UE export hygiene (unreal-export skill checklist) plus a gameplay defect the new
probe caught:
- FBX export now uses mesh_smooth_type="FACE" (was OFF, which is why every import
logged "No smoothing group information was found"), and the round parts are
shaded with shade_smooth_by_angle(35 deg) before export, so columns and
medallions read round instead of faceted.
- SM_HeroFacade had complex-only collision, so capsule sweeps and line traces
passed through the wall: the player could walk through the hero facade.
auto_generate_collision was tried and rejected (coarse hulls bulged into the
street; the QA wall probe went 0/35 -> 2/35). It now uses UseComplexAsSimple,
saved on the asset, like the terrain.
- New -qaselftest facade occlusion probe: 40 m traces sideways from the road
centre at walking height, required only where a building is staged (explicit X
spans mirroring ue_build_demo_map). Result 0/9 -> PASS, alongside transect
0 holes and wall probe 0/35.
Docs: release-checks records the probe and both collision attempts; Tools/README
lists the new phase; MEMORY records the smoothing/collision lessons.
Detail pass on the hero, all verified by measuring the built mesh:
- Column base moulding: a 1.36 m wide, 0.22 m tall cylinder at each shaft foot
(2.00-2.22 m). The shaft previously started straight off the square pedestal,
so the base never read in silhouette.
- Abacus: a 1.30 m square, 0.14 m thick slab over each capital. It takes the top
of the capital zone, so the colonnade still ends at 9.70 m and the 53.1 %
proportion is unchanged.
- Medallions fixed: they were built with the Z-axis cylinder helper, so the two
'discs' were pancakes lying flat on the parapet coping (1.1 x 1.1 x 0.02,
z 14.02-14.04). New disc_on_wall() helper rotates the cylinder 90 deg about X;
they now stand 1.1 m across on the parapet face (y -1.32..-1.28,
z 13.05..14.15).
Hero rebuilt (95 parts, 2420 tris, still 14.50 m), re-imported, DemoMap rebuilt,
screenshot set re-rendered. Part report records the new dims and their assumption
notes. Screenshots README notes the detail pass.
Adds Tools/facade_detail_concepts.py: generates architectural detail plates from a
local reference photograph through OpenRouter's image models. Spec-driven (eight
studies: door recess, entrance, column order, entablature/cornice, parapet/motto,
window rhythm, street wall, banner), never overwrites (writes -vN), writes a
.refgen.json sidecar (model, prompt, source photo, SHA-256) per image, and keeps
all output under the gitignored Art/reference/facade-details/ - local only, never
shipped. Stdlib only; http 429/5xx back-off; refuses to write a sidecar containing
the token. 11 tests cover the study table, prompt assembly, next-free naming,
data-URL decoding (both response shapes plus a refusal) and the local-only rule.
Measurement pass on the plates: the hero window panes were at Y -1.98, i.e. 1.44 m
in FRONT of the wall (Y -0.50) and ahead of the column line, so the glazing floated
in the colonnade instead of reading as openings behind it. Moved to Y -0.56; hero
rebuilt, re-imported, DemoMap rebuilt, full screenshot set re-rendered.
Docs: Tools/README row, Screenshots README known-issues entry now records the fix.
Measured from the built mesh, the colonnade (columns + capitals) was 6.90 m of the
14.50 m elevation = 47.6 %: the entablature (3.40 m) and parapet (2.20 m) were
using 5.60 m of the height. Thinned both to 3.00 m and 1.80 m in
hero_facade_build.py, which lifts the colonnade to 7.70 m = 53.1 % - inside the
50-60 % band - with the envelope, motto band and medallions unchanged relative to
the parapet.
Hero rebuilt, re-imported (bounds 2604 x 1257 x 1450 cm), DemoMap rebuilt and the
screenshot set re-rendered for review. Hero part report updated (columns 7.45 ->
8.25 m, entablature 3.40 -> 3.00 m).
