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
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57 lines
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# Metin2 game assets (project/asset_root.gd). Committed to THIS self-hosted
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# private repo for one-clone multi-device builds. Do not publish/redistribute
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# — copyrighted Ymir art. MT_ASSETS env var overrides the location.
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/assets/asset_index.txt # derived — regen: godot --headless --path project --script bake_asset_index.gd
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# build
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/build/
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/build-ios/
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/build-android/
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/cmake-build-*/
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compile_commands.json
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# godot
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/assets/**/*.import
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/assets/**/*.uid
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/project/.godot/
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/project/bin/*.dylib
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/project/bin/*.dSYM/
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/project/bin/*.so
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/project/bin/*.dll
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/project/bin/*.wasm
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/project/bin/ios/
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/project/bin/android/
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# Android Gradle build template (~1.2 GB of regenerable Gradle output + Godot
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# .aar). Recreate per machine:
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# godot --headless --path project --install-android-build-template \
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# --export-debug Android build/export/mtgodot-poc.apk
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/project/android/
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# misc
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.DS_Store
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*.tmp
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*.o
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*.a
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# clangd
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/.cache/
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# oracle: cross-compiled exe + leaked Granny DLL (size / RAD IP — never commit;
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# oracle/build-wine.sh rebuilds). See oracle/README.md.
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/oracle/oracle.exe
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/oracle/*.dll
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/oracle/*.dylib
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# vendored-lib test artifacts
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/test/oracle_dumps/
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/test/*.actual.png
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/build-tools/
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# libgr2 tool outputs
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/fuzz-report.json
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/test/m2-numeric.json.tmp
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# compare.py render output
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/test/compare-shots/
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/test/compare-report.json
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