Art/reference/hero-masonic/ (15 images, git-ignored) replaces the single Wikimedia photo as the source of
truth. Two front elevations drive this pass: 02-masonictemple01.jpg, a clean street-level frontal, and
06-el-capitan-theater-frontal-fachade.jpg; 05-hollywoodmasonictemple-1922.jpg records the original masonry.
Changes:
- the blank Hero_Stylobate_LintelBand across the portals is removed - the reference has open doorways with
steps, and they now read as three dark openings with banners above them;
- rustication(): five ashlar courses from the pavement to the portal heads, 4 cm joints proud of the wall;
- balustrade(): bottom rail, top rail and 38 balusters along the roof edge, where the reference shows a
cresting and railing.
Still missing against the same references, and recorded: warm sandstone instead of flat pale stone, lattice
grilles in the window bays, the carved inscription, and medallions that do not read at distance.
The blend is read-only after a checkout - chmod u+w first or the save fails silently and the FBX is never
written, which happened once here.
Rows 4-6 re-rendered and pending review.
The three hero captures showed a plain block with six columns because every applied detail sat BEHIND the
wall's front face, inside the solid mass:
Hero_Banner_1 y -1.08..-1.02 (55 cm inside)
Hero_Portal_1 y -2.35..-1.15 (2 m inside)
Hero_Window_1_1 y -0.60..-0.52 (2 cm inside)
The colonnade, cornice and dentils happened to protrude, which is exactly what the shots showed.
The depth is now stated once, in hero_facade_build.py: FRONT_Y is the wall's front face and
seat_on_front() moves every applied part until its street-facing face sits at FRONT_Y + offset - 8 cm for
banners and jambs, 5 cm for entablature and cornice, 3 cm for window panes, 4 cm for mullions, 10 cm for
portal signs. It reports what it moved, 99 parts.
After re-export, re-import and re-render the front elevation now shows the three red banners, the two
window bands, the dentil course and the portals. What is still missing against the reference: rusticated
banding on the stone, lettering on the motto band, grilles in the windows, a balustrade on the parapet, and
the blank lintel band across the portals that the reference does not have.
Rows 4, 5 and 6 are back to pending for review because the images changed.
The last open row (DemoMap vehicle) is approved, so every capture in the table has a verdict: 20
approved and 3 hero-facade rows excluded from this pass and tracked as their own task.
The status header now says so, so a reader does not have to count rows to learn where the review
stands.
Owner approved the last three mannequin rows, so every ReviewMap capture is now approved except the
three hero-facade shots, which live in their own task.
Two housekeeping changes in the same table:
- approved rows drop the standing 'vision judge still reports floating' note; the disagreement is
recorded in MEMORY.md, and the table is for approval state, not for a second copy of it.
- row 22 goes back to pending re-review rather than staying rejected: the image changed after the
rejection (the vehicle cameras were re-aimed), so it needs a fresh verdict, not the old one.
Owner review: rows 1, 2 and 3 show the mannequin about 2 cm too high; rows 8 and 9 show nothing wrong.
The staging height moves from 8 cm to 6 cm above the floor plane (floor_z on the mannequin's
sit_on_floor call, which now logs +6.0), and rows 8 and 9 are approved. Rows 1, 2 and 3 go back to
pending with the change noted in the table, since the image is what changed.
Captures regenerated.
Owner verdicts: rows 11 (shadow compare) and 12 (vehicle staging) approved. The three hero-facade
rows are no longer reviewed inside this pass - they are asset work, not vehicle work, so they become
their own TODO section ('Hero facade rework') with two steps: rebuild the facade against the reference
photography, then re-render the three staging shots and put them back in the table.
The table rows point at that task instead of repeating 'rework needed'.
Row 3 stays pending: it is the same mannequin raise as 1, 2, 8 and 9 and needs the same re-review.
Owner review of the last set:
1, 2, 8, 9 rejected - 'mannequin still too low'
14 approved, but 'floating, only maybe 2 cm too high'
The mannequin correction had been a no-op: actor bounds on a freshly assigned skeletal mesh read as
zero, so sit_on_floor returned +2 cm while the soles sat level with the floor plane. It is now raised
8 cm, which puts them clearly above it, and the four rows are back to pending for re-review with that
noted.
The player start drops 2 cm (258 -> 256) for row 14.
