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.
This commit is contained in:
zwitschi committed 2026-11-07 13:21:10 +01:00
1 parent 1a1230ab6b
commit e48a0cd82b
9 files changed
+105 -33

No files matched your search

+28
View File
@@ -68,6 +68,34 @@ Both content-acceptance tests run headless and are the template for all asset im
# Note: 5.8 swallows Python print() in the commandlet; scripts write result files to /tmp.
```
## Content pipeline (current)
The hero block and the demo level are built by a fixed sequence. Each step writes
a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout
can be swallowed.
| Step | Tool | Output |
| --- | --- | --- |
| OSM blockout | `Art/blender/blockout/blosm_blockout.py` | `Art/blender/blockout/blockout-*.blend` |
| Terrain | `Art/blender/terrain/terrain_from_dem.py` | `Art/blender/terrain/terrain-*.blend` |
| Street | `Art/blender/street/street_mesh.py` | `Art/blender/street/street-*.blend` |
| Site assembly | `Art/blender/site/site_assembly.py` | `Art/blender/site/site-*.blend` |
| Site export | `Art/blender/site/export_site_fbx.py` | six FBXs, one per mesh |
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON report |
| Site import | `Tools/ue_import_site.py` | `/Game/Hollywood/Site/*` |
| Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
Two rules that the pipeline enforces rather than documents:
- **One conversion.** Metres to Unreal centimetres happens only in
`Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record
the result and `Geo/tools/asset_metadata.py audit` re-derives it.
- **Collision is decided at import,** not later: terrain, road and sidewalks are
complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed
street ramps straight across the kerb.
## Known engine quirks (2026-11-07)
- One handled `PSOPrecache` ensure fires at packaged-build exit only; not blocking.
+2
View File
@@ -6,6 +6,8 @@ Record results in the table at the end of this file, with the date, the exact bu
## General checks (every release)
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.
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.
2. **No packaging errors.** The packaged build launches, reaches gameplay, and quits cleanly. Logs contain no missing-asset, missing-map, or shader-compile errors.
3. **Licensing.** Every new asset has provenance in `THIRD_PARTY_NOTICES.md`, or is recorded as unresolved and kept out of the build.
+2 -1
View File
@@ -18,9 +18,10 @@ Anything marked **human step** needs credentials, licence acceptance, or a decis
| 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 |
| 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 |
| 4. Project bootstrap | done — C++ project, packaged blank build, static-mesh scale test, MPFB character import |
| 6. Content pipeline | in progress — blockout, terrain, street, hero façade and the walkable `DemoMap` exist; façades and materials are planned patches (`0.1.4`) |
| 5. Repository | procedure documented; a fresh checkout has not yet been exercised end to end |
Next: `0.1.0` content work (façade, block frontage, gameplay). Current board is [ROADMAP.md](../ROADMAP.md).
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).
## 1. System
+1 -1
View File
@@ -4,7 +4,7 @@ Pinned versions for this project. Record the exact build string a tool reports,
Audited 2026-11-06, updated 2026-11-07 on the development workstation.
**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.
**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.
## Pins