Files
zwitschi 4d27109668 refactor(tools): group the sixty scripts by what they talk to
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.
2026-11-10 12:40:30 +01:00

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Runtime View

Walk the block

  1. Player launches game → AGigLineGameModeBase spawns AGigLineCharacter at PlayerStart (-13336, -1150, 600).

  2. Character falls 144 cm to road surface (Z 456) and begins walking. StartLocation captured on first grounded frame.

  3. Player holds W → IA_Move fires → ApplyMove(1, 0) → AddMovementInput(ForwardVector, 1) → capsule moves at 450 cm/s.

  4. Mouse move → IA_Look fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).

  5. Player presses R → ResetToStart → teleport to StartLocation/StartRotation, StopMovementImmediately, reset control rotation.

  6. Player presses Escape → TogglePause → SetPause(true), switch to FInputModeUIOnly, show cursor. World timers stop; core tickers continue.

  7. Player presses Escape again → TogglePause → SetPause(false), switch to FInputModeGameOnly, hide cursor.

Screenshot capture

  1. Tools/review/render_screenshots.sh compiles editor, builds ReviewMap from Tools/unreal/ue_build_review_map.py, launches game in -game mode.

  2. AGigLineShotActor iterates the camera list, sets view, calls HighResShot 1280x720, waits for capture.

  3. On last camera, requests engine quit. PNGs are copied to Screenshots/ and committed.

QA self-test (-qaselftest)

  1. Core ticker starts at BeginPlay (not a world timer — world timers freeze on pause).

  2. 1.0 s: begin driving forward input.

  3. 3.0 s: stop, measure displacement (> 200 cm = PASS).

  4. 3.5 s: call ResetToStart.

  5. 4.0 s: measure distance from spawn (< 100 cm = PASS).

  6. 4.5 s: call TogglePause, check IsGamePaused() (= true = PASS).

  7. 5.5 s: call TogglePause, check IsGamePaused() (= false = PASS).

  8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.

  9. 7.0 s: final verdict logged.

Build and import pipeline

  1. Blender headless (Tools/export_*.py) reads .blend files, applies metre→centimetre conversion, exports FBX with ue_metric_v1 preset.

  2. Unreal headless (Tools/unreal/ue_import_*.py) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.

  3. Tools/unreal/ue_build_demo_map.py assembles DemoMap: creates/repositions actors, sets lighting, saves map and assets.