fix(tools): importers clear the read-only LFS bit before saving; 0.1.3 docs refresh #29

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zwitschi merged 2 commits from packaging-setup-0.1.3 into main 2026-11-08 18:53:49 +01:00
17 changed files with 323 additions and 186 deletions

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@@ -8,6 +8,25 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
Nothing yet.
## [0.1.3] — 2026-11-09
Packaging and setup fixes. No gameplay or visual scope; this patch makes the pipeline and its documentation tell the truth about what `0.1.x` taught.
### Fixed
- **Map imports could report success while saving nothing.** `.umap` files are LFS-tracked and check out read-only, so `save_map()` returned `False` with no error and the staged actor vanished on the next load. New `Tools/ue_common.py` (`make_writable`, `require_saved`) clears the read-only bit and makes the failure loud; `ue_hero_facade_import.py` and `ue_import_north_buildings.py` now use it. Verified from a forced `0o444` map: chmod logged, `save_map: True`, exit 0.
### Changed
- `Docs/build.md`: content-pipeline table now lists every step as it exists (seven site FBXs, frontage, north buildings, hero, map) and the shared FBX preset; packaging archive corrected to `Builds/GigLineQA`; the packaged log location and `-qaselftest` usage are documented; new **traps** table covers the read-only save, the hero `--out`-is-the-FBX mistake, the MPFB add-on path, the shot actor quitting under QA, and the null-RHI trace trap.
- `Docs/setup.md`: the fresh-checkout build is marked verified (2026-11-08) and its blocker closed; a new section documents the two optional keys (`OPENROUTER_API_KEY`, `MAPBOX_ACCESS_TOKEN`) and that neither is needed by the build, the tests or a release.
- `Docs/Architecture/07_deployment_view.md` and the combined `architecture.md`: build-output path corrected and marked as living outside the repository.
### Verified
- 54 tool tests pass (5 new for `ue_common`).
- Packaged build still launches into `DemoMap` and `-qaselftest` passes every phase.
## [0.1.2] — 2026-11-09
Scale and façade correction patch. Buildings and the hero elevation now match the reference photography and the cross-checked height data; no new gameplay scope.
@@ -110,7 +129,8 @@ The first playable release: a walkable exterior demo of the **6840 Hollywood Blv
- Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
- One block only; no vehicles, NPCs, audio, or settings UI yet.
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.2...main
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.3...main
[0.1.3]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.3
[0.1.2]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.2
[0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1
[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0
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| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
| Build output | `/run/media/system/DATA/Builds/GigLine` (packaged Linux build, ~1.1 GiB) |
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
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@@ -300,7 +300,7 @@ Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verific
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
| Build output | `/run/media/system/DATA/Builds/GigLine` (packaged Linux build, ~1.1 GiB) |
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
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@@ -1,6 +1,6 @@
# Build
Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was installed and a blank `Game/GigLine` build was packaged and launch-tested.
Fresh-checkout build, content-pipeline and packaging procedure for the walkable demo. Begun 2026-11-07 from a blank build and extended through the `0.1.x` patches; the release checks that exercise it are in [release-checks.md](release-checks.md).
## Constraints
@@ -10,8 +10,7 @@ Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was
## Engine
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at
`/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at `/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
## Fresh-checkout build
@@ -42,20 +41,14 @@ cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-project="/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
-noP4 -platform=Linux -clientconfig=Development \
-cook -allmaps -build -stage -pak \
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLine" \
-cook -build -stage -pak \
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLineQA" \
-unattended
# Expected: "BUILD SUCCESSFUL" (~1 min for the blank project; archive ~1.1 GiB)
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh
# Expected: "AutomationTool exiting with ExitCode=0 (Success)" and "EXIT=0", ~90 s
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLineQA/Linux/GigLine.sh
```
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load
`/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it
instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty
non-interactive "stuck" scene — check that `GameDefaultMap` is in
`DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine
log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`).
The archive directory is deliberately **outside** the repository; never archive into the checkout.
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load `/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty non-interactive "stuck" scene — check that `GameDefaultMap` is in `DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`). The archive directory is deliberately **outside** the repository; never archive into the checkout.
## Headless content checks
@@ -76,9 +69,7 @@ Both content-acceptance tests run headless and are the template for all asset im
## Content pipeline (current)
The hero block and the demo level are built by a fixed sequence. Each step writes
a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout
can be swallowed.
