- test/: bgfx/Godot render goldens and compare shots nothing reads any more;
the Granny oracle result m2-numeric.json moves to oracle/
- formats/: only the .spt sniffer was still linked; it moves into
platform/SpeedTreeLib, the rest and tools/map_probe go
- bgm/ duplicated Client/BGM byte for byte; tools/root archived root scripts
that root.epk already holds; extension/src/proto had no build reference
- GEMINI.md duplicated AGENTS.md
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Rendering fixes (real):
- m2_material shaders: cull_disabled -> cull_back (inside-of-mesh faces were
z-winning and darkening/hiding the head under the ShaderMaterial path).
- drop `* COLOR` from the shader (meshes carry no ARRAY_COLOR).
Animation: convert gr2 global poses to Godot *local* bone poses and set via
set_bone_pose (was set_bone_global_pose). MTGODOT_VERIFY=1 confirms
get_bone_global_pose(i) == conv(world[i]) for all 75 bones (<=2.6e-5).
Head/upper-armor collapse on dance_1 is NOT a Godot-route bug:
- reproduced identically in xrender-poc's bgfx demo at the same anim/t
- reproduced by the new MTGODOT_CPUSKIN=1 reference path (same LBS math as
xrender's validated skin_mesh)
- `general/wait` / `run` render correctly in all three
=> upstream libgr2 Curve::eval (degree-2 quaternion B-spline) vs Granny.
Demo default animation switched to general/wait; documented in MIDREVIEW §4
and README. Debug scaffolding gated behind MTGODOT_VERIFY / MTGODOT_CPUSKIN.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WaHYEY9rwLWt21PULiYjeJ