The windows material was metallic 1.0 with roughness 0.0, which renders as a black void - indistinguishable from a cabin with no glass at all. It is now tinted translucent: opacity 0.85, roughness 0.08, dark blue-grey base. The windscreen and side glass read as glass. Opacity 0.45 was tried first and was worse than either extreme: the glass became invisible and the greenhouse looked open again. The number is recorded in the tool's log line so the next person does not repeat it. The vision judge still returns verdict=no for this frame, disputing that the glazing is dark and the wheels visible. The image shows both. It is an advisory helper - AGENTS.md says it never replaces the human verdict - so the disagreement is written into Screenshots/README.md rather than being resolved by iterating against the model.
Game
The Unreal project lives at Game/GigLine/GigLine.uproject once created. Nothing here yet.
What gets committed
Config/— engine and project settings, including the quality presets used for release checksSource/— C++ modulesContent/—0.1.0map, materials, meshes; LFS-trackedGigLine.uproject
What does not
Binaries/, Intermediate/, Saved/, DerivedDataCache/ — all generated. .gitignore covers them; do not add exceptions.
Engine
Installed outside the repository. Its path and exact version are recorded in ../Docs/toolchain.md. Nothing in this directory may assume a machine-specific engine path; the documented build procedure is ../Docs/build.md.