The hero block and the demo level are built by a fixed sequence. Each step writes a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout can be swallowed.
| Step | Tool | Output |
| --- | --- | --- |
@@ -86,21 +77,23 @@ can be swallowed.
| Terrain | `Art/blender/terrain/terrain_from_dem.py` | `Art/blender/terrain/terrain-*.blend` |
| Street | `Art/blender/street/street_mesh.py` | `Art/blender/street/street-*.blend` |
| Site assembly | `Art/blender/site/site_assembly.py` | `Art/blender/site/site-*.blend` |
| Site export | `Art/blender/site/export_site_fbx.py` | six FBXs, one per mesh |
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON report |
| Site export | `Art/blender/site/export_site_fbx.py` | seven FBXs, one per mesh (terrain, road, both sidewalks, both kerbs, crossing) |
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON part report |
| Block frontage | `Tools/export_block_frontage.py` | six frontage FBXs from the blockout |
| North buildings | `Tools/export_north_buildings.py` | TCL and Tussaud's FBXs from the blockout |
| Site import | `Tools/ue_import_site.py` | `/Game/Hollywood/Site/*` |
| Frontage import | `Tools/ue_import_block_frontage.py` | `/Game/Hollywood/Frontage/*` |
| North import | `Tools/ue_import_north_buildings.py` | `/Game/Hollywood/North/*` |
| Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
Every Blender exporter calls [`Tools/fbx_export_preset.py`](../Tools/fbx_export_preset.py) (`ue_metric_v1` / `ue_character_v1`) instead of repeating the FBX argument block — one place for the scale conversion, the axis mapping and `mesh_smooth_type="FACE"` (without which every Unreal import warns about missing smoothing groups and round geometry arrives faceted).
Two rules that the pipeline enforces rather than documents:
- **One conversion.** Metres to Unreal centimetres happens only in
`Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record
the result and `Geo/tools/asset_metadata.py audit` re-derives it.
- **Collision is decided at import,** not later: terrain, road and sidewalks are
complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed
street ramps straight across the kerb.
- **One conversion.** Metres to Unreal centimetres happens only in `Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record the result and `Geo/tools/asset_metadata.py audit` re-derives it.
- **Collision is decided at import,** not later: terrain, road and sidewalks are complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed street ramps straight across the kerb.
## Known engine quirks (2026-11-07)
@@ -110,20 +103,35 @@ Two rules that the pipeline enforces rather than documents:
## Packaged Linux build
- 2026-11-07: blank `Game/GigLine` Development build packaged via the command above; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine/Linux`; `GigLine.sh` launched on the desktop session, Vulkan swapchain created, 759 frames rendered across a 60 s smoke test. Controls document to be written with the first playable (`0.1.0` Gameplay section).
Current QA archive: `/run/media/system/DATA/Builds/GigLineQA`. A plain `./GigLine.sh` opens `/Game/Hollywood/DemoMap`; controls are in [controls.md](controls.md) and shown in-game bottom-right. The packaged log is written **relative to the wrapper's working directory**, i.e. `<archive>/Linux/GigLine/Saved/Logs/GigLine.log` — not into the repository.
Behaviour check without a human at the keyboard:
```bash
cd /run/media/system/DATA/Builds/GigLineQA/Linux
./GigLine.sh -windowed -ResX=1280 -ResY=720 -nosplash -qaselftest
# then read <archive>/Linux/GigLine/Saved/Logs/GigLine.log for "GigLine QA:" lines
```
`-qaselftest` walks for 2 s, resets, pauses/unpauses, sweeps a 16-row seam transect, fires a ground-referenced 21 m wall probe along the street, fires 40 m façade-occlusion traces sideways from the road centre wherever a building is staged, and writes a frame-time series to `Saved/Profiling/`. Every phase logs `... PASS`/`FAIL` and the run ends with `RESULT`.
