chore: add skills
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@@ -185,16 +185,49 @@ The project-specific pack, `.agents/skills/blender-skills/blender-director/` —
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Do not copy the common packs into the repository: a second copy under a different root is a name collision, and Pi keeps the first one it finds and warns on every start. Add a pack to `~/.pi/agent/skills/<pack>/SKILL.md` (one level down, flat) and it is picked up everywhere; `references/` sits beside them at `~/.pi/agent/skills/references/`.
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**All agents must consult the relevant skill packs before starting a task in that discipline.** Each patch section in `TODO.md` lists its suggested skills; the general mapping is:
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**Entry point:** `blender-director` — the orchestrator picks the specialist packs in pipeline order and matches a reference photograph before detail work. Start any multi-step Blender task there.
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- **Modeling / procedural assets** — `blender-modeler`, `procedural-modeling`, `geometry-nodes`, `hard-surface`.
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- **Façades and architecture** — `archviz`, `historical-worlds` (1920s Hollywood Blvd direction), `realistic-style`.
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**Pack index.** Every pack available to this project, grouped by discipline. The 93 common packs plus the project's `blender-director`; `unity-export` and `godot-export` are installed for other projects and unused here, since the project ships Unreal only.
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| Group | Packs |
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| --- | --- |
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| Pipeline entry point | `blender-director` (project pack) |
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| Core modelling | `blender-modeler`, `hard-surface`, `prop-artist`, `vehicle-artist`, `character-artist`, `creature-artist`, `sculpting`, `retopology`, `geometry-nodes`, `procedural-modeling` |
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| Environment and architecture | `environment-artist`, `archviz`, `set-dressing`, `vegetation-artist`, `scene-assembly`, `collision-proxy` |
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| Characters and animation | `character-archetypes`, `rigging`, `animation`, `cloth-sim`, `hair-groom` |
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| Materials, light and render | `materials`, `texture-workflow`, `lookdev`, `lighting`, `rendering`, `compositing`, `camera-cinematography` |
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| UVs, export and optimisation | `uv-workflow`, `export-pipeline`, `unreal-export`, `asset-optimization`, `lod-pipeline` |
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| Physics and VFX | `physics-sim`, `vfx-fx` |
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| Review and QA | `qa-review`, plus the `references/` notes below |
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| Project direction | `realistic-style`, `historical-worlds` |
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| World packs | `apocalypse-worlds`, `biome-worlds`, `fantasy-worlds`, `sci-fi-punk-worlds` |
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| Genre art direction | `genre-action-combat`, `genre-card-party-idle`, `genre-metroidvania-roguelike`, `genre-narrative-vn`, `genre-open-world-sandbox`, `genre-puzzle-platformer`, `genre-racing-sports`, `genre-rpg`, `genre-shooter`, `genre-soulslike`, `genre-stealth`, `genre-strategy-sim`, `genre-survival` |
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| Mood art direction | `brutalist-mood`, `cozy-wholesome-mood`, `dark-gritty-mood`, `dream-surreal-mood`, `neon-retrofuturism`, `noir-style` |
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| Style art direction | `analog-found-footage-horror`, `anime-style`, `body-horror-style`, `cartoon-style`, `chibi-style`, `comic-book-style`, `cosmic-eldritch-horror`, `dream-weirdcore-style`, `folk-horror-style`, `frutiger-aero-style`, `hand-painted-style`, `hd-2d-style`, `horror-style`, `indie-horror-aesthetics`, `isometric-style`, `liminal-space-style`, `lowpoly-style`, `manga-style`, `mascot-puppet-horror`, `minimalist-style`, `painterly-style`, `pixel-art-style`, `psx-horror-style`, `retro-16bit-style`, `retro-8bit-style`, `stop-motion-craft-style`, `stylized-style`, `vector-style`, `visual-console-eras`, `voxel-style` |
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| Other engines (unused) | `unity-export`, `godot-export` |
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**All agents must consult the relevant skill packs before starting a task in that discipline.** Each task section in `TODO.md` names its suggested skills; the general mapping is:
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- **Modeling / procedural assets** — `blender-modeler`, `procedural-modeling`, `geometry-nodes`, `hard-surface`, `prop-artist`, `sculpting`, `retopology`.
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- **Vehicles** — `vehicle-artist` with `hard-surface`, `collision-proxy`, `lod-pipeline` (the `0.3.0` car).