TODO: colonnade item closed. MEMORY records the FBX-vs-blend --out gotcha.
Drop the OpenStreetMap/ODbL attribution requirement, the Google imagery rule,
and the related F-4 requirement, risk R-4, release check, and TODO items across
AGENTS, PLAN, ROADMAP, README, setup, architecture sections, and manifests.
OSM data is now documented as local private use only. Also normalize
numbered-list indentation in the architecture docs.
- Converted 13 individual .adoc section files to .md via
asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside
the .adoc sources in Docs/Architecture/
- Rebuilt architecture.md from the individual section .md files
- Ran prettier --write on all .md in the repo (23 files changed):
normalised table column alignment, trailing whitespace, line breaks
- Added .agents/ to .prettierignore (vendored third-party content)
- All .md now passes prettier --check
Adds the five remaining verified south-side buildings to the demo block
(6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug),
exported in place from the OSM blockout by Tools/export_block_frontage.py,
imported to /Game/Hollywood/Frontage/ and staged by the demo builder with the
look material set (stone for the theatres, stucco for the retail run).
Adding neighbours exposed a pre-existing placement bug that was invisible while
the hero facade stood alone in an empty field:
- UE south is +Y here (south sidewalk Y +718..+1447), but the hero sat at
Y -1450 on the NORTH side of the street.
- It was also at X -12024..-9420, 26 m east of the 6840 footprint; the frontage
gap between 6902 and 6838 is X -14591..-12082.
- The two north-side buildings were on the SOUTH side, because their exporter
mirrored Y.
Fixes: hero moved to X -13336 / Y +1307, inside its frontage gap; the frontage
and north-building exporters no longer apply a Y mirror (the FBX preset already
lands Blender -Y south on UE +Y south); player start and demo cameras moved to
the north sidewalk looking south; sun raised to pitch -62 so both frontages read
instead of the north side silhouetting.
Result: the demo is a street - continuous south frontage with the hero in it,
both sidewalks, the road with the designated crossing, and the north-side
buildings across the road.
Screenshots re-rendered and approved by the owner.
Squash of branch frontage-block-0.1.0 (PR #6).
Completes "Materials and look development for all exported assets". Every
exported surface previously carried a flat Constant3Vector fill, which read as
plastic. ensure_material() in Tools/ue_build_demo_map.py now builds a
procedural material per surface:
- base colour blended between two shades by world-space noise
(WorldPosition -> Multiply -> Noise -> Lerp -> BaseColor) for large-scale
variation,
- an explicit roughness and specular so the surface type is readable.
M_Asphalt 0.92, M_Concrete 0.88, M_KerbConcrete 0.85, M_Ground 0.98,
M_RoadPaint 0.62, M_FacadeStone 0.72, M_Stucco 0.86
Site meshes take their material by mesh name; the hero facade and the two
north-side buildings take theirs by actor label, so they are covered even
though other scripts stage them. Materials are deleted and rebuilt on every
run, so a look change cannot be masked by a stale asset.
Result: the facade reads as warm stone with surface variation, asphalt as dark
asphalt with grain, concrete and kerbs lighter and matte, and the north
buildings in stucco instead of flat grey.
Screenshots re-rendered and approved by the owner. The richer texture-based
pass (baked/procedural brick_facade, seamless_concrete, glass, material
instances) stays in the 0.1.4 facade patch.
Squash of branch materials-lookdev-0.1.0 (PR #5).
Completes "Geographic attribution display" for 0.1.0. The demo is built from
OpenStreetMap data (ODbL 1.0) and needs attribution wherever the derived work
is shown, so the credit now lives in the running game, not just the documents.
- AGigLineHUD (C++): plain AHUD::DrawText in the bottom-left draws
"(c) OpenStreetMap contributors" and "Data (c) OpenStreetMap contributors,
ODbL 1.0 - openstreetmap.org/copyright", with a shadow pass so it stays
legible over bright pavement and sky. No UMG widget asset is involved, so a
cook cannot drop the attribution through a missing widget reference.
