26 KiB
26 KiB
MEMORY.md
Shared working memory between sessions and collaborators. Short, dated entries with evidence: the command, the log line, or the file path.
Scope: facts and traps that cost time to establish. Planned work lives in TODO.md; development direction lives in ROADMAP.md; formal setup, pins, and licensing live in Docs/.
2026-11-07 — Publication audit
- MPFB 2.0.18's installed
blender_manifest.tomlidentifies its code as GPL-3.0-or-later; its versionedLICENSE.mdexplicitly puts bundled mesh, texture, and rig assets under CC0 1.0. The earlier CC0 claim for the add-on code was wrong. - Blender inspection found no packed images or linked libraries in the tracked scenes. The character scene references local MPFB textures and a temporary baked texture, so those paths are not portable to a fresh checkout.
- The 2026-11-07 publication rewrite removed the approved private documents and bundled skills from all reachable refs; local copies remain ignored. The original history backup at
/tmp/gig-line-private-history-backup-42a29fe2contains those private files and must not be pushed;/tmpmay be cleared by the system. git ls-remote --refs originsucceeded on 2026-11-07 with no advertised refs;git ls-remote --exit-code origin HEADreturned 2 because no HEAD was advertised. This does not verify LFS upload support.- Gitleaks 8.28.0 found an Android File Server token in historical
Game/GigLine/Config/DefaultEngine.ini. The token was removed from reachable history and the unused server disabled; the old private backup and earlier temporary sanitized clone still contain it and must not be published. - The first Gitea push uploaded 26 LFS objects. An independent clone fetched all 26 and
git lfs fsckpassed for the full history; the server also advertised LFS locking support.
2026-11-07 — Unreal Engine 5.8.4
- Extracted to
/run/media/system/DATA/Engines/UE_5.8.4(73 GiB,unzipexit 0). CL58902052,++UE5+Release-5.8. - Gotcha: the editor needs a writable
~/.config/Epic. In the agent shell it crashed with signal 11 twice and looked like a broken install. The log named it:create dir('/home/zwitschi/.config/Epic/') failed: errno=30 (Read-only file system)→Fatal error: Failed to create Intermediate directory '…/.config/Epic/UnrealEngine/5.8/Intermediate/'. Rerunning withHOME=/tmp/uehome XDG_CONFIG_HOME=/tmp/uehome/.configreachedLogInit: Display: Engine is initialized. - Vulkan RHI is still unproven. The successful run used
-NullRHI. Untested:UnrealEditor -vulkanfrom a desktop terminal. - A packaged game does not need
~/.config/Epic, so this failure does not follow the build.
2026-11-07 — Agent shell limits
- The agent shell has a read-only home and read-only
/run:sudois blocked (no new privileges),flatpak runandpodmancannot create instances,/dev/nvidia*is absent sonvidia-smialways fails there. None of this is a broken machine; verify GPU things from a normal terminal. - Anything outside the session workspace (
/run/media/system/DATA/Engines,/tmp) needs the wider sandbox with an approval prompt.
2026-11-07 — Reference photography
- Licensing is not a gate for local development. Reference images live in the gitignored
Art/reference/and are never committed. What each set establishes is written intoDocs/reference-notes-hollywood.md. - Commons text search runs dry; categories do not.
Tools/commons_fetch.py --category "Category:Hollywood Masonic Temple"surfaced 15 files a search never showed, including 4–5k px façades. upload.wikimedia.orgthrottles hard. Batches of six or fewer with--delay 3; a throttled file is skipped and recorded rather than killing the run (HTTP 429).- Unqualified queries return junk.
Hollywood Boulevard shopsreturned a Münster street,Hollywood Masonic Temple entrancea Seattle card index. Check the hit list before accepting a set. - OpenRouter web search is expensive. One
gpt-5.2+openrouter:web_searchcall ran 17 searches and cost $0.38; two of its eight URLs were Commons files already held. Use it for a known gap, not a sweep.Tools/page_image_fetch.pyturns results into files by readingog:image. - The inherited "eight stone steps, 12 m wide" is wrong. Photographs show three portals, each with its own short flight. Do not copy that number into geometry.