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- **Façades and architecture** — `archviz`, `historical-worlds` (1920s Hollywood Blvd direction), `realistic-style`, `environment-artist`.
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- **Characters and animation** — `character-artist`, `rigging`, `animation`, `cloth-sim`, `hair-groom` (the MPFB `AGigLineNPCPerson` prefab; `character-archetypes` for crowd variety).
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- **Materials and textures** — `materials`, `texture-workflow`, `lookdev`.
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- **UVs and export** — `uv-workflow`, `export-pipeline`, `unreal-export` (verify against the `ue_metric_v1` / `ue_character_v1` presets in `Tools/`).
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- **UVs and export** — `uv-workflow`, `export-pipeline`, `unreal-export` (verify against the `ue_metric_v1` / `ue_character_v1` presets in `Tools/`), `asset-optimization`, `lod-pipeline`.
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- **Collision** — `collision-proxy` (UCX/UHX naming, hulls, simple colliders).
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- **Scene assembly / optimization** — `scene-assembly`, `asset-optimization`, `lod-pipeline`.
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- **Lighting and rendering** — `lighting`, `rendering`, `lookdev`, `compositing`, `camera-cinematography`.
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- **Blender-side physics and VFX** — `physics-sim`, `vfx-fx`.
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- **Review and QA** — `qa-review`, `references` (reference-image-match and visual-match checklists), `camera-cinematography` (matching reference camera angles).
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**Reference notes.** `~/.pi/agent/skills/references/` sits beside the packs and holds the checklists they cite:
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- `asset-pipeline.md` — the stage order every asset follows.
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- `reference-image-match.md` and `reference-analysis-template.md` — match the camera and write the analysis before micro-detail when a photograph drives the asset.
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- `visual-match-checklist.md` and `validation-checklist.md` — the two gates before an asset is called done.
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- `naming-conventions.md` and `polycount-budgets.md` — names and budgets to hold to.
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- `mcp-integration.md` and `mcp-tools.md` — the packs' MCP tooling, **not used here** (see the caveat below).
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**Caveat:** the skill packs assume MCP-driven interactive Blender. This project runs Blender headless via scripts in `Tools/` — use the skills as method guides (checklists, naming conventions, proportions, validation steps), not for their MCP tooling. The headless scripts remain the execution path.
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## Unreal Engine skills
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@@ -224,6 +257,24 @@ The general mapping to this project's work:
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One router skill, `cpp` (MIT, [DiamonDinoia/skill-cpp](https://github.com/DiamonDinoia/skill-cpp) `f2617fb`), lives at `.agents/skills/cpp/` and covers general C++11 through C++23 against the C++ Core Guidelines. It detects the project language standard from the build system (**C++20** for this project, from the UBT compile flags), then loads the matching standard reference plus the topic references the task touches. Load it for any C++ work that is not Unreal-specific; the UE skills supersede it for engine API questions.
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## Skill roots and provenance
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Every skill pack is agent instruction, never game code or an add-on, and none is committed: `/.agents/skills/` is gitignored. The runtime discovers packs from these roots:
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| Root | Packs | Source |
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| --- | --- | --- |
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| `~/.pi/agent/skills/<pack>/SKILL.md` | 93 Blender packs, flat, one level down | [blender-skills](https://github.com/arjun988/blender-skills) 1.3.0, MIT |
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| `~/.pi/agent/skills/references/` | shared notes beside the packs, not a pack | same |
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| `.agents/skills/blender-skills/blender-director/` | 1 project orchestrator | project-specific |
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| `.agents/skills/ue-*/` | 31 Unreal Engine 5.8 C++ packs | [quodsoler/unreal-engine-skills](https://github.com/quodsoler/unreal-engine-skills) `f3742d7`, MIT |
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| `.agents/skills/cpp/` | 1 C++ router | [DiamonDinoia/skill-cpp](https://github.com/DiamonDinoia/skill-cpp) `f2617fb`, MIT |
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| `~/.agents/skills/` | user-level packs shared with other projects | local |
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- `.agents/skills/skills.manifest.json` records every installed source, commit, target and local patch, with `LICENSE-unreal-engine-skills.txt` and `LICENSE-skill-cpp.txt` beside it. Keep the manifest current when a pack is installed, upgraded or removed.
