refactor(tools): group the sixty scripts by what they talk to
One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:
Tools/unreal/ commandlets and the two map builders, with ue_common.py and ue_placement.py as the
shared imports (they need the engine)
Tools/blender/ builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
(they need the Blender Flatpak)
Tools/review/ the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
visual_targets.json
Tools/gen/ image and texture generation: the ComfyUI driver, deterministic texture writers,
reference fetching
Tools/input/ OS-level input injection
root _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/
Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.
51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.
Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
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@@ -19,7 +19,7 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
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- Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
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- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
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- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
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- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/unreal/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
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## Changes since `0.1.0`
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@@ -48,10 +48,10 @@ The walking shot is driven per shot rather than by the switch: the shot actor en
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## Testing input without a physical keyboard
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`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
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`Tools/input/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input/input_emulation.py`), e.g.:
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```bash
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python3 Tools/input_test.py --sequence move:2,look:3
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python3 Tools/input/input_test.py --sequence move:2,look:3
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```
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It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.
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