## Traps that cost real time in `0.1.x`
| Symptom | Cause | Fix |
| --- | --- | --- |
| A builder reports success but the asset is unchanged | `.blend`/`.umap` are LFS-tracked and check out **read-only**; Blender and Unreal fail the save quietly | `chmod u+w <file>` first — `ue_build_*`/`ue_hero_facade_import` and every Blender builder need it |
| `File format is not supported` when reopening a `.blend` | `hero_facade_build.py --out` writes the **FBX**; putting the `.blend` path there overwrites it with FBX bytes | `--out /tmp/…fbx --save-blend Art/…blend --report Art/…json` |
| `Add-on not loaded: "bl_ext.blender_org.mpfb"` | `mpfb_character_export.py` needs the MPFB add-on visible to Blender | export `BLENDER_USER_SCRIPTS` (see the invocation in [../Art/blender/README.md](../Art/blender/README.md)) |
| The packaged run exits after a couple of seconds during QA | `GigLineShotActor` runs its screenshot list and quits (`bQuitWhenDone`) | it skips its rounds when `-qaselftest` is on the command line — keep that guard |
| Headless `-nullrhi` traces report no hits for everything | the null RHI has no physics scene | verify traces in the **packaged** run (`-qaselftest`), never in a commandlet |
| Import logs "No smoothing group information" for every mesh | `mesh_smooth_type="OFF"` in the FBX export | use `Tools/fbx_export_preset.py` (`FACE`) |
## PIE input test (compare editor vs packaged input intake)
Use to isolate whether the "no controls respond" bug is the packaged standalone's
input intake or the Enhanced Input wiring generally.
Use to isolate whether the "no controls respond" bug is the packaged standalone's input intake or the Enhanced Input wiring generally.
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the
green **Play** (PIE) button and walk / mouse-look.
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the green **Play** (PIE) button and walk / mouse-look.
- Interpretation:
- PIE **works** -> the Enhanced Input wiring is fine and the standalone
packaged build's SDL input intake is the environment-dependent bug.
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild
the input config / character from scratch.
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` +
`GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at
`(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
- PIE **works** -> the Enhanced Input wiring is fine and the standalone packaged build's SDL input intake is the environment-dependent bug.
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild the input config / character from scratch.
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` + `GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at `(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
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@@ -1,36 +1,30 @@
# Controls (`0.1.0` walkable demo)
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame
(`AGigLineHUD`), and the packaged Linux build ships with these bindings.
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
| Action | Key | Notes |
| --- | --- | --- |
| Move forward | `W` | 4 m/s walk |
| Move back | `S` | |
| Strafe right | `D` | |
| Strafe left | `A` | |
| Move back | `S` | |
| Strafe right | `D` | |
| Strafe left | `A` | |
| Look | Mouse | Captured on launch; `Escape` releases it |
| Jump | `Space` | |
| Jump | `Space` | |
| Reset to start | `R` | Returns to the grounded spawn point |
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
## Notes
- Movement is relative to where you are looking (controller yaw), so the capsule
stays upright on the sloped street.
- The mouse is captured on launch, so looking works without clicking first.
`Escape` toggles the capture as part of pause.
- Bindings are Enhanced Input actions in `/Game/Input` built by
`Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
- Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
## Testing input without a physical keyboard
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual
`/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
```bash
python3 Tools/input_test.py --sequence move:2,look:3
```
It drives the focused game window exactly like real hardware, which is how the
controls were regression-tested on the packaged build.
It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.
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@@ -37,22 +37,12 @@ Important nuance: ODbL governs the **database** (the OSM data as a collection an
## 4. Decision: posture for the derived geometry
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a
**Produced Work / derivative database** of the OpenStreetMap database.
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a **Produced Work / derivative database** of the OpenStreetMap database.
- The **share-alike obligation is accepted for the data layer only**. The
release must carry: (a) the on-screen attribution (implemented), (b) the ODbL
link (implemented), and (c) an offer of the OSM source for the geometry —
satisfied by the committed raw extract plus its manifest.
- **Project creative work (code, shaders, artist-authored façades, textures) is
NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no
share-alike obligation. Only geometry that can be argued to encode OSM
database facts (streets, building footprints, sidewalk layouts) is in scope.
- **No new obligation is created by the DEM**: 3DEP is US Government public
domain and is independent of ODbL.
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial
imagery are separately licensed); the project already treats OSM as layout
only (`Docs/licensing.md` rule 3).
- The **share-alike obligation is accepted for the data layer only**. The release must carry: (a) the on-screen attribution (implemented), (b) the ODbL link (implemented), and (c) an offer of the OSM source for the geometry — satisfied by the committed raw extract plus its manifest.
- **Project creative work (code, shaders, artist-authored façades, textures) is NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no share-alike obligation. Only geometry that can be argued to encode OSM database facts (streets, building footprints, sidewalk layouts) is in scope.
- **No new obligation is created by the DEM**: 3DEP is US Government public domain and is independent of ODbL.
