The stable-named screenshot set (renamed in the NPC/character work) is
review content that does not belong on the gameplay-crossing branch. Bring it
onto main directly:
- renames all 9 numbered review shots to stable camera names
(review-overview, review-character, ... review-hero-facade-oblique)
- adds the download-north-buildings demo shot + review-npc-prefab
- README updated for stable naming and the new NPC shot
- 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).
- 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.