From dd36d399ad0ba678edcba01aa22737b3c405db28 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Tue, 10 Nov 2026 19:57:56 +0100 Subject: [PATCH] chore: add skills --- AGENTS.md | 59 +++++++++++++++++++++++++++++++++++++++++---- TODO.md | 71 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 126 insertions(+), 4 deletions(-) diff --git a/AGENTS.md b/AGENTS.md index ab0d2c1..7b1502a 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -185,16 +185,49 @@ The project-specific pack, `.agents/skills/blender-skills/blender-director/` — 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//SKILL.md` (one level down, flat) and it is picked up everywhere; `references/` sits beside them at `~/.pi/agent/skills/references/`. -**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: +**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. -- **Modeling / procedural assets** — `blender-modeler`, `procedural-modeling`, `geometry-nodes`, `hard-surface`. -- **Façades and architecture** — `archviz`, `historical-worlds` (1920s Hollywood Blvd direction), `realistic-style`. +**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. + +| Group | Packs | +| --- | --- | +| Pipeline entry point | `blender-director` (project pack) | +| Core modelling | `blender-modeler`, `hard-surface`, `prop-artist`, `vehicle-artist`, `character-artist`, `creature-artist`, `sculpting`, `retopology`, `geometry-nodes`, `procedural-modeling` | +| Environment and architecture | `environment-artist`, `archviz`, `set-dressing`, `vegetation-artist`, `scene-assembly`, `collision-proxy` | +| Characters and animation | `character-archetypes`, `rigging`, `animation`, `cloth-sim`, `hair-groom` | +| Materials, light and render | `materials`, `texture-workflow`, `lookdev`, `lighting`, `rendering`, `compositing`, `camera-cinematography` | +| UVs, export and optimisation | `uv-workflow`, `export-pipeline`, `unreal-export`, `asset-optimization`, `lod-pipeline` | +| Physics and VFX | `physics-sim`, `vfx-fx` | +| Review and QA | `qa-review`, plus the `references/` notes below | +| Project direction | `realistic-style`, `historical-worlds` | +| World packs | `apocalypse-worlds`, `biome-worlds`, `fantasy-worlds`, `sci-fi-punk-worlds` | +| 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` | +| Mood art direction | `brutalist-mood`, `cozy-wholesome-mood`, `dark-gritty-mood`, `dream-surreal-mood`, `neon-retrofuturism`, `noir-style` | +| 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` | +| Other engines (unused) | `unity-export`, `godot-export` | + +**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: + +- **Modeling / procedural assets** — `blender-modeler`, `procedural-modeling`, `geometry-nodes`, `hard-surface`, `prop-artist`, `sculpting`, `retopology`. +- **Vehicles** — `vehicle-artist` with `hard-surface`, `collision-proxy`, `lod-pipeline` (the `0.3.0` car). +- **Façades and architecture** — `archviz`, `historical-worlds` (1920s Hollywood Blvd direction), `realistic-style`, `environment-artist`. +- **Characters and animation** — `character-artist`, `rigging`, `animation`, `cloth-sim`, `hair-groom` (the MPFB `AGigLineNPCPerson` prefab; `character-archetypes` for crowd variety). - **Materials and textures** — `materials`, `texture-workflow`, `lookdev`. -- **UVs and export** — `uv-workflow`, `export-pipeline`, `unreal-export` (verify against the `ue_metric_v1` / `ue_character_v1` presets in `Tools/`). +- **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`. - **Collision** — `collision-proxy` (UCX/UHX naming, hulls, simple colliders). - **Scene assembly / optimization** — `scene-assembly`, `asset-optimization`, `lod-pipeline`. +- **Lighting and rendering** — `lighting`, `rendering`, `lookdev`, `compositing`, `camera-cinematography`. +- **Blender-side physics and VFX** — `physics-sim`, `vfx-fx`. - **Review and QA** — `qa-review`, `references` (reference-image-match and visual-match checklists), `camera-cinematography` (matching reference camera angles). +**Reference notes.