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial imagery are separately licensed); the project already treats OSM as layout only (`Docs/licensing.md` rule 3).
Release checklist items this lands:
@@ -63,20 +53,13 @@ Release checklist items this lands:
## 5. Remaining (tracked separately)
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only,
not distributed — must be checked once, not a release blocker for ODbL).
- Façade signage/trademarks: separate rights from the photograph, own the
geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference
photography" rules).
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only, not distributed — must be checked once, not a release blocker for ODbL).
- Façade signage/trademarks: separate rights from the photograph, own the geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference photography" rules).
## 6. Sources checked
- ODbL text: <https://opendatacommons.org/licenses/odbl/1-0/>
- OSM licence summary: <https://www.openstreetmap.org/copyright>
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints
(objective standard: attribution + produced-work offer, share-alike limited
to the data layer).
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints (objective standard: attribution + produced-work offer, share-alike limited to the data layer).
Not reviewed here (out of scope for this item): engine redistribution terms
(Epic), MPFB asset terms, street-prop reuse terms — all tracked in
`THIRD_PARTY_NOTICES.md`.
Not reviewed here (out of scope for this item): engine redistribution terms (Epic), MPFB asset terms, street-prop reuse terms — all tracked in `THIRD_PARTY_NOTICES.md`.
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@@ -34,21 +34,18 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
## Check-record template
| Version | Check | Result | Evidence | Date |
| ------- | ----------------------- | ------ | -------- | ---- |
| `0.1.0` | Traversal, both sides | PASS — Blender pre-check + in-engine swept transect, 0 holes, ground Z 317..395 | `-qaselftest`, TODO 0.1.0 notes | 2026-11-08 |
| Version | Check | Result | Evidence | Date |
| --- | --- | --- | --- | --- |
| `0.1.0` | Traversal, both sides | PASS — Blender pre-check + in-engine swept transect, 0 holes, ground Z 317..395 | `-qaselftest`, TODO 0.1.0 notes | 2026-11-08 |
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
## `0.1.0` — Placement vs references — record (2026-11-08)
Checked against the reference photography (`Art/reference/`) and the Geo measurements
(`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via
`Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions
probed from the DemoMap (commandlet, 2026-11-08).
Checked against the reference photography (`Art/reference/`) and the Geo measurements (`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via `Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions probed from the DemoMap (commandlet, 2026-11-08).
### Placement and scale (in-engine ↔ reference)
@@ -80,78 +77,43 @@ probed from the DemoMap (commandlet, 2026-11-08).
- **Crossing ramps are kerb flushes, not graded ramps** — the `0.1.1` Crossing ramp gradient item.
- Site identity (the neoclassical hero with motto band) matches the 2009 façade photograph and the 1922 Masonic elevation within blockout fidelity.
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified
flat surfaces as "unexpected" — those flags are the deliberate deviations above, not
placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified flat surfaces as "unexpected" — those flags are the deliberate deviations above, not placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
## `0.1.0` — Collision and packaging — audit note (2026-11-08)
Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselftest`.
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the
kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and
X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3
lane centres; the seam rows are what this check adds.)
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above
the local ground, along the road and both seam rows. Result **0/35 blocking hits
inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking
height toward each frontage, required only where the map stages a building (the
spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`).
Result **0/9 directions without a blocking wall** — the player cannot walk
through the hero or the frontage. This probe found the hero façade had **no
simple collision** at all (complex-only, so traces and capsule sweeps passed
through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were
tried first and rejected: on a 95-part, 26 m façade they bulged into the street
(the wall probe went 0/35 → 2/35).
(First pass used a fixed Z 160 start; the street is at Z ~366, so the probe
started inside the earth and reported every row as a dist-0 blocker. Grounding
the probe fixed that measurement bug.)
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause
`IsGamePaused()=1`, unpause 0 — all PASS.
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits
cleanly. The `GigLineShotActor` screenshot rounds are suppressed under
`-qaselftest` so they cannot quit the run before the audit phases.
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge
artifacts of the widened extent, not walkable holes — the walkable corridor is
continuous (walk + transect both PASS).
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3 lane centres; the seam rows are what this check adds.)
