docs: convert all architecture .adoc sections to markdown, prettier-format all .md
- Converted 13 individual .adoc section files to .md via asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside the .adoc sources in Docs/Architecture/ - Rebuilt architecture.md from the individual section .md files - Ran prettier --write on all .md in the repo (23 files changed): normalised table column alignment, trailing whitespace, line breaks - Added .agents/ to .prettierignore (vendored third-party content) - All .md now passes prettier --check
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@@ -1,9 +1,6 @@
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# Screenshots — visual review
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Rendered in-game captures of the current project content, generated by
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[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are
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committed alongside this README so a reviewer sees exactly what the build
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rendered.
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Rendered in-game captures of the current project content, generated by [`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are committed alongside this README so a reviewer sees exactly what the build rendered.
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## How to regenerate
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@@ -11,20 +8,13 @@ rendered.
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Tools/render_screenshots.sh
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```
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Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs
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the game on it (and on the DemoMap for the walkable views), walks the fixed
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camera list via `AGigLineShotActor`, captures each shot, copies the PNGs here
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and exits — about a minute. The camera list lives in
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`Tools/ue_build_review_map.py`; add new shots there, remove retired ones here.
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Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it (and on the DemoMap for the walkable views), walks the fixed camera list via `AGigLineShotActor`, captures each shot, copies the PNGs here and exits — about a minute. The camera list lives in `Tools/ue_build_review_map.py`; add new shots there, remove retired ones here.
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> Naming: shots use their stable camera name (no index prefix), so adding or
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> reordering cameras never renumbers files or orphans the old ones. Click an
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> image for the full-size PNG.
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> Naming: shots use their stable camera name (no index prefix), so adding or reordering cameras never renumbers files or orphans the old ones. Click an image for the full-size PNG.
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## Shot list
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All shots ☑ approved 2026-11-07, including the block frontage pass that added
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the neighbouring buildings and corrected the hero and north-building placement.
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All shots ☑ approved 2026-11-07, including the block frontage pass that added the neighbouring buildings and corrected the hero and north-building placement.
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| # | File | Preview | Map | View | What it shows |
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| --- | --- | --- | --- | --- | --- |
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@@ -45,41 +35,22 @@ the neighbouring buildings and corrected the hero and north-building placement.
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## Scene conventions
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- **Review map** (`/Game/Test/ReviewMap`): 160 m floor, top face at Z 0; the
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character measures Z 0..83 cm. One warm key light plus sky fill.
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- **Cubes**: `Cube_ScaleTest_A` rests on the floor, `Cube_ScaleTest_B` floats at
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Z 2 m; both are exactly 1 m — the scale reference.
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- **Demo map** (`/Game/Hollywood/DemoMap`): fixed daytime — sun at pitch −50 /
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yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed
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exposure.
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- **Materials**: every exported surface carries a look-developed material built
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in `Tools/ue_build_demo_map.py` (`ensure_material`) because Blender's flat
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diffuse colours do not survive the FBX → Unreal import. Each has an explicit
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roughness and a subtle world-space noise blend between two shades:
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`M_Asphalt` (0.92), `M_Concrete` (0.88), `M_KerbConcrete` (0.85),
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`M_Ground` (0.98), `M_RoadPaint` (0.62), `M_FacadeStone` (0.72) and
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`M_Stucco` (0.86) for the north-side buildings.
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- **Lighting is dynamic-only** (`r.AllowStaticLighting=False`, all lights
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Movable), so no lighting build is ever required.
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- **Attribution overlay**: every shot carries the required ODbL credit in the
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bottom-left (`© OpenStreetMap contributors` / `Data © OpenStreetMap
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contributors, ODbL 1.0 — openstreetmap.org/copyright`), drawn by
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`AGigLineHUD`. Screenshots are requested with the UI shown so the obligation
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is visible in review.
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- **Review map** (`/Game/Test/ReviewMap`): 160 m floor, top face at Z 0; the character measures Z 0..83 cm. One warm key light plus sky fill.
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- **Cubes**: `Cube_ScaleTest_A` rests on the floor, `Cube_ScaleTest_B` floats at Z 2 m; both are exactly 1 m — the scale reference.
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- **Demo map** (`/Game/Hollywood/DemoMap`): fixed daytime — sun at pitch −50 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure.
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- **Materials**: every exported surface carries a look-developed material built in `Tools/ue_build_demo_map.py` (`ensure_material`) because Blender's flat diffuse colours do not survive the FBX → Unreal import. Each has an explicit roughness and a subtle world-space noise blend between two shades: `M_Asphalt` (0.92), `M_Concrete` (0.88), `M_KerbConcrete` (0.85), `M_Ground` (0.98), `M_RoadPaint` (0.62), `M_FacadeStone` (0.72) and `M_Stucco` (0.86) for the north-side buildings.
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- **Lighting is dynamic-only** (`r.AllowStaticLighting=False`, all lights Movable), so no lighting build is ever required.
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- **Attribution overlay**: every shot carries the required ODbL credit in the bottom-left (`© OpenStreetMap contributors` / `Data © OpenStreetMap contributors, ODbL 1.0 — openstreetmap.org/copyright`), drawn by `AGigLineHUD`. Screenshots are requested with the UI shown so the obligation is visible in review.
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## What to look for
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- **Ground contact**: feet meet the plane with no gap and no shadow seam.
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- **Scale**: everything checks against the 1 m cubes.
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- **Façade rhythm**: six columns at 4.96 m across 25.75 m should read as the
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photographs in silhouette.
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- **Façade rhythm**: six columns at 4.96 m across 25.75 m should read as the photographs in silhouette.
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## Known cosmetic issues
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- Floor speckle from the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
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- Hero façade renders pale — Blender flat colours with no normal/roughness, so
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it reads as untextured stone (the `0.1.4` façade patch, not a lighting bug).
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- Banners and window panels float detached from the colonnade wall (next
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modelling pass).
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- Between kerb and building line, the walkable surface is the terrain mesh, not
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a modelled pavement.
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- Hero façade renders pale — Blender flat colours with no normal/roughness, so it reads as untextured stone (the `0.1.4` façade patch, not a lighting bug).
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- Banners and window panels float detached from the colonnade wall (next modelling pass).
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- Between kerb and building line, the walkable surface is the terrain mesh, not a modelled pavement.
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