docs: bring every document in line with the current build
README rewritten around the actual state (walkable DemoMap, blockout facades, planned patches); Tools/README now lists all seventeen tools by role; build.md gains the content pipeline table and the two enforced rules (one unit conversion, collision decided at import). Setup gains a content-pipeline row, the toolchain state notes the demo level exercises the engine path, release checks record the Blender pre-check that backs traversal, PLAN points at ROADMAP/MEMORY/Screenshots, and THIRD_PARTY_NOTICES gains rows for the hero facade and the candidate props. Also fixed the last stale reference to Geo/scripts in MEMORY.md - a sweep found old paths in six documents after the tool move, which the memory entry now warns about.
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@@ -68,6 +68,34 @@ Both content-acceptance tests run headless and are the template for all asset im
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# Note: 5.8 swallows Python print() in the commandlet; scripts write result files to /tmp.
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```
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## Content pipeline (current)
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The hero block and the demo level are built by a fixed sequence. Each step writes
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a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout
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can be swallowed.
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| Step | Tool | Output |
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| --- | --- | --- |
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| OSM blockout | `Art/blender/blockout/blosm_blockout.py` | `Art/blender/blockout/blockout-*.blend` |
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| Terrain | `Art/blender/terrain/terrain_from_dem.py` | `Art/blender/terrain/terrain-*.blend` |
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| Street | `Art/blender/street/street_mesh.py` | `Art/blender/street/street-*.blend` |
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| Site assembly | `Art/blender/site/site_assembly.py` | `Art/blender/site/site-*.blend` |
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| Site export | `Art/blender/site/export_site_fbx.py` | six FBXs, one per mesh |
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| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON report |
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| Site import | `Tools/ue_import_site.py` | `/Game/Hollywood/Site/*` |
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| Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
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| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
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| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
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Two rules that the pipeline enforces rather than documents:
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- **One conversion.** Metres to Unreal centimetres happens only in
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`Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record
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the result and `Geo/tools/asset_metadata.py audit` re-derives it.
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- **Collision is decided at import,** not later: terrain, road and sidewalks are
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complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed
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street ramps straight across the kerb.
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## Known engine quirks (2026-11-07)
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- One handled `PSOPrecache` ensure fires at packaged-build exit only; not blocking.
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@@ -6,6 +6,8 @@ Record results in the table at the end of this file, with the date, the exact bu
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## General checks (every release)
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0. **Blender pre-check (before the engine pass).** `Art/blender/site/site_assembly.py` raycasts both sidewalks and the designated crossing on a 1 m grid and reports holes and step heights. It is evidence, not the check: the engine traversal below is still required.
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1. **Fresh checkout builds.** Clone into a clean directory, `git lfs pull`, build and package using only the documented external engine installation. No machine-specific paths, no uncommitted steps.
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2. **No packaging errors.** The packaged build launches, reaches gameplay, and quits cleanly. Logs contain no missing-asset, missing-map, or shader-compile errors.
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3. **Licensing.** Every new asset has provenance in `THIRD_PARTY_NOTICES.md`, or is recorded as unresolved and kept out of the build.
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@@ -18,9 +18,10 @@ Anything marked **human step** needs credentials, licence acceptance, or a decis
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| 2. Engine | done — UE `5.8.4` at `/run/media/system/DATA/Engines/UE_5.8.4`, editor launches with Vulkan on the 5070 Ti |
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| 3. Tooling pins | done except the optional geo venv; Blender 5.2, MPFB 2.0.18, Blosm 2.7.28, QGIS 4.2.3 all verified |
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| 4. Project bootstrap | done — C++ project, packaged blank build, static-mesh scale test, MPFB character import |
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| 6. Content pipeline | in progress — blockout, terrain, street, hero façade and the walkable `DemoMap` exist; façades and materials are planned patches (`0.1.4`) |
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| 5. Repository | procedure documented; a fresh checkout has not yet been exercised end to end |
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Next: `0.1.0` content work (façade, block frontage, gameplay). Current board is [ROADMAP.md](../ROADMAP.md).
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Next: `0.1.0` gameplay (attribution display, lighting, crossing) and the El Capitan Theatre, then the planned patches. Current board is [ROADMAP.md](../ROADMAP.md).
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## 1. System
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@@ -4,7 +4,7 @@ Pinned versions for this project. Record the exact build string a tool reports,
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Audited 2026-11-06, updated 2026-11-07 on the development workstation.
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**State:** initial setup is complete. Every pinned tool below has been exercised on real work — the engine compiled game code and packaged a build, Blender/MPFB/Blosm produced committed assets, and QGIS's PROJ produced the project origin. The only unexercised path is a fresh checkout, tracked as a `v0.1.0` release check.
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**State:** initial setup is complete. Every pinned tool below has been exercised on real work — the engine compiled game code and packaged a build, Blender/MPFB/Blosm produced committed assets, and QGIS's PROJ produced the project origin. The demo level (`/Game/Hollywood/DemoMap`) and packaged build exercise the engine path end to end; the only unexercised path is a fresh checkout, tracked as a `v0.1.0` release check.
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## Pins
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