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above the local ground, along the road and both seam rows. Result **0/35 blocking hits inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking height toward each frontage, required only where the map stages a building (the spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`). Result **0/9 directions without a blocking wall** — the player cannot walk through the hero or the frontage. This probe found the hero façade had **no simple collision** at all (complex-only, so traces and capsule sweeps passed through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were tried first and rejected: on a 95-part, 26 m façade they bulged into the street (the wall probe went 0/35 → 2/35). (First pass used a fixed Z 160 start; the street is at Z ~366, so the probe started inside the earth and reported every row as a dist-0 blocker. Grounding the probe fixed that measurement bug.)
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause `IsGamePaused()=1`, unpause 0 — all PASS.
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits cleanly. The `GigLineShotActor` screenshot rounds are suppressed under `-qaselftest` so they cannot quit the run before the audit phases.
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge artifacts of the widened extent, not walkable holes — the walkable corridor is continuous (walk + transect both PASS).
## `0.1.0` — 60 FPS at 1440p — record (2026-11-08)
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5,
NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5, NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at
3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3,
sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3,
sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at 3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3, sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3, sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**,
default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable**
(`r.Streamline.FrameGeneration.Mode` absent → -999).
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**, default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable** (`r.Streamline.FrameGeneration.Mode` absent → -999).
**Route:** the deterministic `-qaselftest` traversal — spawn
`(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are
captured every frame over that route (829 frames), not a single sample.
**Route:** the deterministic `-qaselftest` traversal — spawn `(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are captured every frame over that route (829 frames), not a single sample.
**Result at 2560×1440:**
| Metric | Value |
| --- | --- |
| Frames captured | 829 |
| Average | **2.42 ms → 414 fps** |
| p50 | 2.38 ms |
| p95 | 2.71 ms |
| p99 | 3.01 ms (≈332 fps) |
| Max | 4.00 ms |
| Metric | Value |
| --------------- | --------------------- |
| Frames captured | 829 |
| Average | **2.42 ms → 414 fps** |
| p50 | 2.38 ms |
| p95 | 2.71 ms |
| p99 | 3.01 ms (≈332 fps) |
| Max | 4.00 ms |
**Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS
target without frame generation.
**Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS target without frame generation.
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another
game instance / busy compositor overlapped the capture; repeated clean runs
(windowed and fullscreen, Wayland and X11 drivers, window focused) all measured
~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another game instance / busy compositor overlapped the capture; repeated clean runs (windowed and fullscreen, Wayland and X11 drivers, window focused) all measured ~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
**Reproduce:**
@@ -165,8 +127,7 @@ Committed frame-time series: `Docs/perf/0.1.0-walk-frametimes.csv`.
## `0.1.0` — Fresh checkout build — record (2026-11-08)
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean
directory with no prior state:
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean directory with no prior state:
```bash
git clone https://git.allucanget.biz/zwitschi/gig-line.git /tmp/fresh-check
@@ -179,35 +140,23 @@ Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
```
- Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE
package content, not a pointer).
- `GigLineEditor` → **Result: Succeeded** (28.2 s); produced
`/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
- Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE package content, not a pointer).
- `GigLineEditor` → **Result: Succeeded** (28.2 s); produced `/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
- `GigLine` (game) → **Result: Succeeded** (26.9 s).
- Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4`
(UE 5.8.4), system clang; no machine-specific paths beyond the documented
`-project=` argument.
- Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4` (UE 5.8.4), system clang; no machine-specific paths beyond the documented `-project=` argument.
**Verdict: PASS.**
## `0.1.0` — Packaged Linux build + documented controls — record (2026-11-08)
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development
-cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA`
→ `EXIT=0` (Success).
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development -cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA` → `EXIT=0` (Success).
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) →
`LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens
the walkable demo directly (the default-map fix holds in a package, not just the
editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) → `LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens the walkable demo directly (the default-map fix holds in a package, not just the editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
**Controls documented and shown in-game:**
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus
how to test input headlessly.
- `AGigLineHUD` now draws a control legend bottom-right every frame:
"WASD move · Mouse look · Space jump · R reset · Esc pause".
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px
(a single right-aligned line), attributed text bottom-left. Screenshot:
`Docs/perf/0.1.0-packaged-hud-controls.png`.
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus how to test input headlessly.
- `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause".
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px (a single right-aligned line), attributed text bottom-left. Screenshot: `Docs/perf/0.1.0-packaged-hud-controls.png`.
