Researched the sibling project's tooling discipline (tools/README inventory,
tools/tests with stdlib unittest, check_docs gate, clean-worktree rule, paid-API
tools human-triggered) and encoded it for this repository:
AGENTS.md gains two sections.
- 'Python and shell tooling': fix the tool not the artefact; improve over fork;
one script one job; fail loudly; result files for Unreal commandlets; absolute
paths into sandboxes; clean worktree for generators (.blend/.umap are
read-only on checkout); network/paid tools human-triggered with 429 back-off;
measure don't assert; document every tool in the README inventory; test the
pure parts.
- 'Architecture documentation': Docs/Architecture is arc42 in Markdown; a table
mapping each kind of change to the section that must be updated; describe what
exists, ADRs append-only, keep architecture.md in sync, prettier --check.
Made the referenced scaffolding real rather than aspirational:
- Tools/tests/ (README + __init__) with 12 passing unittest tests covering
input_emulation's ioctl/key-code encoding and block_height_report's height
classification.
- requirements-tools.txt (requests).
- Extracted classify_height() out of block_height_report.main() so the roof/
shelter rule is testable — the rule itself came from the v0.1.2 finding.
- Tools/README: tests section, input-injection rows, and the removed TEMP-QA row
replaced by the real cvar/self-test description.
- Docs/Architecture 05 + architecture.md: tools table extended (input injection,
tests) and a link to the tool rules; kept in sync per the new rule.
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.
PIE — Play In Editor: an Unreal Editor feature that runs the current
map as a live game session inside the editor.
UE — Unreal Engine: Epic Games' real-time 3D creation platform,
comprising the editor (including PIE), C++ framework, and runtime.
- 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
architecture.md is the combined 450-line single-page rendering of all 12
arc42 sections. The Asciidoctor source (.adoc) files remain for future
editing; the Markdown is the readable deliverable.