Also repaired the four table rows: a cell-index mistake in the previous edit had emptied their item
links.
The review notes named the same class of problem in six rows: things sitting a little too low or too
high in the floor. They were all hand-typed staging heights, and every one was wrong by a different
amount - the mannequin's root is not at its soles, the resting cube's origin is not at its base, the
vehicle's wheels are 2 cm below its panel origin.
sit_on_floor() measures the actor's bounds and shifts it so the mesh's lowest point lands 2 cm above
the floor plane, and reports the correction it applied:
MPFB character +2.0 cm
ScaleTest_A -48.0 cm (it was floating)
vehicle wheels +2.0 cm
The DemoMap vehicle shot was rejected as 'no vehicle in the scene': both vehicle cameras were still
aimed at the car's old position, so re-aiming them at Y -1450 brings it back into frame.
Status table notes record each fix; the hero-facade rework and the shadow-compare expectation are
left for the owner's next review.
Three changes close the float:
- The sun went from pitch -74 to -82, so shadows fall under the objects instead of a metre away.
That is what made grounded objects read as hovering, and the judge reacted to it in every run.
- The car is parked on the same sidewalk surface the player stands on (158 cm at this X) rather
than on the carriageway, which the shipped site geometry places ~2 m ABOVE its own pavement - a
data defect still open, but no longer visible in the review shots.
- The player already stands on the sidewalk since Y was moved to -1450.
The wheel and feet captures show the contact: feet and tyres on the pavement with their shadows at
the contact point. judge_screenshot still returns 'floating' for all three, which is advisory only -
AGENTS.md is explicit that it never replaces the human verdict - so it is recorded in the status
table as a disagreement rather than iterated against any further.
All 23 captures are regenerated and awaiting approval.
The player start was at Y -1150, and the north sidewalk slice at that X spans Y -1734..-1182. He was
standing 32 cm south of it, on the roadway - which is why every trace named Road_Hollywood and every
sidewalk fix changed nothing. Moved to Y -1450 and the capsule now rests on the sidewalk:
top surface under player: Z=158 mesh=Sidewalk_North_07 (actor Z 248)
body: mesh bottom 161, capsule bottom 161
The cameras that frame the pawn moved with him, and the car now sits on the measured carriageway at
366 rather than the 342 it had.
The captures still read as floating in the vision judge's opinion, and the table says why honestly:
the placements measure correct, but at this sun angle the shadows fall well away from the objects,
which is what the judge is reacting to.
All 23 captures are regenerated and await a fresh approval.
Measured in the source geometry (Art/blender/site/site-2026-11-06.blend, metres): at the
player's street section the north sidewalk tops out at 1.58 m and the road at 1.45 m. The 380 cm
that has driven every placement decision came from the UE mesh's bounding box, which spans 279 m
of sloping street and takes the highest point anywhere - 2.2 m above the surface where the player
stands. That is the float, quantified at last.
Moving the invisible collision slab to a 158 cm top did not work: with an 8 cm slab the player
fell to Z -4410, and with a 50 cm slab it fell to the same place, so the slab was not colliding
at all after the change. I could not identify why within this pass, so the change is reverted and
the 380 stopgap restored - verified again by trace (mesh=Cube at Z 380, actor Z 470).
Recorded in TODO.md with the two numbers and the next step: find why the slab stops colliding when
it moves down, then set it to 158 and the player start to 247.
The staged sidewalk mesh does not block a downward trace: the capsule fell straight through to
Road_Hollywood at 366 whatever height it started at, which is why three spawn values produced
identical captures. The mesh exists, carries QueryAndPhysics collision and its bounding box tops
out at Z 380, but a trace from above it - and a capsule landing on it - both pass through.
Until the kit mesh's own collision is fixed, an invisible 279 x 8.6 x 0.08 m cube supplies the
surface: top at Z 380, hidden in game, BlockAll. Verified in the same run that used to report the
road:
top surface under player: Z=380 actor=StaticMeshActor_52 mesh=Cube
foot Visibility: actor Z 470, feet 382, hit Z 380
So the capsule now rests on the pavement 2 cm above its surface.
The captures still read as floating in the ground-level shots, and the table records that: the
stopgap fixes what the character stands on, not what the camera sees, and those two disagree
until the sidewalk mesh's rendered top matches its collision.
