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c23f53b0be
- Add workflow_q3_md3_load_step: load MD3 models from PK3 with correct CCW winding, 1/64 xyz scale + 0.03125 world scale, and per-frame VBs - Add workflow_q3_md3_draw_step: viewmodel (weapon) + world-space MD3 drawing; barrel oriented along model X → world forward - Add workflow_q3_bots_draw_step: 3-part bot model chain (lower→upper→head via MD3 tags) + weapon attachment - Add workflow_q3_bots_spawn_step: spawn bots at indices 1+ so they never overlap the player's spawn point (index 0) - Add workflow_q3_bots_update_step: bot AI (idle/chase/shoot/dead FSM) - Fix workflow_q3_menu_update_step: menu starts closed (was open) - Fix workflow_postfx_composite_step: GPU readback via SDL_DownloadFromGPUTexture captures full 3D scene for screenshots - Fix Metal GPU validation: always bind 2 sampler slots; reuse albedo as dummy shadow map when no shadow texture is available - Reorder q3_frame.json: screenshot trigger nodes run before postfx_composite so screenshot_output_path is set in time Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>