**Verdict: PASS.**
+13 -2
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@@ -83,13 +83,24 @@ Without `git lfs install`, adding an LFS-matched file does not error — it comm
Sizes: the engine lives outside the repository (pinned install path recorded in `toolchain.md`). The repository holds the Unreal project, Blender sources, geo sources, and tooling.
**Fresh checkout not yet tested end to end.** The build procedure in [build.md](build.md) was produced from a working tree, not from a clean clone. Exercise it before `v0.1.0` is tagged — it is a release check on the board.
**Fresh checkout verified 2026-11-08.** A clean clone of `main` with `git lfs pull` built both `GigLineEditor` and `GigLine` against the documented external engine (recorded in [release-checks.md](release-checks.md)). Re-run it before a release tag if the engine pin or the module's dependencies change.
### Optional keys (local only)
Two tools talk to paid services and read their keys from the gitignored `.env`:
| Variable | Used by | Needed for |
| --- | --- | --- |
| `OPENROUTER_API_KEY` | `Tools/judge_screenshot.py`, `Tools/facade_detail_concepts.py` | vision pre-check and AI concept plates |
| `MAPBOX_ACCESS_TOKEN` | `Geo/tools/mapbox_buildings.py` | the second building-height source |
Nothing in the build, the tests or the release path needs either key. Never commit `.env`; `git check-ignore .env` should succeed.
## Known blockers
| Blocker | Owner | Needed for |
| --- | --- | --- |
| Delete the fallback 5.2.0 engine archive (`/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.2.0.zip`) once the 5.8.4 pin is trusted through asset production | agent | Disk hygiene (19.6 GiB), pin safety |
| Fresh-checkout build exercised against the documented procedure | agent | `v0.1.0` release check |
| ~~Fresh-checkout build exercised against the documented procedure~~ | — | Done 2026-11-08 |
Closed 2026-11-07: Epic account and engine download, QGIS `lts` removal, Blosm and MPFB on Blender 5.2 (headless invocation fix in `Art/blender/README.md`), engine validation on Bazzite, full project bootstrap. Earlier closed: Bazzite update and reboot, driver and Vulkan verification, `git-lfs`/`clang`/`cmake`/`ninja` layering.
Binary file not shown.
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@@ -507,3 +507,21 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
scan: banners, windows and the parapet produce different edge sets at different
heights and the pairwise match is meaningless (it reported a 418 px "drift").
Verify it geometrically in the camera list instead.
## 2026-11-09 — 0.1.3 packaging/setup fixes
- **`Tools/ue_common.py`**: `make_writable()` clears the read-only bit an LFS
`.umap` checks out with (otherwise `save_map()` returns False with no error and
the staged actors vanish), and `require_saved()` makes that failure visible.
`ue_hero_facade_import.py` and `ue_import_north_buildings.py` never did this —
which is why importing the hero appeared to succeed while saving nothing.
Verified by forcing `chmod u-w` on DemoMap first: the run logged
`map writable: chmod u+w … (was 0o444)`, then `save_map: True`, exit 0.
- Gotcha while adding it: `ue_hero_facade_import.py` had **no** `import os`/`sys`
(only `unreal`), so the sys.path line raised `NameError: name 'sys' is not
defined` inside the commandlet — an exit code of 255 with no obvious cause.
- Docs: `build.md` gained the current pipeline table (7 site FBXs, frontage, north,
hero, map), the `Builds/GigLineQA` archive, the packaged-log path, `-qaselftest`
usage and a **traps** table; `setup.md` marks the fresh-checkout build verified and
documents the two optional API keys; architecture 07 + combined doc corrected the
build-output path.
-10
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@@ -9,16 +9,6 @@ Actionable task list for this project. This file is the single, central place fo
- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
- Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
## 0.1.3 — Packaging and setup fixes (patch)
Suggested blender skills: **export-pipeline** and **unreal-export** (scale/pivot/normals/materials/collision verification) if any packaging defect traces back to the Blender export presets.
### Patch tasks
- [ ] Fix any packaging or build issues encountered in `0.1.x`.
- [ ] Update `Docs/` setup instructions for anything that changed.
- [ ] Tag `v0.1.3` and write `CHANGELOG.md` entry; then remove this section.
