- Metin2Model stores gr2::dump_materials() and can resolve surface textures
via tri_groups[0].material_index -> material.diffuse_texture basename,
gated behind use_gr2_materials (default off): the mapping is unverified and
currently regresses warrior (body surfaces pick the face texture), so the
filename-convention + dir-scan path stays the default.
- Property + setter for use_gr2_materials so it can be A/B'd once a Granny
oracle exists. Logged: "gr2 materials: N (M with diffuse name)".
warrior/assassin/shaman render unchanged from the heuristic path.
docs/GODOT-POC-PLAN.md §M2.5 T2.5.6 gap list already covers the open item.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WaHYEY9rwLWt21PULiYjeJ
- 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