- AGigLineGameModeBase: HUDClass = AGigLineHUD, so the credit is on by default
in both the DemoMap and the ReviewMap.
- AGigLineShotActor: screenshots are requested with the UI shown, so the credit
appears in every capture under Screenshots/ - the obligation is provable from
the images rather than only described.
Docs:
- THIRD_PARTY_NOTICES records that the attribution is displayed in-game and
where the code lives.
- Screenshots/README documents the overlay.
- TODO marks the item done and narrows the remaining ODbL question to the
shipped-derivative-database posture.
Squash of branch gameplay-attribution-0.1.0 (PR #4).
Completes "Fixed daytime lighting and basic ambience" for 0.1.0. All 14
screenshots approved by the owner.
Lighting rig (Tools/ue_build_demo_map.py):
- Sun pitch -50 / yaw 120, intensity 4, warm (255/245/230), atmosphere sun light
- Sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008)
- Unbound post-process volume with fixed exposure (min == max brightness) so a
shot cannot wash out or crush to black depending on how much sky it frames
- Dynamic-only: r.AllowStaticLighting=False plus MOVABLE lights and mesh
components, so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer
fires and nothing needs baking
Bugs found and fixed on the way:
- Blender diffuse colours do not survive the FBX -> Unreal import: every site
material arrived white and the terrain arrived with WorldGridMaterial, which
is what actually made the scene look blown out. The demo builder now creates
and assigns M_Asphalt, M_Concrete, M_Ground and M_RoadPaint.
- Only one of the three crossings reached the game: each zebra band was its own
object, so Blender renamed the duplicates .001/.002 and exact-name site
assembly skipped them. All bands are now one Crossing_Markings mesh.
- Demo cameras: street-level sat inside the facade body (rendering its unlit
back face) and the crossing camera aimed at the s=36.6 crossing instead of
the designated s=130.1 (UE X -14956).
- The terrain had no material and imported as a bright default grid.
- Cleared a committed Android File Server SecurityToken (plugin disabled and
shipping-excluded; the value must stay empty).
Docs:
- Screenshots/README.md: one consolidated table for all 14 shots with map,
camera view and description; all approved.
- MEMORY.md: records the material-import, exposure, light_color struct,
band-naming, camera-bounds and lighting-build traps.
- TODO.md: lighting item marked done.
Squash of branch gameplay-lighting-0.1.0 (PR #3).
Root cause of the empty review frames: EditorLevelLibrary.load_level/new_level
are deprecated no-ops in -nullrhi commandlets, so staged actors landed in the
current world and got saved over the wrong map. Switched both map builders to
the LevelEditorSubsystem and reordered the review builder to save ReviewMap
before the DemoMap section (the switch-back to a map that only exists in
memory silently failed, writing demo content over ReviewMap).
Rebuilt both maps, re-rendered every screenshot; user visual check passed.
Screenshots/README.md cube naming corrected (A grounded, B floating), approval
states updated; TODO.md visual-review notes closed. MEMORY.md records the
deprecated-call and save-order traps.
- New C++ AGigLineNPCPerson: reusable NPC/pedestrian prefab built on the MPFB
human. ACharacter capsule half-height 83 cm (total 1.66 m, head top ~1.66 m
so a 1.60 m camera doesn't clip), the character skeletal mesh on the built-in
mesh as the visible body (feet on Z 0), AutoPossessAI for 0.5.0 pedestrians.
Staged at Z 0 in the review scene; captured as review-npc-prefab.png.
- AGigLineShotActor now names screenshots by stable camera name (no list-index
prefix): inserting or reordering cameras no longer renumbers files or orphans
the old ones. Re-rendered all review/demo shots with stable names.
- ue_build_review_map.py: chmod the target .umap before save_map (git marks maps
444 on checkout, silently making save_map return False and dropping stages).
- Screenshots/README.md, ROADMAP, TODO updated for the prefab + stable names.
