CPythonGraphic::SaveScreenShot queues a readback of the next presented
frame (ScreenShotHost -> VulkanWindow::request_frame); WriteScreenShot runs
the rest of 40250's function verbatim (X8R8G8B8 rows, SaveJPEG, EXIF tag).
jpeg_save is encoded with stb_image_write. SHGetSpecialFolderPath returns
$HOME/Documents (else cwd); CreateDirectory/_access/jpeg_save accept '\\'.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Copy SoundBase/SoundData/SoundInstance*/SoundManager*/Type from 40250 and
implement the AIL_* calls they make in MilesAil.cpp (2D pan, 3D distance and
listener pan, threaded stream decode, loop counts). The SDL host drains the
mixer. CSoundManager is created/updated/destroyed where 40250 does it and the
old AudioCommands bridge is removed. Port-map MilesLib 142/142 PORTED.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A geometry-cache hit moved every vertex vector out of the cache into the draw
(deep copy of positions/normals/uv/diffuse/indices/bones each frame). The cache
now lends its vectors to the frame's first draw of that geometry and takes them
back in Render3DBeginFrame; later draws of the same key+revision in the frame
(terrain splat layers, shadow-map pass) are marked shared_geometry and carry no
vectors -- the native host looks the GPU geometry up by key+revision, and draw
captures expand them (Render3DExpandSharedGeometry). Index reads reuse a scratch
buffer. Desktop live game: RenderGame rnd 1.7 -> 1.2 ms, no visual change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Draws recorded inside CPythonApplication::RenderGame are marked Render3DDraw::scene and
drawn by a scene pass compatible with pass_ into a reduced-resolution image, composited
where RenderGame drew; the UI stays full resolution. --render-scale / MT_RENDER_SCALE,
desktop default 1.0 (unchanged path).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replace the macOS-only AudioToolbox decoder with mt_host::decode_audio: a
RIFF/WAVE PCM parser plus vendored dr_mp3, resampled/remixed to 44.1 kHz
stereo float with SDL_ConvertAudioSamples. macOS and Android now share one
path; the AudioToolbox link is gone.
BGM is no longer cached in clips_ (a 5-minute track is ~100 MB of float):
only the playing track is kept, and a new one decodes on a worker thread
(the pack read stays on the main thread) so map changes do not stall.
host.audio_decode test: synthetic wav layouts + all 1578 pack .wav, 9 pack
.mp3 and 25 Client/BGM .mp3 decode (7060 s of audio in ~3.6 s on M2).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>