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- The upstream Blender clone sits at `~/.agents/skills/blender-skills/` (`git remote https://github.com/arjun988/blender-skills.git`, 94 packs under `.claude/skills/`). `~/.pi/agent/skills/` is the installed copy the runtime actually reads and holds 93 of them; `blender-director` is kept project-local because it names this project's tools and stages.
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- Because the packs are gitignored, a fresh checkout has none of them: every task must stay doable from the scripts in `Tools/`, `Geo/tools/` and `Art/blender/`, with the packs only guiding method.
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- User-level packs: `de-ai-writing` strips AI-writing tells from `Docs/`, `CHANGELOG.md` and `MEMORY.md` prose; `hf-cli` (Hugging Face Hub CLI) and `reverse-engineer-anything` (REA for shipped binaries and packaged builds) are not part of this pipeline and are loaded only when the task is actually about them.
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## Licensing & Distribution
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- Publish project-owned code under a chosen open-source license.
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@@ -8,6 +8,7 @@ Actionable task list for this project. Planned work and progress marks live here
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- A level-three (`###`) section being worked on carries `- active - <sessionId>` (and optionally the branch name) in its heading. Remove the suffix when you stop.
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- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
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- Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
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- Every task section carries a `**Suggested skills:**` line naming the packs to load before starting. Load them with the `skill` tool — `blender-director` for asset pipelines, `ue-project-context` for engine work, then the packs named — and use them as method guides, since this project runs Blender and Unreal headless from scripts.
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## Toolchain — end-to-end asset check (done 2026-11-10)
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@@ -15,6 +16,8 @@ Actionable task list for this project. Planned work and progress marks live here
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See [toolchain notes](MEMORY.md#toolchain--end-to-end-asset-check-done-2026-11-10).
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**Suggested skills:** no pack covers the local ComfyUI, judge or driver tooling — work from `Tools/README.md`, `Tools/review/` and the toolchain notes in `MEMORY.md`.
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- [x] Group the sixty tools by sandbox: `Tools/unreal/`, `Tools/blender/`, `Tools/review/`, `Tools/gen/`, `Tools/input/`, with the layout documented in `Tools/README.md`.
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- [x] Empty both maps and verify that no actors remain using `Tools/unreal/ue_recreate_maps.py`.
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- [x] Clear the whole level in both builders.
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@@ -34,6 +37,8 @@ See [historical notes](MEMORY.md#vehicle-physics--chaos-rig-own-task-from-030).
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### Tasks
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**Suggested skills:** `ue-physics-collision`, `ue-module-build-system` (plugin enablement), `ue-actor-component-architecture`, `ue-gameplay-framework`, `ue-input-system`, `ue-testing-debugging`, `cpp`; Blender side `vehicle-artist`, `collision-proxy`, `export-pipeline`, `unreal-export`. No pack covers Chaos Vehicles — the notes in this section and the `ChaosVehiclesPlugin` headers are the reference.
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- [x] Give `SK_Vehicle_Sedan` a physics asset whose single chassis body matches the car's box. **Resolved 2026-11-10** — two causes, both fixed: `ChaosVehiclesPlugin` was not enabled in `.uproject`, so `CreateVehicle()` never ran (`0 wheels`); and `BuildPhysicsAsset` never set `Body->PhysicsType`, so the body stayed `PhysType_Default` (follow owner) and never simulated. Enabling the plugin (`5e328f5`) and setting `PhysicsType = PhysType_Simulated` (`927e937`) make the pawn **simulate, settle at Z 77 cm, and drive** (`-drivetest` moved 36.3 m).
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- [x] Find what writes the actor transform in `DemoMap` but not in `ReviewMap`. **Resolved** — it was never a transform writer: the body was not simulating (see above), so the "float" and "teleport" were the unsimulated chassis being driven by the regular rigid-body solver instead of the Chaos async solver.
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- [x] Confirm `Wheels.Num()` becomes 4 once the vehicle is created; log it at the settle check. **4 wheels** once the plugin is enabled (`setups=4 wheels=4`).
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@@ -45,6 +50,8 @@ See [historical notes](MEMORY.md#hero-facade-rework--from-the-reviewmap-review-o
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### Tasks
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**Suggested skills:** `blender-director`, `archviz`, `historical-worlds`, `realistic-style`, `hard-surface` (relief and mouldings), `materials`, `texture-workflow`, `uv-workflow`, `lookdev`, `rendering`, `camera-cinematography`, `references` (visual-match checklist), `qa-review`; engine side `ue-materials-rendering`.
