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
35 lines
926 B
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35 lines
926 B
Plaintext
; Godot 4.7 project — mtgodot-poc Phase 1 (macOS)
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; See ../docs/GODOT-POC-PLAN.md
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config_version=5
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[application]
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config/name="mtgodot-poc"
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# 完整客户端入口(登录→选人→进游戏)。旧的模型查看器 harness 仍可跑:
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# godot --path project res://main.tscn
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run/main_scene="res://client_main.tscn"
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config/features=PackedStringArray("4.7", "Forward Plus")
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[debug]
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gdscript/warnings/untyped_declaration=1
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[input_devices]
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; F7: game_camera.gd / player_controller.gd handle InputEventScreenTouch/Drag
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; directly on device — don't also synthesize mouse events from touch (would
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; double-fire tap-to-move). Desktop still uses real mouse events.
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pointing/emulate_mouse_from_touch=false
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[display]
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window/size/viewport_width=1920
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window/size/viewport_height=1080
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[rendering]
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renderer/rendering_method="forward_plus"
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anti_aliasing/quality/msaa_3d=2
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textures/vram_compression/import_etc2_astc=true
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