Files
gig-line/Game
zwitschi 1b069188a2 refactor(kit): SM_ asset naming and topology validation per the modeling checklist
- Kit pieces export as SM_Kit_* (Unreal static-mesh convention) while the Blender
  objects keep their readable names; the kit loader strips the prefix so layout
  still addresses pieces by short name.
- facade_kit_build.py validates each piece before handoff (non-manifold edges,
  loose vertices, triangle count) and records the result in the part report:
  16 pieces, all manifold, no loose geometry, 12 tris each.
- ue_import_facade_kit.py removes kit assets the current build no longer produces,
  so a rename cannot leave two generations of the same piece behind.
- Kit re-imported and re-applied (625 pieces); packaged QA still PASS.
2026-11-08 19:38:29 +01:00
..

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 checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.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.