## 0.1.4 — Proper building façades (patch)
Suggested blender skills: **procedural-modeling** + **geometry-nodes** (the façade module kit — bay, pilaster, cornice, parapet, window, shopfront, door — as reusable node groups), **archviz** (real-world scale and façade composition), **materials** (procedural brick, concrete, stone, render, glass — the ported generators), **texture-workflow** (AO/curvature/normal bakes and decals for the motto band and medallions), **uv-workflow** (texel density and modular UV layouts for the kit), **scene-assembly** (assembling kit pieces onto the fifteen block buildings), **lookdev** (screenshot-comparison loop until shading reads correctly), **historical-worlds** or **realistic-style** (1920s Hollywood Blvd neoclassical direction), **asset-optimization** + **unreal-export** (pre-export validation, `ue_metric_v1` preset), **qa-review** (final gate before the `Tools/render_screenshots.sh` review).
+1
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@@ -16,6 +16,7 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| Tool | Purpose |
| --- | --- |
| `check-lfs.sh` | Fails if the `lfs` filter is missing or an LFS-tracked file was committed as a plain blob |
| `ue_common.py` | Shared helpers for the Unreal commandlet scripts: `make_writable()` clears the read-only bit an LFS `.umap` checks out with (otherwise `save_map()` returns False silently), and `require_saved()` makes that failure explicit. |
| `fbx_export_preset.py` | The **single** FBX export preset (`ue_metric_v1` / `ue_character_v1`): metres→centimetres via `FBX_SCALE_NONE`, axis mapping east +X / north −Y / up +Z, `mesh_smooth_type="FACE"` (smoothing groups survive the import). Every Blender exporter imports it instead of copying the argument block; `preset_kwargs()` is bpy-free and unit-tested. |
| `sibling_asset_audit.py` | Reads the sibling project's prop library from GLB headers into `Art/props/reuse-manifest.json`; copies nothing |
| `scale_test_export.py` / `ue_scale_test_import.py` | The 1 m = 100 uu scale test; the named presets `ue_metric_v1` live in these two files |
+70
View File
@@ -0,0 +1,70 @@
"""Tests for Tools/ue_common.py — the shared Unreal commandlet helpers.
Pure stdlib: these helpers exist to turn two silent failures into loud ones, so
they are tested without starting Unreal.
"""
import os
import stat
import sys
import tempfile
import unittest
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
sys.path.insert(0, os.path.join(ROOT, "Tools"))
import ue_common # noqa: E402
class MakeWritableTest(unittest.TestCase):
def test_read_only_file_is_made_writable(self):
# Exactly how an LFS-tracked .umap checks out: 0o444.
with tempfile.NamedTemporaryFile(delete=False) as handle:
path = handle.name
try:
os.chmod(path, 0o444)
self.assertFalse(os.access(path, os.W_OK))
note = ue_common.make_writable(path)
self.assertIsNotNone(note)
self.assertIn("chmod u+w", note)
self.assertTrue(os.access(path, os.W_OK))
finally:
os.chmod(path, 0o644)
os.unlink(path)
def test_writable_file_reports_nothing(self):
with tempfile.NamedTemporaryFile(delete=False) as handle:
path = handle.name
try:
os.chmod(path, 0o644)
self.assertIsNone(ue_common.make_writable(path))
finally:
os.unlink(path)
def test_missing_file_raises(self):
# A typo must not look like a permissions problem.
with tempfile.TemporaryDirectory() as tmp:
with self.assertRaises(FileNotFoundError):
ue_common.make_writable(os.path.join(tmp, "absent.umap"))
def test_read_bits_are_preserved(self):
with tempfile.NamedTemporaryFile(delete=False) as handle:
path = handle.name
try:
os.chmod(path, 0o400)
ue_common.make_writable(path)
mode = os.stat(path).st_mode
self.assertTrue(mode & stat.S_IRUSR)
finally:
os.chmod(path, 0o644)
os.unlink(path)
class RequireSavedTest(unittest.TestCase):
def test_passes_the_save_result_through(self):
self.assertTrue(ue_common.require_saved(True, "/Game/X"))
self.assertFalse(ue_common.require_saved(False, "/Game/X"))
if __name__ == "__main__":
unittest.main()
+52
View File
@@ -0,0 +1,52 @@
#!/usr/bin/env python3
"""Small shared helpers for the Unreal commandlet scripts.
These run inside `UnrealEditor-Cmd -run=pythonscript`, where a Python `print()`
is swallowed and a failed save reports `False` rather than raising. Both are traps
that cost time in `0.1.x`, so they live here once instead of in each script.
import os, sys
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import ue_common
ue_common.make_map_writable("/run/media/.../Content/Hollywood/DemoMap.umap")
"""
from __future__ import annotations
import os
import stat
def is_writable(path: str) -> bool:
"""True when the current user may write `path` (existing file)."""
return os.access(path, os.W_OK)
def make_writable(path: str) -> str | None:
"""Clear read-only bits on `path` so a save cannot fail silently.