The review file now separates the two questions it was mixing:
ReviewMap - assets staged on their own: individual objects, the Blender import, camera angles
and the lighting comparison. Nothing from the game map is involved.
DemoMap - the actual game map in development: street, buildings, player, vehicle in place.
One status table at the top covers both parts, with a Part column, and remains the only place
approval and issue notes are recorded. Between them sits the Blender-vs-UE comparison, which now
pairs ReviewMap captures as well as DemoMap ones, followed by the ReviewMap image grid and the
existing in-game shot sections.
Tools/ue_build_review_map.py also stages the LATEST vehicle assets (five systems plus the hatch
paint) and two new cameras - a three-quarter view of the car and a ground-level look at the
character's feet - so the staging map never drifts from what the Blender tools last produced.
Tools/render_screenshots.sh gained a second capture pass that renders ReviewMap into
Screenshots/review/, after the demo collection because that pass clears the engine's screenshot
folder.
Screenshots/README.md now opens with a single table that is the only place approval state and
issue notes live:
| # | Shot | Status | Note |
1 spawn-view, 2 street-level, 6 third-person, 7 third-person-front, 8 third-person-walk
carry 'character and car float'; the rest are blank.
Everything else that duplicated that information is gone: the per-shot Verified/Approved
bullets, the warning block at the top, the prose in the known-issues section, and the second
signoff table the comparison generator used to append. Every image is marked pending, because
every image changed and each needs a fresh approval.
The comparison section keeps its side-by-side image table and points at the status table for
approval, so there is one place to sign off and one place to read what is wrong.
--shots was parsing a table shape the README no longer has, so it silently found nothing.
It now reads Tools/visual_targets.json, the same file the render gate uses, and reports one
line per shot with the model's verdict and reasoning.
The result is not good news and is committed as such: 0 of 9 shots judged 'yes'. Shot 7 shows
the scene itself wrong - a disassembled car floating over a blank surface with no street or
buildings in frame - and the others fail for missing detail rather than for a broken frame.
visual_loop --verify still reports 9/9, because it only measures exposure and size.
A warning now sits at the top of Screenshots/README.md: treat every image there as stale until
the scene is fixed. The cause is not yet identified - the map builder's recent changes are 15
lines of vehicle staging, which does not explain a missing street.
Merged COMPARISON.md into the review README as a generated section between
<!-- blender-comparison:begin/end --> markers, so there is one place to look and one place
to sign off. Tools/build_comparison_md.py rewrites only that block - the hand-written
sections around it are untouched - and formats the file with prettier afterwards, because a
generated table is never byte-identical to prettier's output and the repo gates on
--check.
Run it after every capture or Blender render; it is the routine that keeps the page current
with new images rather than a one-off export.
Adds demo-vehicle to the camera list and the visual targets, plus shot 9 in
Screenshots/README.md - marked FAIL, because that is what it shows.
The vehicle is staged and runs: spawned at (-12950,-900,120), 9 visual panels attached,
panel 0 visible with a 238 cm extent, settled at Z 119 cm. The capture shows an empty road
with a soft shadow. Two checks disagree in a useful way: visual_loop --verify PASSES the
frame (it only tests size, blankness and tonal range, so a well-exposed empty road passes),
while judge_screenshot returns verdict=no confidence=1.0.
Strongest clue, recorded in TODO.md: a downward trace from the vehicle finds no ground at
all (ground at Z -9999), so the car sits over a surface without collision or inside
geometry - the shadow and the panels are not in the same place.
Diagnostics added along the way: mesh/visibility/bounds at BeginPlay, per-panel world
positions and extents, and the ground trace. The visual panels were also unhidden from the
physics mesh: SetVisibility(false, ...) hid them whether or not propagation was requested.
Ticks both the shot sections and their status rows, so the table and the sections agree:
5 previously approved, these 3 approved 2026-11-09 in their clothed, haired, relit state.
The previous documentation commit dropped both rows from the status table while editing
the section text - the table then listed six shots against eight embeds. Restored, both
marked verified and pending approval.
The appearance changed in 0.2.2 and the README still described an unclothed body with
splayed fingers, which is a defect in its own right: a shot whose README section is
stale is not a review.
Shots 6, 7 and 8 now describe the clothing, the dark card hair and the raised sun, and
their approvals are reset to pending because the appearance changed. 8/8 shots verify.
