lighting: fixed daytime rig, real surface materials, dynamic lights
Completes "Fixed daytime lighting and basic ambience" for 0.1.0. All 14 screenshots approved by the owner. Lighting rig (Tools/ue_build_demo_map.py): - Sun pitch -50 / yaw 120, intensity 4, warm (255/245/230), atmosphere sun light - Sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008) - Unbound post-process volume with fixed exposure (min == max brightness) so a shot cannot wash out or crush to black depending on how much sky it frames - Dynamic-only: r.AllowStaticLighting=False plus MOVABLE lights and mesh components, so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer fires and nothing needs baking Bugs found and fixed on the way: - Blender diffuse colours do not survive the FBX -> Unreal import: every site material arrived white and the terrain arrived with WorldGridMaterial, which is what actually made the scene look blown out. The demo builder now creates and assigns M_Asphalt, M_Concrete, M_Ground and M_RoadPaint. - Only one of the three crossings reached the game: each zebra band was its own object, so Blender renamed the duplicates .001/.002 and exact-name site assembly skipped them. All bands are now one Crossing_Markings mesh. - Demo cameras: street-level sat inside the facade body (rendering its unlit back face) and the crossing camera aimed at the s=36.6 crossing instead of the designated s=130.1 (UE X -14956). - The terrain had no material and imported as a bright default grid. - Cleared a committed Android File Server SecurityToken (plugin disabled and shipping-excluded; the value must stay empty). Docs: - Screenshots/README.md: one consolidated table for all 14 shots with map, camera view and description; all approved. - MEMORY.md: records the material-import, exposure, light_color struct, band-naming, camera-bounds and lighting-build traps. - TODO.md: lighting item marked done. Squash of branch gameplay-lighting-0.1.0 (PR #3).
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@@ -2,7 +2,12 @@
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GlobalDefaultGameMode="/Script/GigLine.GigLineGameModeBase"
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[/Script/Engine.RendererSettings]
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; Leave defaults for 0.1.0; quality preset is documented at release time.
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; Dynamic-only lighting. With static lighting allowed, the stationary sun and
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; sky light demanded a baked lighting build and the editor warned
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; "LIGHTING NEEDS TO BE REBUILT" (Build Lighting Only / BuildLighting) on every
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; map. The demo is a fixed daytime scene lit entirely dynamically, so disable
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; static lighting outright — nothing to build, no warning.
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r.AllowStaticLighting=False
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[URL]
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GameName=GigLine
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@@ -10,7 +15,9 @@ GameName=GigLine
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=False
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bAllowNetworkConnection=False
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SecurityToken=01A1B5CDAFDE7AAEB5DFBB48880D25DE
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; SecurityToken intentionally empty: it is a credential, and the plugin is
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; disabled and excluded from shipping. Never commit a real token here.
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SecurityToken=
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bIncludeInShipping=False
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bAllowExternalStartInShipping=False
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bCompileAFSProject=False
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