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- [x] Confirm the hero captures frame `Hero_Facade`.
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- [x] Seat the elevation detail in front of the mass.
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- [x] Remove the blank lintel band across the portals.
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@@ -66,6 +73,8 @@ See [historical notes](MEMORY.md#hero-facade-rework--from-the-reviewmap-review-o
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See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-driving-route-weeks-1013).
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**Suggested skills:** `blender-director`, `vehicle-artist`, `hard-surface`, `materials`, `uv-workflow`, `collision-proxy`, `lod-pipeline`, `asset-optimization`, `export-pipeline`, `unreal-export` (against `ue_metric_v1`); engine side `ue-project-context` first, then `ue-physics-collision`, `ue-actor-component-architecture`, `ue-gameplay-framework`, `ue-input-system`, `ue-character-movement` (enter/exit), `ue-world-level-streaming` (route bounds), `ue-testing-debugging`, `cpp`.
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- [A] Model one vehicle in Blender with collision meshes; export to Unreal.
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- [D] Set up Chaos Vehicle with wheel and physics configuration.
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- [x] Fix the vehicle not rendering in the scene.
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@@ -89,6 +98,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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### Patch tasks
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**Suggested skills:** `ue-physics-collision`, `ue-input-system`, `ue-actor-component-architecture`, `ue-testing-debugging`, `cpp`; `vehicle-artist` only if the fix is visual mass or wheel placement.
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- [ ] Refine vehicle handling feel based on `0.3.0` feedback.
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- [ ] Tag `v0.3.1` and write `CHANGELOG.md` entry; then remove this section.
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@@ -96,6 +107,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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### Patch tasks
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**Suggested skills:** `collision-proxy`, `vehicle-artist`, `asset-optimization`, `export-pipeline`, `unreal-export`, `ue-physics-collision`, `ue-testing-debugging`.
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- [ ] Fix vehicle collision defects (mesh/physics mismatches).
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- [ ] Tag `v0.3.2` and write `CHANGELOG.md` entry; then remove this section.
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@@ -103,6 +116,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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### Patch tasks
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**Suggested skills:** `ue-input-system`, `ue-character-movement`, `ue-gameplay-framework`, `ue-blueprint-cpp-interop`, `ue-testing-debugging`.
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- [ ] Fix vehicle/character input issues in `0.3.x`.
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- [ ] Tag `v0.3.3` and write `CHANGELOG.md` entry; then remove this section.
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@@ -110,6 +125,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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### World expansion
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**Suggested skills:** `blender-director`, `environment-artist`, `procedural-modeling`, `geometry-nodes`, `archviz`, `scene-assembly`, `asset-optimization`, `lod-pipeline`, `uv-workflow`, `materials`, `export-pipeline`, `unreal-export`; engine side `ue-project-context` first, then `ue-world-level-streaming`, `ue-procedural-generation`, `ue-async-threading`, `ue-materials-rendering`, `ue-testing-debugging`, `cpp`.
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- [ ] Extend geo pipeline to a small connected neighborhood beyond the demo block.
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- [ ] Produce modular buildings, sidewalks, and roads for the expanded area.
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- [ ] Set up World Partition with streaming cells.
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@@ -127,6 +144,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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### Patch tasks
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**Suggested skills:** `ue-world-level-streaming`, `asset-optimization`, `environment-artist`, `ue-testing-debugging`.
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- [ ] Fix visible seams between streamed cells.
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- [ ] Tag `v0.4.1` and write `CHANGELOG.md` entry; then remove this section.
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@@ -134,6 +153,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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### Patch tasks
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**Suggested skills:** `ue-world-level-streaming`, `ue-async-threading`, `ue-testing-debugging`.
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- [ ] Correct streaming/loading issues found in `0.4.x`.
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- [ ] Tag `v0.4.2` and write `CHANGELOG.md` entry; then remove this section.
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@@ -141,6 +162,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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### Patch tasks
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**Suggested skills:** `lod-pipeline`, `ue-world-level-streaming`, `asset-optimization`, `ue-testing-debugging`.
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- [ ] Tune HLOD quality and distance settings.