The first card build anchored every card on a fixed outward vector, so the silhouette
was a spiked crown. Each card is now oriented from the scalp normal at its anchor: the
length runs along the downward tangent, the width across it, and a small tip lift gives
the cut volume. Three overlapping rows (7/9/10) replace the single ring; overlap is
what stops cards reading as separate spikes.
26 cards, 401 verts, 224 quads, 468 tris, still all quads on one head bone.
Recorded as still open: the skin renders darker than the baked diffuse suggests, and
the generated pore and strand textures remain unwired because the material-editing
tool segfaults in the headless commandlet.
The stride shot regressed twice for two different reasons, and only the second was
the clip. The walk cycle was authored on a sine, which is zero at both the start and
the middle of the cycle - exactly the two frames where the legs pass together - so a
deterministic capture at any phase near those frames read as a still. The probe
proved it: frames 0 and 15 carried identical hip rotations while 7 and 22 were the
stride.
The cycle now starts at maximum stride (cosine). Length, amplitudes, keys and loop
are unchanged; only the phase moved. demo-third-person-walk is back as shot 8 and
shows a genuine stride with the curled hands from 0.2.1.
8/8 shots verify.
Two defects from the 0.2.0 review, both fixed and both measured.
- Fingers splayed because the bind is an A-pose hand. All three joints of all five
fingers per hand are curled in the standing base (0.28/0.34/0.22 rad), with the
curl axis probed on the rig first. The front shot now shows relaxed hands.
- The arms-down rotation is derived on every build instead of hard-coded: the
builder sweeps candidate angles and returns the one whose bone direction points at
the target (0.60 rad, direction dot 1.000 this build). The old 0.55 was a
hand-swept constant.
- Base bones are keyed in both clips, so a clip that only animates the limbs cannot
drop the standing offset.
Regression, recorded rather than hidden: the stride shot shows a standing pose again
after this change. The probe had shown the walk clip playing (speed=28
clip=GigLine_Walk) before it, and pinning the clip to a quarter cycle did not restore
the stride, so the cause needs a fresh look. The shot is retired rather than shipped
broken, and the known-issues table now points at it.
Shot 8 shows the body mid-stride in profile: legs apart, arms counter-swinging. The
traversal release check for 0.2.0 is closed with that evidence.
The reason earlier attempts froze on one pose was not the clip. A probe of the
single-node instance showed the clip advancing normally (assetTime 0.19 -> 1.03,
rate 1.0, playing) while the pawn's speed stayed 0 and the clip stayed Idle: the
call that enables walking sat in the shot sequencer's BeginPlay, which runs before
the player pawn exists, so the cast found nothing and silently did nothing. Moved
into the per-frame follow update, the same run logs walk=1 speed=28 clip=GigLine_Walk
and the stride appears.
Also: the walk expectation was missing from visual_targets.json after the earlier
retirement, so --verify was checking 7 shots while 8 were captured. Restored; 8/8
verify.
The character now stands naturally: arms at its sides with a soft elbow bend, hands
at the hips, feet flat. Both character shots confirm it, front and back.
The root cause was not the pose. The FBX importer had been silently refusing to
replace the existing assets: after changing the arm base from 1.55 rad to 0.55 rad
and rebuilding, the imported clip returned the IDENTICAL bone quaternion
(+0.006, +0.002, -0.179, -0.984). replace_existing=True was set and delete_asset
returned False even after chmod u+w, because the pawn's constructor hard-references
the clips. Importing under a new name (CharacterV2) created fresh assets and the
same probe then returned (+0.439, +0.898) — the rotation had landed. Every earlier
attempt had been invisible for this reason.
The rotation itself is measured, not inherited: sweeping it in Blender gives 0.55 rad
for arms down and clear of the body, 0.65 for straight down against the hip, 0.75 for
past vertical and into the torso. It lives in the clamp keys, not in the bind: every
bind experiment was impossible on this shape-keyed MPFB mesh or left Unreal showing
the old bind.
Remaining, for 0.2.2: the fingers splay from the bind, and the walk clip has still
not been captured in motion.
The character now stands with its arms at its sides instead of in a bind A-pose,
and there is a second camera to prove it: the third-person shot only ever showed
the pawn's back, so a front-facing pose defect was invisible in review.
demo-third-person-front camera on the road, ~6 m in front, looking back north
at the pawn; embedded in Screenshots/README.md as shot 7.
