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.
This commit is contained in:
zwitschi committed 2026-11-10 12:40:30 +01:00
1 parent f681d83736
commit 4d27109668
168 files changed
+799 -407

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+9
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@@ -4,6 +4,15 @@ The Geo tools live outside `Tools/`, so the test adds `Geo/tools` to `sys.path`
before importing the module by name.
"""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import os
import sys
import unittest
+9
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@@ -1,5 +1,14 @@
"""Tests for the pure parts of Tools/character_match.py."""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import os
import sys
import unittest
+9
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@@ -1,5 +1,14 @@
"""Graph shape for the documented texture workflows (no ComfyUI process involved)."""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import unittest
from comfyui_generate import TEXTURE_PROFILES, texture_workflow
@@ -4,6 +4,15 @@ No network calls: the OpenRouter request and the image bytes are represented as
the small structures the API uses. Generation itself is manual and paid.
"""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import base64
import json
import os
+9
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@@ -5,6 +5,15 @@ The preset module keeps its argument set in plain dicts and builds it in
Blender. Only `export_static`/`export_character` import `bpy`.
"""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import os
import sys
import unittest
+9
View File
@@ -5,6 +5,15 @@ covered here; the end-to-end injection is verified by running the tool (see
Docs/release-checks.md and MEMORY.md).
"""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import unittest
import input_emulation as ie
+9
View File
@@ -1,5 +1,14 @@
"""Tests for the multi-model reconciliation in judge_screenshot.combine()."""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import unittest
from judge_screenshot import combine
+9
View File
@@ -5,6 +5,15 @@ the API returns, and only the selection/comparison/formatting helpers are
exercised. The live call is verified by running the tool.
"""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import json
import os
import sys
+9
View File
@@ -4,6 +4,15 @@ The builder itself needs Blender; `bay_centres` does not, so the bay rhythm the
façade depends on is checkable without starting Blender or Unreal.
"""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import unittest
from Tools._common import bay_centres
+9
View File
@@ -1,5 +1,14 @@
"""Tests for the pure parts of Tools/shadow_gap.py."""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import os
import sys
import unittest
+9
View File
@@ -4,6 +4,15 @@ Pure stdlib: these helpers exist to turn two silent failures into loud ones, so
they are tested without starting Unreal.
"""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import os
import stat
import sys
+11 -2
View File
@@ -6,6 +6,15 @@ Running the importer moved the hero 13 m east and onto the north side of the
boulevard, and nothing complained because a displaced building still renders.
"""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import os
import sys
import unittest
@@ -70,14 +79,14 @@ class SingleSourceOfTruthTest(unittest.TestCase):
"""The import script and the demo builder must not carry their own literals."""
def test_import_script_uses_the_shared_constant(self):
src = open(os.path.join(ROOT, "Tools", "ue_hero_facade_import.py"),
src = open(os.path.join(ROOT, "Tools", "unreal", "ue_hero_facade_import.py"),
encoding="utf-8").read()
self.assertIn("ue_placement.HERO_LOCATION_CM", src)
self.assertNotIn("(-12024.5, -1450.0, 0.0)", src,
"the stale pre-0.1.0 hero position must not come back")
def test_demo_builder_uses_the_shared_constant(self):
src = open(os.path.join(ROOT, "Tools", "ue_build_demo_map.py"),
src = open(os.path.join(ROOT, "Tools", "unreal", "ue_build_demo_map.py"),
encoding="utf-8").read()
self.assertIn("ue_placement.HERO_LOCATION_CM", src)
+9
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@@ -5,6 +5,15 @@ numbers can be reasoned about directly (a mid-grey flat frame has near-zero edge
density and contrast; a checkerboard has a lot of both).
"""
import os
import sys
_TOOLS = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, _TOOLS)
for _sub in ("review", "gen", "unreal", "blender", "input"):
sys.path.insert(0, os.path.join(_TOOLS, _sub))
import os
import sys
import tempfile