 @@ func _swap(local_a: int, local_b: int) -> void:
|
||||
func _build(parent: Node) -> void:
|
||||
_root = Control.new()
|
||||
_root.set_anchors_preset(Control.PRESET_CENTER_BOTTOM)
|
||||
_root.position = Vector2(-SLOTS_PER_PAGE * 23, -54)
|
||||
# Give the root a real extent. A zero-sized Control happened to work with
|
||||
# some viewport sizes, but makes anchoring and hit testing fragile on Retina
|
||||
# windows. The old HUD's empty row then made this look like missing skills.
|
||||
_root.size = Vector2(400, 56)
|
||||
_root.position = Vector2(-200, -62)
|
||||
_root.z_index = 10
|
||||
parent.add_child(_root)
|
||||
var prev := Button.new()
|
||||
prev.text = "‹"
|
||||
|
||||
@@ -57,7 +57,9 @@ func shape(idx: int) -> Dictionary:
|
||||
if e.is_empty():
|
||||
return {}
|
||||
e = e.duplicate()
|
||||
e["path"] = String(e.get("special_path", shape_path))
|
||||
e["path"] = String(e.get("special_path", ""))
|
||||
if e["path"] == "":
|
||||
e["path"] = shape_path
|
||||
e["spec_dir"] = _dir
|
||||
return e
|
||||
|
||||
@@ -66,7 +68,9 @@ func hair(idx: int) -> Dictionary:
|
||||
if e.is_empty():
|
||||
return {}
|
||||
e = e.duplicate()
|
||||
e["path"] = String(e.get("special_path", hair_path))
|
||||
e["path"] = String(e.get("special_path", ""))
|
||||
if e["path"] == "":
|
||||
e["path"] = hair_path
|
||||
e["spec_dir"] = _dir
|
||||
return e
|
||||
|
||||
@@ -150,6 +154,8 @@ func _parse_block(toks: Array, i: Array, top := false) -> Dictionary:
|
||||
return d
|
||||
|
||||
func _tokval(t):
|
||||
if t is String and t.begins_with(String.chr(1)):
|
||||
return t.substr(1)
|
||||
if t is Dictionary and t.has("str"):
|
||||
return t["str"]
|
||||
return str(t)
|
||||
|
||||
Reference in New Issue
Block a user