2026-11-06 — Blender and Blosm, headless
flatpak rundoes not work here. Call the binary inside the app tree:B=/var/lib/flatpak/app/org.blender.Blender/x86_64/stable/active/files, thenLD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b …withBLENDER_USER_SCRIPTS="$HOME/.var/app/org.blender.Blender/config/blender/5.2/scripts".- Blosm needs two headless workarounds, both already in
Art/blender/blockout/blosm_blockout.py:- it refuses to import until an asset directory is set, and the check fires before the mode is honoured;
- in background mode the default level table is empty, and the add-on then takes a path with a broken relative import (
from gui import addDefaultLevels). Seeding one entry avoids it.
- Blosm projects on a sphere, not an ellipsoid. Its frame is about 0.4 % oversized and rotated by meridian convergence — roughly 2 m at the theatre. Fixed with a six-parameter affine into EPSG:26911 (0.0 cm residual).
- Transform roots only. 256 of 275 objects are children; transforming both parent and child applies the correction twice and reads as a 2 m placement error.
- Blosm quietly fetches from Overpass for relation members missing from the extract.
loadMissingMembersis off by default in the tool so imports stay offline and reproducible.
2026-11-06 — Geo data traps
- The 3DEP export is a tiled TIFF, not strips. A strip reader silently scrambles rows and produces fake 0 m / 127 m bands.
Geo/tools/dem_stats.pyhandles tiles. - Sample walk routes through PROJ. Placing samples with the OSM spherical approximation put them metres off the UTM meshes and reported 91 phantom holes.
/tmpis not shared between tool calls here either — regenerate instead of saving intermediate files there. - 3DEP cannot resolve kerbs. Sharpest break near the kerb line is 0.09–0.12 m/m, a gutter transition, not a 0.15 m upstand. Kerb height stays a stated assumption.
- Building interiors are not ground. Points inside the hero footprint returned 114.5–117.1 m — structure, not terrain. Excluded from the relief figure.
- Two measurements independently agree on the carriageway: crossing length 20.9 m and gutter spacing −10 / +10…12 m.
2026-11-06 — Repository traps
- Without
git lfs installthe lfs filter is inactive andgit adddoes not warn — it stores the file as a plain blob.Tools/check-lfs.shis the guard. - Never commit reference images or
.env..gitignorecovers/Art/reference/,.env,*.env. When images slipped in early, history was rewritten to remove them. - The project origin is Hollywood × Highland:
E 376 515.389 / N 3 774 224.083in EPSG:26911. Blender X east, Y north, Z up, metres, Z measured from the origin ground (NAVD88 115.911 m). The whole block sits at negative X.
2026-11-07 — Unreal pipeline findings
- UE 5.8 game targets must use
BuildSettingsVersion.V7to share the installed editor's build environment; V5 is rejected with "modifies the values of properties … not allowed". UnrealEditor-Cmd -run=pythonscriptswallows Pythonprint()with-stdoutin 5.8 — write results to a file instead (seeTools/ue_scale_test_import.py).unreal.Boxhasmin/max, notorigin/get_extent()in 5.8 Python; compute centre/size from the corners.- FBX Blender→UE axis mapping is east→+X, north→−Y, up→+Z with preset
ue_metric_v1; the Y mirror is inherent (RH→LH). Compass math in game code: north = −Y. Verified with the three-cube scale test. - Headless asset import works fine with
-nullrhi;unreal.AssetImportTask+FbxImportUIis the pattern (Interchange pipeline under the hood). - Flatpak Blender headless needs
XDG_CONFIG_HOME=$HOME/.var/app/org.blender.Blender/configfor extensions:bpy.utils.user_resource('EXTENSIONS')otherwise resolves to~/.config/blender/5.2/extensions(empty) andbl_ext.blender_org.mpfbis undiscoverable. Blosm unaffected (scripts/addons viaBLENDER_USER_SCRIPTS). Found viaTools/addon_compat_probe.py; documented inArt/blender/README.md. - UE 5.8 Interchange skips material/texture assets for skeletal FBX imports (static imports do get materials). Finish the chain in Python: import texture, build Material via
MaterialEditingLibrary, assign withsm.set_editor_property('materials', [SkeletalMaterial])— the struct field ismaterial_interface, notmaterial, andSkeletalMesh.set_material()does not exist. SeeTools/ue_character_import.py. - Blender 5.2 FBX exporter removed
armature_nla(passes for 4.x recipes fail). Also: a baked image is only referenced by the FBX exporter whenimage.filepath(not justfilepath_raw) is set and the exporter can map the node — MPFB's v2 skin node-group tree can't be mapped, so a flat export material is required.
