The live run passed its checks, but the screenshot showed wolves floating over a
ground that ended at the actor's feet. Native heights were right (every actor
meets sample_height); two Metin2World settings written for metre units culled
the terrain in this cm-scaled scene: the .msenv depth fog (120-520) and the
terrain patch visibility_range_end (3500). The 3D surface now turns the legacy
fog off (fog belongs to the recorded D3DRS_FOG* state, off until
SetEnvironmentData is ported) and builds one mesh per tile.
The render test checks that every actor (draws grouped by world matrix) stands
on the map and that the map behind the actor shows texture. mouse.cfg, written
by 40250 uitaskbar.py at runtime, is ignored.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CPython opens the stdlib zip with its own stdio, so it needs a real path.
On the desktop res:// is a directory and globalize_path() is enough; in an
exported build res:// is inside the PCK, which nothing outside Godot reads.
make_stdlib_zip.py now also writes <out>.sha256
mtpython_stdlib_project copies python27.zip + .sha256 into project/
(gitignored), and both export presets' include_filter lists them, so
they enter the PCK — checked with --export-pack
extension/src/python_stdlib.{h,cpp} (Metin2Python.stdlib_path in
GDScript): reads the bytes out of the PCK, writes
user://python27.zip.part, hashes the file as written against the
shipped digest, then renames. A sandbox copy is reused only when it
matches, so a first start killed mid-copy and a zip replaced by a new
build both re-stage instead of feeding zipimport a torn file.
PythonHost::SetDefaultStdLibPath / DefaultStdLibPath() answer with that
path ($MT_PYTHON_STDLIB still wins). python_stdlib.cpp is the only unit
that knows res:// / user://; port_platform stays godot-free.
Also fixes the Windows gate, which step 3b broke: without mtpython the
MinGW build compiled UserInterface/StdAfx.h (it includes ScriptLib/StdAfx.h,
as the original PCH does). port/CMakeLists.txt excludes that header and
PythonPackModule.cpp with ScriptLib, and platform/CMakeLists.txt excludes
platform/ScriptLib/ the same way.
Not done: on-device staging. The macOS test drives the mobile path with
force_stage=true, and nothing in the app boot calls it yet — the
interpreter only starts in the process with 2V0.
gates: python_stdlib_test.gd PASS (in-place path, staging, sha256, bytes
equal res://, no .part, ZIPReader finds encodings/__init__.py, no re-copy
on a second call, corrupted copy re-staged) · macOS ctest 27/27 ·
mingw + android + ios port_platform compile clean · port_map.py check 0
errors · key leak check 8/8 none.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- 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