tools: visual-review screenshot pipeline
- AGigLineShotActor (dev-only): walks a fixed camera list in -game mode, captures via FScreenshotRequest, quits. Test content only. - ue_build_review_map.py builds /Game/Test/ReviewMap from current content (gray floor, key light, sky, MPFB character, 1 m scale cubes). - render_screenshots.sh: build map -> run game -> collect PNGs into gitignored Screenshots/. - Screenshots/README.md (committed) describes each capture with approval state; AGENTS.md gains the visual-review instructions.
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@@ -77,6 +77,17 @@ Always use a consistent scale test, named export presets, and repeatable import
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- Keep restricted assets out of the public repository; prefer redistributable replacements.
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- Review Epic distribution requirements before publishing builds.
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## Visual review (screenshots)
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Any change that affects the game's appearance — meshes, materials, lighting, levels, character, camera, post-processing — must be rendered for human review:
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1. Run `Tools/render_screenshots.sh` (rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it, captures the fixed camera list, copies the PNGs into `Screenshots/`).
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2. Update `Screenshots/README.md`: one row per screenshot with what it shows and an approval state; describe any new shots or scene changes in the same change.
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3. The PNGs are **never committed** — `.gitignore` keeps only `Screenshots/README.md`. Review happens on disk.
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4. Wait for the user's approval before treating a visual change as done; record approval by ticking the table in `Screenshots/README.md`.
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New content that needs a different camera angle gets a new entry in the shot list in `Tools/ue_build_review_map.py`.
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## Roadmap
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The living roadmap with per-version task checklists is in **[ROADMAP.md](ROADMAP.md)**.
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