The pose work itself is a chain of measured findings, all recorded in TODO.md:
- clip data is exported relative to the REST pose, so arms-down offsets held only in
the keys arrived as a ±20 degree swing around an A bind;
- a rest-pose bake alone does not move the mesh: the MPFB mesh has shape keys, the
armature modifier cannot be applied while they exist, and the vertices stayed in
the A shape (X span unchanged at 1.051 m). Clearing the shape keys, baking the
deformation into the vertices and re-binding is what made bind and clips agree.
Not settled, and left as an open item rather than a claim: the base pose uses
inverted signs to compensate for the FBX axis mapping, the upper arms clip into the
torso, and the fingers splay. An aim-based pose module was written and then removed
- applied without the vertex bake it produced arms raised in a V, and a half-working
shared module is worse than none. The proper solve is 0.2.2: apply the standing pose
at character creation, then author clips against that bind.
The body stood in an A-pose while the log said the clip was playing. Two
independent defects, found by querying the imported asset instead of guessing:
1. PlayAnimation needs the component in AnimationSingleNode with a live
single-node instance. The body is hidden at construction and only unhidden by
the camera toggle, so the first call could land before the component was ready,
and the Wanted == PlayingAnimation guard then returned forever. UpdateBodyAnimation
now sets the mode, calls SetAnimation + Play, and re-asserts while the instance
is missing.
2. The arms-down offsets lived only in the clip keys. The exporter writes clip data
relative to the rest pose, so they arrived as a ±20 degree swing around an
A-posed bind - which is exactly what the pose probe measured. apply_base_pose now
bakes them into the rest pose before any clip is authored, the same trick
mpfb_character_export.py --pose idle uses. The table is applied with inverted
signs: as written, the FBX axis mapping produced arms raised in a V.
Shot 6 confirms it: the arms hang at the sides. Still open and recorded - the idle
pose reads awkwardly (arms forward, hands splayed) and the walk clip has no shot in
motion; both are marked in TODO.md and Screenshots/README.md.
Instrumentation removed; the diagnostics that remain are behind
gigline.SetupLogs.
Conflicts resolved by union, not by picking a side:
- AGENTS.md keeps the stronger visual-review rule (README updated with every visual
change; a stale section is a defect).
- render_screenshots.sh keeps the absolute engine path from main and adds
-thirdperson from this branch - both were needed and neither alone worked.
- Screenshots/README.md now lists six shots, retail and third-person both embedded;
the known-issues tables merged, with the animation defect and unproven camera
collision added to main's rows.
- visual_targets.json carries both expectations.
- Architecture docs: ADR-8 (realistic buildings) and ADR-9 (third-person body) both
present and in numeric order; ADR-8 was mis-placed before the Quality Requirements
heading in the combined document by an earlier edit, now fixed.
- Binary conflicts resolved to main's content, since the retail trim only exists
there.
Checks: 82 tool tests, prettier clean, six embeds resolve.
Screenshots/README.md on this branch still used the path-only table, so a reviewer
had to open six PNGs to judge a pass. Every shot now has its own section with the
image embedded, its view, expected content and both verdicts, plus a status table
at the top that links to them.
The known-issues list becomes a table of issue -> version and item that owns it:
pale hero stone, hero entrance doors, the bind-pose animation defect, unproven
camera collision and the terrain-as-pavement strip all point at their TODO owner.
Two stale entries removed: the theatre marquee exists (six trim actors staged) and
'materials not yet created' contradicted the scene conventions.
AGENTS.md now says the README is updated with every visual change, that the image
is embedded inline, and that approval ticks both the section and the table row.
Also removed an orphan: review-demo-retail-frontage.png had been re-copied into
this branch by the capture step although its geometry only exists on
facade-retail-0.1.6.
One pawn, both rigs (ADR-9): a skeletal body hidden in first person, a
collision-tested spring arm, and a toggle that swaps the active camera and the
body's visibility. Shipped default stays first person; -thirdperson starts the
pawn in the third-person rig so the review shot is reproducible, and the
screenshot run passes it.
Three defects found and two fixed:
- The skin material had no SkeletalMesh usage flag, so Unreal silently substituted
the default grey. That is why the body rendered as clay.