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- [ ] Tag `v0.4.3` and write `CHANGELOG.md` entry; then remove this section.
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@@ -148,6 +171,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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### Simulation
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**Suggested skills:** `ue-project-context` first, then `ue-ai-navigation`, `ue-character-movement`, `ue-actor-component-architecture`, `ue-gameplay-framework`, `ue-state-trees`, `ue-mass-entity` (crowd scale), `ue-async-threading`, `ue-testing-debugging`; the `AGigLineNPCPerson` prefab is Blender work — `character-artist`, `rigging`, `animation`, `export-pipeline`, `unreal-export`.
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- [ ] Add pedestrian characters with navigation, using `AGigLineNPCPerson` (the reusable NPC prefab) as the base, driving it via AI/`AutoPossessAI`.
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- [ ] Implement crosswalk behavior (pedestrians use the designated crossing).
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- [ ] Add limited ambient traffic on the street network.
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@@ -163,6 +188,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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### Patch tasks
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**Suggested skills:** `ue-ai-navigation`, `ue-physics-collision`, `ue-testing-debugging`.
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- [ ] Fix pedestrian navigation issues.
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- [ ] Tag `v0.5.1` and write `CHANGELOG.md` entry; then remove this section.
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@@ -170,6 +197,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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### Patch tasks
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**Suggested skills:** `ue-ai-navigation`, `ue-state-trees`, `ue-gameplay-tags-messaging`, `ue-testing-debugging`.
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- [ ] Fix crosswalk behavior defects.
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- [ ] Tag `v0.5.2` and write `CHANGELOG.md` entry; then remove this section.
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@@ -177,6 +206,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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### Patch tasks
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**Suggested skills:** `ue-mass-entity`, `ue-async-threading`, `ue-testing-debugging`, `asset-optimization`, `lod-pipeline`.
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- [ ] Optimize pedestrian/traffic simulation cost.
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- [ ] Tag `v0.5.3` and write `CHANGELOG.md` entry; then remove this section.
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@@ -186,6 +217,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri
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See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset-weeks-2224).
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**Suggested skills:** `lighting`, `rendering`, `lookdev`, `materials`, `texture-workflow`, `archviz`, `environment-artist`, `blender-director`, `references` (visual-match checklist), `qa-review`; engine side `ue-materials-rendering`, `ue-niagara-effects`, `ue-audio-system`, `ue-gameplay-cameras`, `ue-testing-debugging`.
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- [ ] Create an evening lighting preset.
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- [ ] Complete a visual polish pass across the neighborhood.
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- [ ] Model the pavement between kerb and building line.
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@@ -203,6 +236,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset
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### Patch tasks
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**Suggested skills:** `lighting`, `lookdev`, `rendering`, `references`, `qa-review`, `ue-materials-rendering`.
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- [ ] Fix lighting defects in day/evening presets.
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- [ ] Tag `v0.6.1` and write `CHANGELOG.md` entry; then remove this section.
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@@ -210,6 +245,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset
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### Patch tasks
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**Suggested skills:** `materials`, `texture-workflow`, `lookdev`, `qa-review`, `ue-materials-rendering`.
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- [ ] Fix material errors found in `0.6.x`.
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- [ ] Tag `v0.6.2` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
@@ -217,6 +254,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset
|
||||
|
||||
### Patch tasks
|
||||
|
||||
**Suggested skills:** `ue-audio-system`, `ue-testing-debugging`.
|
||||
|
||||
- [ ] Balance audio levels across the scene.
|
||||
- [ ] Tag `v0.6.3` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
@@ -224,6 +263,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset
|
||||
|
||||
### Systems
|
||||
|
||||
**Suggested skills:** `ue-project-context` first, then `ue-ui-umg-slate`, `ue-input-system`, `ue-serialization-savegames`, `ue-data-assets-tables`, `ue-gameplay-framework`, `ue-blueprint-cpp-interop`, `cpp`, `ue-testing-debugging`.
|
||||
|
||||
- [ ] Build settings menu (graphics and audio options).
|
||||
- [ ] Implement control rebinding with persistence.
|
||||
- [ ] Implement save/load for player state.
|
||||
@@ -239,6 +280,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset
|
||||
|
||||
### Patch tasks
|
||||
|
||||
**Suggested skills:** `ue-serialization-savegames`, `ue-testing-debugging`, `cpp`.
|
||||
|
||||
- [ ] Fix save/load defects.
