Commit Graph
3 Commits
Author SHA1 Message Date
shenleiandClaude Opus 5.5 668f48d6ec port 2V2-d.2: Granny runtime on libgr2, main character model animates
Implement the Granny SDK 2.11 API the client uses on top of libgr2
(platform/EterGrnLib/GrannyRuntime.cpp, shim granny.h declared from the
SDK header): file sections, type-definition vertex conversion, material
textures by Usage, mesh/bone bindings, deformer, control clock/loop/ease
and weighted SRT sampling. Port EterGrnLib (LODController, Material, Mesh,
Model, ModelInstance*, Motion, Thing, ThingInstance, Util) plus EterLib
GrpObjectInstance/GrpCollisionObject/CollisionData verbatim and drop their
platform skeletons and pending stand-ins; register the gr2 resource
factory; vertex/index buffers are CPU-side until the 2V2-e render adapter.

app.UpdateGame/RenderGame now run 40250's bodies, reaching the
CPythonApplication members through their singletons (the platform has no
app object); CPythonGraphic joins GameSingletons in member order, and
GetMousePosition reads the host cursor.

port.login_flow asserts the main instance's PART_MAIN model has meshes,
its diffuse image loaded and the WAIT motion moves the bones between
frames; offline and live pass, port_gate macos PASS.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 19:43:27 +09:00
shenandshen 61272b75e9 客户端问题修改 2026-09-07 14:53:36 +08:00
shenandClaude Sonnet 5 47baf6c0c6 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
2026-08-31 20:02:12 +09:00