The reference's most distinctive architectural feature is three lines of incised capitals across the attic. inscription() lays 112 letter marks in three lines, in the shadow stone so they read as dark incisions at 45 m rather than disappearing into a same-colour relief - which is exactly what the first attempt did. Positioning was the lesson: the parapet is 1.2 m deep and stands in FRONT of the wall plane, so marks seated on FRONT_Y were hidden behind it and rendered invisible. They are now seated on the parapet face (FRONT_Y + 0.40), which is where the reference puts the lettering too. Still open in the architectural pass, recorded in TODO.md: medallion relief (the discs are flush and empty), banner lettering (needs a texture, not geometry), and depth on the capitals and window grilles. Rows 4-6 re-rendered and pending.
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.