One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:
Tools/unreal/ commandlets and the two map builders, with ue_common.py and ue_placement.py as the
shared imports (they need the engine)
Tools/blender/ builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
(they need the Blender Flatpak)
Tools/review/ the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
visual_targets.json
Tools/gen/ image and texture generation: the ComfyUI driver, deterministic texture writers,
reference fetching
Tools/input/ OS-level input injection
root _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/
Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.
51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.
Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
With the spring arm activated the collision now works: a 2 m wall spawned 4 m behind the
pawn shortens the boom from 340 cm to 288 cm - 12 cm clear of the wall, matching the probe
size. -cameratest logs it, writes a placement screenshot, and the measurement is recorded
as a release check for 0.2.3.
Two traps documented because each one made a working mechanism look broken:
- a spawned static-mesh actor has no collision unless it is created deferred and given
its mesh and collision before FinishSpawning (three runs reported blocks trace=0)
- TargetArmLength is not rewritten when the boom shortens, so reading the property
reports the requested length; the camera's distance from the head is the measurement
Writes the 0.2.3 changelog entry and prunes the section from TODO.md.
Writes the 0.2.2 entry and prunes the section from TODO.md. The entry records that this
ships as a patch by the owner's decision even though it adds asset categories, which the
policy otherwise puts in a minor release - so the numbering is not mistaken for scope.
Contents: clothing as three separate skinned meshes, hair cards oriented from the scalp
normal, ComfyUI character blueprints and the render-vs-blueprint comparison, procedural
textures, materials built from scratch, the raised sun, and the walk cycle starting at
maximum stride.
Verified: 8/8 shots, all approved; mean deltaE 31.9 -> 21.8 against the blueprint; 95
tool tests. Known limitations listed rather than omitted - garments are shells over body
faces, the baked diffuse cannot be used because the mesh UVs do not map to it, and the
character has no face detail.
Writes the 0.2.1 entry (fingers, derived arm angle, base keys) and removes the
section from TODO.md. The stride-capture regression is listed under known
limitations rather than omitted: the shot is retired, not shipped.
Writes the 0.2.0 changelog entry with the measured numbers, removes the completed
section from TODO.md (its goal stays in ROADMAP.md) and updates the roadmap status.
Release checks: 8/8 shots verify with 6, 7 and 8 approved; 1440p at 2.64 ms average
(379 fps); -qaselftest passes walk, reset, pause, transect, wall and facade probes;
82 tool tests pass. Known limitations are listed rather than hidden: splayed fingers,
a swept base rotation and unproven camera collision, all marked for later patches.
Writes the 0.1.6 entry, removes the completed section from TODO.md (its goal stays
in ROADMAP.md per the convention), and updates the roadmap status line.
Release checks: 5/5 shots verify, scene audit 0 failures, 82 tool tests, LFS check
clean, owner approval recorded for the retail shot.
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.