Content is LFS-tracked and `.umap`/`.blend` check out read-only, which makes
`EditorLoadingAndSavingUtils.save_map()` return False with no error — the
staged actors then vanish on the next load. Returns a note when the mode was
changed, `None` when it was already writable, and raises when the file is
missing so a typo cannot masquerade as a permissions problem.
"""
if not os.path.exists(path):
raise FileNotFoundError(path)
mode = os.stat(path).st_mode
if mode & stat.S_IWUSR:
return None
os.chmod(path, mode | stat.S_IWUSR | stat.S_IRUSR | stat.S_IRGRP | stat.S_IROTH |
stat.S_IWGRP)
return f"chmod u+w {path} (was {oct(mode & 0o777)})"
def require_saved(saved: bool, what: str) -> bool:
"""Turn a silent `save_map(False)` into a loud failure.
Use right after a save call: `ue_common.require_saved(saved, LEVEL)`. A
commandlet cannot be relied on to exit non-zero, so the caller should log this
and make the failure obvious in the result file.
"""
return bool(saved)
+22
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@@ -12,8 +12,14 @@
# centreline, from the street profile), and the hero's east edge at
# X = -12024.5 cm (projected control point in local-origin.md).
import os
import sys
import unreal
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import ue_common # noqa: E402
FBX = "/tmp/gigline/hero-facade.fbx"
DEST = "/Game/Hollywood/ElCapitan"
ACTOR_LABEL = "Hero_Facade"
@@ -56,6 +62,19 @@ def import_fbx():
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
def _make_map_writable(level: str) -> None:
"""Clear the read-only bit an LFS .umap checks out with.
Without this `save_map()` returns False and the staged actor is lost on the
next load — no exception, no non-zero exit (see MEMORY: 0.1.x trap).
"""
content = unreal.Paths.project_content_dir()
rel = level[len("/Game/"):] if level.startswith("/Game/") else level
umap = os.path.join(content, rel + ".umap")
note = ue_common.make_writable(umap)
if note:
log(f"map writable: {note}")
def measure_and_place():
asset = unreal.EditorAssetLibrary.load_asset(f"{DEST}/SM_HeroFacade")
if asset is None:
@@ -99,9 +118,12 @@ def measure_and_place():
comp.set_static_mesh(asset)
comp.set_mobility(unreal.ComponentMobility.STATIC)
log(f"placed {ACTOR_LABEL} at {PLACEMENT_CM} (cm) on {LEVEL}")
_make_map_writable(LEVEL)
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
log(f"save_map {LEVEL}: {saved}")
if not ue_common.require_saved(saved, LEVEL):
log(f"FAILED to save {LEVEL} — staged content will not persist")
try:
+19
View File
@@ -15,6 +15,9 @@ import os
import unreal
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import ue_common # noqa: E402
SRC = "/tmp/gigline/north"
DEST = "/Game/Hollywood/North"
LEVEL = "/Game/Hollywood/DemoMap"
@@ -72,11 +75,27 @@ def stage():
mn, mx = box.min, box.max
log(f"{label}: mesh world-space X {mn.x:.0f}..{mx.x:.0f} Y {mn.y:.0f}..{mx.y:.0f} size "
f"{mx.x-mn.x:.0f}x{mx.y-mn.y:.0f} cm")
_make_map_writable(LEVEL)
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
log(f"save_map {LEVEL}: {saved}")
if not ue_common.require_saved(saved, LEVEL):
log(f"FAILED to save {LEVEL} — staged content will not persist")
def _make_map_writable(level: str) -> None:
"""Clear the read-only bit an LFS .umap checks out with.
Without this `save_map()` returns False and the staged actor is lost on the
next load — no exception, no non-zero exit (see MEMORY: 0.1.x trap).
"""
content = unreal.Paths.project_content_dir()
rel = level[len("/Game/"):] if level.startswith("/Game/") else level
umap = os.path.join(content, rel + ".umap")
note = ue_common.make_writable(umap)
if note:
log(f"map writable: {note}")
def main():
for fn, asset_name in IMPORTS:
task = unreal.AssetImportTask()