- DemoMap.umap rebuilt by the render pipeline (north buildings + demo cameras).
- Drop the /Screenshots/* gitignore exclusion so review PNGs are committed
(LFS-tracked) alongside the review README.
- AGENTS.md Visual review: PNGs are now committed, not kept only on disk.
- 13 review/demo screenshots tracked (25 MB LFS).
- Screenshots/README.md: collapsed per-shot blurbs into one approved
review-map table + one demo-map table; removed the duplicate
hero-facade-front/oblique entries (leftovers from an old camera list that
duplicated review-07/08) and the trailing duplicate 'known issues' block.
- Removed the three orphan PNGs (review-03-first-person, review-04/05
hero-facade) that no longer match the camera list.
- ROADMAP.md: fix stale 'review pending' on character and hero-facade items
(now approved), and point facade review refs at review-06/07/08.
- TCL Chinese Theatre (6925) and Madame Tussaud's (6933) exported from the
verified OSM blockout with ue_metric_v1 (export_north_buildings.py), with a
Y-mirror so they land north of the road, across from the hero facade.
- ue_import_north_buildings.py imports + stages them in the DemoMap as
North_TCL_Chinese / North_Madame_Tussauds (TCL Y 1802..9431, Tussaud's
1888..7586; hero at Y -1450, road centreline ~0).
- render_screenshots.sh now also runs the DemoMap capture pass; added a
demo-north-buildings camera, so the new buildings get a review shot.
- README/roadmap updated; flat facade materials pending the 0.1.4 patch.
- mpfb_character_export.py: new --pose idle folds the A/T-bind arms down to
a relaxed standing rest pose (baked via pose.armature_apply before export);
new make_diffuse synthesizes a warm skin-tone diffuse with a darker
shorts-suggestive band, replacing the Cycles v2-skin bake that came out
black and was slow at 1024^2.
- write_png now encodes from img.pixels via numpy (fast) because img.save()
writes black for an in-memory image.
- Re-exported idle character, re-imported to /Game/Test/Character (138 bones,
warm M_Character_Export/T_Character_Diffuse); removed stale T_Skin_Diffuse.
- Untracked the review PNGs again: the Screenshots/ gitignore rule had been
dropped and the parallel session had committed the PNGs, against the
AGENTS.md 'never commit the PNGs' rule. Restored the ignore rule; only
Screenshots/README.md stays tracked.
- README/roadmap/memory updated; review-01-character re-pended for approval.
Tools/ue_build_demo_map.py builds /Game/Hollywood/DemoMap: sun, sky, the hero
facade on the building line, six site meshes imported with collision, and a
player start on the north sidewalk. Tools/ue_import_site.py imports the site
FBXs; terrain, road and sidewalks use complex-as-simple so a simple hull cannot
ramp over the kerbs. Art/blender/site/export_site_fbx.py exports one FBX per
object so each can carry its own collision.
Reset (R) and pause (Escape) join the character and the input context: reset
restores the spawn transform and clears momentum, pause is a real game pause that
releases the cursor. DefaultInput.ini captures the mouse on launch.
Three placement defects found by measuring the imported actors rather than
trusting the plan: the spawn was on the wrong sidewalk because the FBX flip
inverts north, a mirror I added to the exporter double-corrected an already
correct sidewalk, and the street meshes only carry part of the north walk - the
rest is terrain.
All nine review shots approved. Roadmap gains the defects the Blender pre-check
already knows about rather than rediscovering them after release: 0.1.1 now names
the 15.8 cm sidewalk edge step, the ~10% crossing ramps, the missing collision
authoring pass and the unverified kerb height. A new 0.1.4 patch plans proper
building facades explicitly - facade kit, procedural materials, Blosm setupScript
styles, hero detail, El Capitan Theatre - and states that the existing geometry is
kept, so shipped blockouts cannot be mistaken for finished architecture.
