feat(godot): tint-strength lerp blend + --gfx-log compositor/op diagnostic
Compositor applies TintStrength as a texel->tint LERP (0=keep texel) with object opacity independent. New --gfx-log <file>: per-frame per-object draw/skip CHANGE log + set-texture/create-texture slot trace — the tool that root-caused the grey background (everything collapsing into slot 0). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -77,7 +77,13 @@ public sealed class GodotAdvHost : IHost
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}
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// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
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public void CreateTexture(int slot, int width, int height) { _slotBmp[slot] = null; _slotDims[slot] = (width, height); }
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public bool TraceOps; // --gfx-log: print set-texture/create-texture slot assignments (diagnose slot collisions)
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public void CreateTexture(int slot, int width, int height)
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{
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_slotBmp[slot] = null; _slotDims[slot] = (width, height);
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if (TraceOps) Godot.GD.Print($"[op] create-texture slot={slot} {width}x{height}");
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}
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public void SetTexture(long resourceId, int slot)
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{
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@@ -85,6 +91,7 @@ public sealed class GodotAdvHost : IHost
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var bmp = asset != null ? ResourceMap.TexturePath(asset) : null;
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_slotBmp[slot] = bmp;
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_slotDims[slot] = BmpHeader.ReadDims(bmp); // synchronous: dims from the header, no Godot Image
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if (TraceOps) Godot.GD.Print($"[op] set-texture slot={slot} resId=0x{resourceId:x} -> {(bmp != null ? System.IO.Path.GetFileName(bmp) : "<none>")}");
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}
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// Dims are read from the BMP header on the VM thread so the bytecode's geometry math (which calls this
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