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>
79 lines
2.1 KiB
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79 lines
2.1 KiB
Plaintext
# 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 Do not publish/redistribute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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# 渲染测试的落图输出(test/rendering 用例自建)
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/project/build/
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/build-ios/
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/build-android/
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/build-classic/
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/build-port-gate/
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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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# The embedded interpreter's stdlib, copied here from the build tree so the exporter packs it
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# (extension/CMakeLists.txt, 批次 2P step 3c). Derived — never committed.
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/project/python27.zip
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/project/python27.zip.sha256
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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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.env.live-smoke.local
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# playable network tests: local scenario/fixture configs, credential files and
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# run outputs never enter git. Only scenario.example.json and the static gate
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# fixtures in test/playable are committed. Run outputs live under /build/playable.
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/test/playable/*.local.json
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/test/playable/*.local.txt
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/test/playable/runs/
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*.credentials
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*.credentials.json
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.env.*.local
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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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# Written by 40250 uitaskbar.py (SaveMouseButtonSettings) into the working directory at runtime.
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/project/mouse.cfg
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