The portal detail shot failed for a modelling reason, not a camera reason: the
doors were 0.1 m panels on a solid plinth, so they read as shading. The plinth is
now four piers plus a lintel band, with a 1.2 m reveal, stone jambs and lintels
standing 0.10 m proud and three mullions per opening. review-06 frames them from
8 m at eye height.
Two defects fixed while doing it: the jamb boxes hung 0.15 m below the pavement,
so the facade imported with min Z -15 cm; and a rebuild run against a read-only
.blend silently skipped the save, which is why screenshots kept showing the old
geometry.
Tools/sibling_asset_audit.py reads the sibling security-game project's prop
library straight from the GLB headers: 20 street props, 11.8k triangles, every
one with a Blender source. The 50 .blend sources are copied to
Art/props/blender_src/ with a manifest; nothing is imported into Unreal yet. Its
building meshes are deliberately not taken - they are Godot GLBs built around a
29.6 m facade that this project measured at 25.75 m.
The facade proportions were wrong against the photograph: 5.7 m of blank wall
above the capitals. Entablature is now 3.4 m, parapet 2.2 m, with architrave and
cornice bands and square pedestals, so the elevation reads as layered stone.
Roadmap gains two sections: 'Review scene and player placement' (this pass) and
'Character development' (follow-on). The camera list is now one table of
(name, location, target) with look-at rotations computed from the pairs, so a
camera cannot drift out of aim when one number changes.
New shots: player-placement (the real pawn, staged in the build script),
ground-contact (knee height, feet on the plane), shadow-compare (floating vs
grounded cube from a low angle), and hero-portals (whole elevation).
The review floor grows to 160 m so the facade stands on ground rather than the
horizon band. Retired: the first-person shot.
Honest gap recorded in the roadmap: the hero portals sit behind the colonnade and
do not resolve from the review floor; that needs a camera on the plinth or a
portal rebuild, not another angle.
The review floor was a 5 cm slab centred 50 cm down, so the character floated
1.8 m above it. The floor is now 90 m x 90 m x 10 cm with its top face at Z 0 and
the character measures Z 0..83 cm - feet on the plane.
Two cubes only: A on the ground as the contact/scale reference, B held at 2 m so
its cast shadow separates from the body for comparison. The scale-cubes camera
was still aimed at the old three-cube row and now looks at both from the south.
Screenshots are committed per the owner's instruction, and .gitignore no longer
excludes them.
AGENTS.md requires the PNGs to stay on disk with only Screenshots/README.md
tracked. Four shots had been committed; they are removed from the index and the
ignore rule restored, so the next review run cannot add binaries by accident.
Tools/hero_facade_build.py builds the north elevation parametrically and writes
a JSON report naming the evidence behind every part: the 25.75 m frontage and
14.5 m height are measured, the 4.96 m column bay comes from the sibling notes
and matches that frontage, the three portal flights follow the photographs (five
risers, overturning the inherited eight-step, 12 m wide claim), and the rest is
labelled assumption.
Tools/ue_hero_facade_import.py imports it with the ue_metric_v1 preset
(2604 x 1257 x 1450 cm, 1892 tris, 4 materials) and places it on the measured
building line of /Game/Hollywood/DemoMap.
Two new review shots at review-04 and review-05, both pending approval. Camera
placement cost four renders: the first two sat inside the facade body, and the
frontage faces Unreal -Y, so a camera has to stand at Y < -1450 cm, not north of
the building line in project terms.
AGigLineCharacter: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look
scaled in degrees per second (no double DeltaTime), jump. Loaded ahead of a
Blueprint so the demo is playable with no assets wired by hand.
Tools/ue_create_input_assets.py builds /Game/Input headlessly: five 1D actions
and an 11-mapping context. One action per direction instead of per-key modifiers,
because modifier objects do not survive the save path here: a mapping's modifier
array serialises None, and dimensioning a 2D move with per-key axis masks would
need exactly those modifiers. The cost is four action assets rather than two.
Also adds a fourth review camera at eye height and documents it; its approval is
pending.
- 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.