|
||||
- [ ] Tag `v0.7.1` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
@@ -246,6 +289,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset
|
||||
|
||||
### Patch tasks
|
||||
|
||||
**Suggested skills:** `ue-ui-umg-slate`, `ue-testing-debugging`.
|
||||
|
||||
- [ ] Fix UI issues in `0.7.x`.
|
||||
- [ ] Tag `v0.7.2` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
@@ -253,6 +298,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset
|
||||
|
||||
### Patch tasks
|
||||
|
||||
**Suggested skills:** `ue-input-system`, `ue-serialization-savegames`, `ue-testing-debugging`.
|
||||
|
||||
- [ ] Fix rebinding persistence issues.
|
||||
- [ ] Tag `v0.7.3` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
@@ -260,6 +307,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset
|
||||
|
||||
### Performance
|
||||
|
||||
**Suggested skills:** `ue-testing-debugging` (Unreal Insights, `stat unit`, `memreport`), `asset-optimization`, `lod-pipeline`, `ue-materials-rendering` (scalability and upscaler state), `ue-async-threading`, `ue-world-level-streaming`, `ue-niagara-effects`, `cpp`.
|
||||
|
||||
- [ ] Define performance budgets (frame time, VRAM) and document them.
|
||||
- [ ] Profile the full neighborhood; fix budget violations.
|
||||
- [ ] Test on broader Linux hardware and VRAM configurations; document results.
|
||||
@@ -275,6 +324,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset
|
||||
|
||||
### Patch tasks
|
||||
|
||||
**Suggested skills:** `ue-materials-rendering` (texture streaming, LOD bias), `asset-optimization`, `texture-workflow`, `lod-pipeline`, `ue-testing-debugging`.
|
||||
|
||||
- [ ] Reduce VRAM usage where profiling shows excess.
|
||||
- [ ] Tag `v0.8.1` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
@@ -282,6 +333,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset
|
||||
|
||||
### Patch tasks
|
||||
|
||||
**Suggested skills:** `ue-testing-debugging`, `ue-async-threading`, `ue-niagara-effects`, `asset-optimization`, `lod-pipeline`.
|
||||
|
||||
- [ ] Fix frame-time spikes found in `0.8.x`.
|
||||
- [ ] Tag `v0.8.2` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
@@ -289,6 +342,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset
|
||||
|
||||
### Patch tasks
|
||||
|
||||
**Suggested skills:** `ue-testing-debugging`, `ue-module-build-system` (build and package differences), `ue-materials-rendering` (GPU and driver-specific paths).
|
||||
|
||||
- [ ] Fix compatibility issues from the hardware testing matrix.
|
||||
- [ ] Tag `v0.8.3` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
@@ -298,6 +353,8 @@ See [realistic building notes](MEMORY.md#090--realistic-buildings-weeks-3134).
|
||||
|
||||
### Façade system
|
||||
|
||||
**Suggested skills:** `blender-director`, `archviz`, `historical-worlds`, `realistic-style`, `procedural-modeling`, `geometry-nodes`, `hard-surface`, `materials`, `texture-workflow`, `uv-workflow`, `asset-optimization`, `lod-pipeline`, `export-pipeline`, `unreal-export`, `references`, `qa-review`; engine side `ue-materials-rendering`.
|
||||
|
||||
- [ ] **Extend the module kit beyond one order.** Art Deco, neoclassical and streamline-moderne variants on the shared 4.96 m bay: alternate window proportions, spandrel and transom bands, and the way each order terminates at the roof.
|
||||
- [ ] **Build a profile library** for cornices, copings, string courses, sills and storefront surrounds, so a building is assembled from named profiles rather than ad-hoc boxes.
|
||||
- [ ] **Storefront types**: recessed entry, bulkhead and kickplate, mullion spacing, transom, awning/canopy brackets, and grille/shutter variants.
|
||||
@@ -306,6 +363,8 @@ See [realistic building notes](MEMORY.md#090--realistic-buildings-weeks-3134).
|
||||
|
||||
### Per-building models
|
||||
|
||||
**Suggested skills:** `references` (reference-image-match and visual-match), `camera-cinematography` (match the photograph's angle before detail), `archviz`, `historical-worlds`, `realistic-style`, `blender-modeler`, `hard-surface`, `prop-artist` (street-level details), `materials`, `texture-workflow`, `uv-workflow`, `qa-review`, `blender-director`.
