GameLib map/area/terrain units, PRTerrainLib Terrain/TextureSet, PythonBackground(+Module) and ColorTransitionHelper ported verbatim; pending stand-ins and background module stubs removed. Hand edits: BeginEnvironment's pointer tag via uintptr_t, LoadWaterMap reads the file's 32-bit longs. Terrain draw passes stay platform no-ops (Godot draws the terrain). RecordingDevice gains textures, buffers and render targets; orthographic draws become UI commands so CPythonMiniMap's masked tiles show through minimap_image_filter in python_ui_surface. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
33 lines
1.0 KiB
JSON
33 lines
1.0 KiB
JSON
{
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"reference": "GameLib/MapOutdoorWater.cpp",
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"reference_sha256": "65f7b8b6fc7c7f0c2d4a468c763134ffa6f5358892266c8819800fd50075c023",
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"priority": "P4",
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"contracts": [],
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"functions": {
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"CMapOutdoor::LoadWaterTexture": {
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"status": "PORTED",
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"impl": [
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"extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::LoadWaterTexture"
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]
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},
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"CMapOutdoor::UnloadWaterTexture": {
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"status": "PORTED",
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"impl": [
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"extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::UnloadWaterTexture"
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]
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},
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"CMapOutdoor::RenderWater": {
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"status": "DIVERGENT",
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"impl": [
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"extension/src/platform/GameLib/MapOutdoorWater.cpp:CMapOutdoor::RenderWater"
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],
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"note": "No-op: water surfaces are not drawn through the recording device yet (the Godot terrain adapter owns terrain rendering, PORT-PLAN §3)."
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},
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"CMapOutdoor::DrawWater": {
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"status": "DIVERGENT",
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"impl": [],
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"note": "Not built: only called from RenderWater, which is a no-op."
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}
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}
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}
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