The owner added /.agents/skills/ to .gitignore, so no skill is in the repository:
the UE packs, the cpp router and blender-director are all local-only. Reconcile the
docs that still said 'in the repository':
- AGENTS.md: blender-director and the UE packs now say gitignored, not committed.
- Docs/toolchain.md: drop the stale 'in this repository' row and name the UE and C++
sources in the table.
- MEMORY.md: record the decision.
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.
Initial setup is complete: setup.md opens with a per-section status table and
drops the stale blockers, toolchain.md records that every pin has been exercised
on real work (engine compile + package, Blender/MPFB/Blosm assets, PROJ origin),
and MPFB's load-and-export check moves from pending to verified. Records the one
unexercised path — a fresh checkout — as a v0.1.0 release check.
AGENTS.md now states that planned work is checkbox items in ROADMAP.md marked
open, in progress, or done, and that discoveries, gotchas, notes, and bugs go to
MEMORY.md for coordination between collaborators. MEMORY.md is seeded with what
this build-up actually cost: the Unreal read-only-home crash, Blender/Blosm
headless workarounds and the spherical projection, the tiled-TIFF DEM trap, the
reference licensing and throttling rules, and the LFS silent-blob trap.
Also stages the concurrently created Unreal project files, and stops per-project
Build/ output (FileOpenOrder logs) from entering the repository.
Extraction finished clean (73 GB). The editor crashed twice with signal 11, but
the log named the real cause: the agent shell's home is read-only, so the editor
could not create ~/.config/Epic and died in pre-init. With HOME redirected it
reaches 'Engine is initialized' under -NullRHI, proving the install and bundled
libraries are sound on Bazzite.
The Vulkan RHI is still unproven: the successful run used -NullRHI. A desktop
terminal run is the remaining step, recorded in Docs/environment.md, ROADMAP and
the toolchain pin.
94 MIT-licensed skill packs plus their shared references, copied unedited from
the local checkout of github.com/arjun988/blender-skills at commit 8f778d2
(1.2 MB, 269 Markdown files). They are agent instructions, not add-ons; the
pipeline still drives Blender headlessly through bpy, so the optional Blender MCP
server is not required. Provenance recorded in THIRD_PARTY_NOTICES.md and the
version, source, and update procedure in Docs/toolchain.md.
Tools/blosm_blockout.py imports the committed extract in 3Dsimple mode and
reports per-building dimensions so a units failure is visible in the log. The
result (87 meshes) is committed as the blockout baseline: hero 25.68 x 54.88 x
14.50 m against 25.75 x 54.88 m of OSM geometry, so the import is 1:1 metres.
Two headless defects needed working around: the asset-directory check that
fires before mode is honoured, and an empty default-level table sending the
add-on down a broken relative import. Member fetching stays off so the import
does not depend on Overpass.
QGIS stable is 4.2.3 on the current KDE runtime; the stale 3.28.9 lts install
stays flagged for removal. PROJ 9.9.0 from that flatpak turns the recorded
origin into E 376515.389 / N 3774224.083 (NAD83 UTM 11N), with six control
points whose projected spans reproduce the OSM footprint measurements. Engine
decision recorded: 5.8.4 is downloading, 5.2.0 stays only as a fallback.
The archive on disk is Unreal Engine 5.2.0 (CL 25360045, payload dated
2023-05-06), 19.59 GiB, ZIP central directory present and unzip -tq clean.
That contradicts the planned 5.8.x pin, so the decision, its costs, and the
extraction plan are written into Docs/setup.md rather than silently pinned.
git-lfs 3.7.1 with an active lfs filter, clang 23.1.4, cmake 4.3.0, ninja
1.13.2. The flathub lts branch installed QGIS 3.28.9 on an EOL Qt5 runtime, so
it is recorded as an invalid pin with the replacement path.
vulkaninfo names GPU0 as the discrete RTX 5070 Ti (NVIDIA 615.78.08, API
1.4.351), with the RADV iGPU as GPU1 and llvmpipe as GPU2. Note the device
selection risk for the engine and mark the ROADMAP environment item done.
Deployment 45.20261105 booted (kernel 7.2.15-ogc1.1.fc45). Operator nvidia-smi
confirms the RTX 5070 Ti renders the Wayland session on driver 615.78.08;
vulkaninfo loads instance 1.4.350 but the physical-device line was not captured.
Tooling gaps after the update are listed as current state.
Create Game/, Art/, Geo/, Tools/, Docs/ with LFS and ignore rules, record the
workstation audit, toolchain pins, setup checklist, release checks, and
licensing policy. ROADMAP 0.1.0 environment tasks marked to match verified state.