|
||||
|
||||
- [ ] Use a building-specific reference set for each building; retain blockouts and record buildings without references.
|
||||
|
||||
- [ ] Hero façade (6840): add volute capital depth, lattice grille depth, window rhythm behind the colonnade, and heavy banded rustication.
|
||||
@@ -320,6 +379,8 @@ See [realistic building notes](MEMORY.md#090--realistic-buildings-weeks-3134).
|
||||
|
||||
### Materials, UVs and performance
|
||||
|
||||
**Suggested skills:** `materials`, `texture-workflow`, `uv-workflow`, `lookdev`, `rendering`, `collision-proxy`, `lod-pipeline`, `asset-optimization`, `ue-materials-rendering`, `ue-testing-debugging`.
|
||||
|
||||
- [ ] **Measured material library**, including the hero's stone: stucco, painted render, ashlar, brick, terrazzo, glazing, bronze and steel trim, with albedo and roughness taken from the photographs rather than guessed; one Unreal material instance per surface type.
|
||||
- [ ] **Texel-density rule** per building class, applied through modular UVs; lightmap UVs where required.
|
||||
- [ ] **LOD chain and collision proxies** per building: UCX proxies for blocking volume, detail geometry non-colliding.
|
||||
@@ -339,6 +400,8 @@ See [realistic building notes](MEMORY.md#090--realistic-buildings-weeks-3134).
|
||||
|
||||
### Freeze and audit
|
||||
|
||||
**Suggested skills:** `ue-project-context` (refresh before the audit), `ue-module-build-system` (reproducible build), `ue-testing-debugging`, `qa-review`, `de-ai-writing` (`Docs/` prose).
|
||||
|
||||
- [ ] Freeze features; document the freeze in `CHANGELOG.md`.
|
||||
- [ ] Produce a public beta build for testers.
|
||||
- [ ] Complete license audit: `THIRD_PARTY_NOTICES.md`, all MPFB assets, textures, animations, vehicles, audio.
|
||||
@@ -354,6 +417,8 @@ See [realistic building notes](MEMORY.md#090--realistic-buildings-weeks-3134).
|
||||
|
||||
### Patch tasks
|
||||
|
||||
**Suggested skills:** `ue-testing-debugging` plus the pack for the subsystem each blocker lives in (see the mapping in `AGENTS.md`); `cpp` for non-engine code.
|
||||
|
||||
- [ ] Fix blockers reported during the public beta.
|
||||
- [ ] Tag `v0.10.1` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
@@ -361,6 +426,8 @@ See [realistic building notes](MEMORY.md#090--realistic-buildings-weeks-3134).
|
||||
|
||||
### Patch tasks
|
||||
|
||||
**Suggested skills:** `ue-testing-debugging`, plus the owning subsystem's pack, and `cpp` where the regression is in game code; check `MEMORY.md` for how the original defect was found.
|
||||
|
||||
- [ ] Fix regressions introduced by `0.9.x` fixes.
|
||||
- [ ] Tag `v0.10.2` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
@@ -368,6 +435,8 @@ See [realistic building notes](MEMORY.md#090--realistic-buildings-weeks-3134).
|
||||
|
||||
### Patch tasks
|
||||
|
||||
**Suggested skills:** `de-ai-writing` (prose), `ue-project-context` (verify the project facts it records), `ue-module-build-system` (verify the build and checkout steps documented).
|
||||
|
||||
- [ ] Update all `Docs/` for accuracy before `1.0.0`.
|
||||
- [ ] Tag `v0.10.3` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
@@ -375,6 +444,8 @@ See [realistic building notes](MEMORY.md#090--realistic-buildings-weeks-3134).
|
||||
|
||||
### Final release
|
||||
|
||||
**Suggested skills:** `qa-review`, `references` (final visual-match sweep), `ue-testing-debugging`, `de-ai-writing` (`Docs/`), `ue-project-context` refresh.
|
||||
|
||||
- [ ] Complete final acceptance sweep across all `0.x` features.
|
||||
- [ ] Confirm the stable, agreed game scope is met (neighborhood-scale walking and driving).
|
||||
- [ ] Final build, documentation, and licensing verification.
|
||||
|
||||
Reference in new issue
Block a user