- render_screenshots.sh still called ./Engine/... on this branch (the fix lives on
the facade branch and never reached main); applied here so the shots generate.
- OPEN: the idle clip is bound and PlayAnimation is called - the run logs the clip
name - but the body still renders in bind pose, arms out. Recorded with that
evidence in TODO.md rather than called done.
Shot 5 (demo-third-person) added and documented; camera collision is implemented
but unproven, since the spawn has open space behind it.
Screenshots/README.md's known-issues list had no tickets, so the same defects kept
resurfacing as surprises. It is now a table with the issue, the version and item
that owns it, and a state.
Two entries were stale and are removed: the El Capitan Theatre marquee and blade
sign have been staged since ue_stage_theatre_trim.py landed (six trim actors in the
demo map), and 'materials are not yet created' contradicted the scene conventions
in the same file.
Moved out of 0.1.6, which is a patch and cannot carry new scope:
- wall lettering decal, moulded parapet profile, tower stepping and portrait
panels as textures -> 0.9.0 per-building models
- 6822 Budget (blocked: no photograph exists) -> 0.9.0 photography gap
The patch keeps what a patch can do: the trim that reads, the verified shot, the tag.
Filed with their proper owners: hero entrance doors and central-bay positioning ->
0.9.0 hero item; pale hero stone -> 0.9.0 measured material library; pavement
between kerb and building line -> 0.6.0 visual polish.
The 0.1.6 claim is released: nothing left on this branch but the owner's approval
and the tag.
What the first pass got wrong, and what changed:
- The mural plates were placed 0.20 m INSIDE the solid blockout volume, so they
never rendered. Nothing can be recessed into a solid we do not cut: the inset is
now faked by a proud frame with a near-flush plate, and the row reads.
- Detail sat 0.05 m off the wall, under a pixel of depth at 40 m. Trim planes now
stand 0.10-0.20 m proud, and the parapet became two tiers with deeper reveals.
- 6806's parapet started at 0.62 H and left a 4.6 m blank band; the window storey
and parapet moved up to follow the photograph.
- Security bars on the upper windows, twelve fluted fins on the corner tower.
- The trim's stucco/white/glass slots are mapped onto the demo's look materials, so
the walls sit in the same noise/texture family as the rest of the block; the
colour slots sampled from the photograph stay as authored.
- Review camera pulled back and widened to 66 deg so the east end is in frame.
- The scene audit caught duplicate RetailTrim_ actors: the demo builder's clear list
did not include the new label, so every rebuild stacked another copy.
Still open and not fixable by geometry: wall lettering. A plate at 0.10 m does not
read at 40 m, so it moves to the 0.9.0 decal route (TODO.md, Screenshots/README.md).
Each shot now has its own section with the image embedded, its view, expected
content and both verdicts, plus a status table at the top that links to them.
A path alone was not a review: the owner had to open five PNGs to judge a pass.
Also recorded in AGENTS.md (a path is not a review; approval ticks both the section
and the table row), the two retail assets and tools in the arc42 building block
view and the combined architecture.md, and prettier-formatted the changed files.
Models the two retail buildings beside the hero from their own photograph rather
than the generic kit: bronze cornice, mural row, lettering band, stepped Deco
parapet and rounded corner tower on 6800 Lee Drug; burgundy fascia, pilasters,
white-framed windows and banded parapet on 6806-6820. Reference analysis written
before any geometry (Art/blender/retail/ref-analysis.md), every unmeasured
proportion carried into the part report as an assumption.
6822 Budget is deferred, not guessed: no photograph of it exists and the 6.0 x 5.5 m
sliver cannot be read out of the neighbour shot.
Pipeline fixes found on the way:
- render_screenshots.sh called ./Engine/... for the capture step while every
commandlet used the absolute path; set -e killed the script at 127 *after* the
maps were rebuilt, so screenshots silently stayed a day old.
- the facade kit applies to every Frontage_*/North_* actor, so it pasted its own
language over the new modelled facades; it now skips them, and the trim stages as
RetailTrim_*.
- pure bay arithmetic moved to Tools/_common.py so it is unit-testable without
Blender (4 new tests, 82 total pass).
Known gaps recorded in Screenshots/README.md, not hidden: the parapet reads as a
blank band, murals and lettering do not resolve at review distance, the tower is a
plain cylinder, and the review camera crops the east end.
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.