** `~/.pi/agent/skills/references/` sits beside the packs and holds the checklists they cite: + +- `asset-pipeline.md` — the stage order every asset follows. +- `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. +- `visual-match-checklist.md` and `validation-checklist.md` — the two gates before an asset is called done. +- `naming-conventions.md` and `polycount-budgets.md` — names and budgets to hold to. +- `mcp-integration.md` and `mcp-tools.md` — the packs' MCP tooling, **not used here** (see the caveat below). + **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. ## Unreal Engine skills @@ -224,6 +257,24 @@ The general mapping to this project's work: 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. +## Skill roots and provenance + +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: + +| Root | Packs | Source | +| --- | --- | --- | +| `~/.pi/agent/skills//SKILL.md` | 93 Blender packs, flat, one level down | [blender-skills](https://github.com/arjun988/blender-skills) 1.3.0, MIT | +| `~/.pi/agent/skills/references/` | shared notes beside the packs, not a pack | same | +| `.agents/skills/blender-skills/blender-director/` | 1 project orchestrator | project-specific | +| `.agents/skills/ue-*/` | 31 Unreal Engine 5.8 C++ packs | [quodsoler/unreal-engine-skills](https://github.com/quodsoler/unreal-engine-skills) `f3742d7`, MIT | +| `.agents/skills/cpp/` | 1 C++ router | [DiamonDinoia/skill-cpp](https://github.com/DiamonDinoia/skill-cpp) `f2617fb`, MIT | +| `~/.agents/skills/` | user-level packs shared with other projects | local | + +- `.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. +- 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. +- 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. +- 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. + ## Licensing & Distribution - Publish project-owned code under a chosen open-source license. diff --git a/TODO.md b/TODO.md index bd0509a..ba20edf 100644 --- a/TODO.md +++ b/TODO.md @@ -8,6 +8,7 @@ Actionable task list for this project. Planned work and progress marks live here - A level-three (`###`) section being worked on carries `- active - ` (and optionally the branch name) in its heading. Remove the suffix when you stop. - When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file. - 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. +- 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. ## Toolchain — end-to-end asset check (done 2026-11-10) @@ -15,6 +16,8 @@ Actionable task list for this project. Planned work and progress marks live here See [toolchain notes](MEMORY.md#toolchain--end-to-end-asset-check-done-2026-11-10). +**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`. + - [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`. - [x] Empty both maps and verify that no actors remain using `Tools/unreal/ue_recreate_maps.py`. - [x] Clear the whole level in both builders. @@ -34,6 +37,8 @@ See [historical notes](MEMORY.md#vehicle-physics--chaos-rig-own-task-from-030). ### Tasks +**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. + - [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). - [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. - [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`). @@ -45,6 +50,8 @@ See [historical notes](MEMORY.md#hero-facade-rework--from-the-reviewmap-review-o ### Tasks +**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`. + - [x] Confirm the hero captures frame `Hero_Facade`. - [x] Seat the elevation detail in front of the mass. - [x] Remove the blank lintel band across the portals. @@ -66,6 +73,8 @@ See [historical notes](MEMORY.md#hero-facade-rework--from-the-reviewmap-review-o See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-driving-route-weeks-1013). +**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`. + - [A] Model one vehicle in Blender with collision meshes; export to Unreal. - [D] Set up Chaos Vehicle with wheel and physics configuration. - [x] Fix the vehicle not rendering in the scene. @@ -89,6 +98,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri ### Patch tasks +**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. + - [ ] Refine vehicle handling feel based on `0.3.0` feedback. - [ ] Tag `v0.3.1` and write `CHANGELOG.md` entry; then remove this section. @@ -96,6 +107,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri ### Patch tasks +**Suggested skills:** `collision-proxy`, `vehicle-artist`, `asset-optimization`, `export-pipeline`, `unreal-export`, `ue-physics-collision`, `ue-testing-debugging`. + - [ ] Fix vehicle collision defects (mesh/physics mismatches). - [ ] Tag `v0.3.2` and write `CHANGELOG.md` entry; then remove this section. @@ -103,6 +116,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri ### Patch tasks +**Suggested skills:** `ue-input-system`, `ue-character-movement`, `ue-gameplay-framework`, `ue-blueprint-cpp-interop`, `ue-testing-debugging`. + - [ ] Fix vehicle/character input issues in `0.3.x`. - [ ] Tag `v0.3.3` and write `CHANGELOG.md` entry; then remove this section. @@ -110,6 +125,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri ### World expansion +**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`. + - [ ] Extend geo pipeline to a small connected neighborhood beyond the demo block. - [ ] Produce modular buildings, sidewalks, and roads for the expanded area. - [ ] Set up World Partition with streaming cells. @@ -127,6 +144,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri ### Patch tasks +**Suggested skills:** `ue-world-level-streaming`, `asset-optimization`, `environment-artist`, `ue-testing-debugging`. + - [ ] Fix visible seams between streamed cells. - [ ] Tag `v0.4.1` and write `CHANGELOG.md` entry; then remove this section. @@ -134,6 +153,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri ### Patch tasks +**Suggested skills:** `ue-world-level-streaming`, `ue-async-threading`, `ue-testing-debugging`. + - [ ] Correct streaming/loading issues found in `0.4.x`. - [ ] Tag `v0.4.2` and write `CHANGELOG.md` entry; then remove this section. @@ -141,6 +162,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri ### Patch tasks +**Suggested skills:** `lod-pipeline`, `ue-world-level-streaming`, `asset-optimization`, `ue-testing-debugging`. + - [ ] Tune HLOD quality and distance settings. - [ ] Tag `v0.4.3` and write `CHANGELOG.md` entry; then remove this section. @@ -148,6 +171,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri ### Simulation +**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`. + - [ ] Add pedestrian characters with navigation, using `AGigLineNPCPerson` (the reusable NPC prefab) as the base, driving it via AI/`AutoPossessAI`. - [ ] Implement crosswalk behavior (pedestrians use the designated crossing). - [ ] Add limited ambient traffic on the street network. @@ -163,6 +188,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri ### Patch tasks +**Suggested skills:** `ue-ai-navigation`, `ue-physics-collision`, `ue-testing-debugging`. + - [ ] Fix pedestrian navigation issues. - [ ] Tag `v0.5.1` and write `CHANGELOG.md` entry; then remove this section. @@ -170,6 +197,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri ### Patch tasks +**Suggested skills:** `ue-ai-navigation`, `ue-state-trees`, `ue-gameplay-tags-messaging`, `ue-testing-debugging`. + - [ ] Fix crosswalk behavior defects. - [ ] Tag `v0.5.2` and write `CHANGELOG.md` entry; then remove this section. @@ -177,6 +206,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri ### Patch tasks +**Suggested skills:** `ue-mass-entity`, `ue-async-threading`, `ue-testing-debugging`, `asset-optimization`, `lod-pipeline`. + - [ ] Optimize pedestrian/traffic simulation cost. - [ ] Tag `v0.5.3` and write `CHANGELOG.md` entry; then remove this section. @@ -186,6 +217,8 @@ See [vehicle production notes](MEMORY.md#030--chaos-vehicle-enterexit-closed-dri See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset-weeks-2224). +**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`. + - [ ] Create an evening lighting preset. - [ ] Complete a visual polish pass across the neighborhood. - [ ] Model the pavement between kerb and building line. @@ -203,6 +236,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset ### Patch tasks +**Suggested skills:** `lighting`, `lookdev`, `rendering`, `references`, `qa-review`, `ue-materials-rendering`. + - [ ] Fix lighting defects in day/evening presets. - [ ] Tag `v0.6.1` and write `CHANGELOG.md` entry; then remove this section. @@ -210,6 +245,8 @@ See [pavement notes](MEMORY.md#060--visualaudio-pass-and-evening-lighting-preset ### Patch tasks +**Suggested skills:** `materials`, `texture-workflow`, `lookdev`, `qa-review`, `ue-materials-rendering`. + - [ ] Fix material errors found in `0.6.x`. - [ ] 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.