2026-11-07 — Collaboration and scope
- Two sessions edit this repo at once. The other session created the Unreal project and the blank package while this one was documenting. Check
git logandgit statusbefore committing, and nevergit add -Ablindly: it once swept generatedGame/GigLine/Build/**logs into a commit. Stages the source files deliberately. Build/under a project is generated, not source —FileOpenOrder/*.logand packaging output..gitignorenow covers it alongsideBinaries/,Intermediate/,Saved/,DerivedDataCache/.- Scope boundary for
0.1.0: do not tagv0.1.0without an explicit go-ahead from the owner. It is a minor release and carries the walking/driving demo promise; the board's release checks decide when it is ready, not the pace of work.
2026-11-07 — Screenshot pipeline
-executePythonScript+ editor is unreliable for captures: the editor quits right after a successful deferred script (async screenshot requests never render), and afterload_mapin a commandlet everyspawn_actorcall returns None — build scenes in the default world instead.- Robust in-game capture recipe: commandlet builds a map (
ue_build_review_map.py), then the game runs in-gamemode and a tiny C++ actor (AGigLineShotActor) walks camera setups viaSetViewTarget+FScreenshotRequest::RequestScreenshot. In 5.8FScreenshotRequesthas no resolution argument (window size via-ResX/-ResY) and noIsFinished()— poll!IsScreenshotRequested(). Lives inUnrealClient.h, notMisc/ScreenshotManager.h. - Commandlet-only quirks: bulk render-target readback (
read_render_target_raw,export_render_target) silently returns empty in commandlets; single-pixelread_render_target_uvworks. Game targets must useBuildSettingsVersion.V7.
2026-11-07 — Enhanced Input from Python (UE 5.8)
unreal.InputCoreTypesdoes not exist in the 5.8 Python bindings, andunreal.Keytakes no constructor argument. Build a key withk = unreal.Key(); k.import_text("SpaceBar")— the export text is the key name (MouseX,Gamepad_Left2D).- Factories are
unreal.InputAction_Factoryandunreal.InputMappingContext_Factory, notInputActionFactory.create_asset(..., factory=None)also works. - Do not delete an asset and recreate it in the same commandlet run.
create_assetreturnsNonefor a path deleted earlier in that process. Load the existing asset and overwrite it instead (Tools/ue_create_input_assets.py: fresh()). - Modifiers on
EnhancedActionKeyMappingdo not survive saving. AssigningInputModifierNegateto the mapping'smodifiersreads back correctly in memory, even after agc.collect(), but the saved asset readsmods=[NoneType]. Keep-alive references, explicit flag setting, and in-place saves all failed to change it. Workaround: bind one action per direction (W and S as separate actions) so no modifier is needed. - A read-only packed
.umapsilently blockssave_map.EditorLoadingAndSavingUtils.save_mapreturnedFalsewith no error until the file's mode was fixed (chmod u+w). Symptom: a rebuilt review map keeps three cameras after a fourth is added. -run=pythonscriptstill swallowsprint(), so write results to a file;/tmpis visible to the commandlets even though it is not shared between agent tool calls.
2026-11-07 — Hero facade build and review cameras
- The review floor was 5 cm thick and centred at Z -50 cm, so anything placed at Z 0 floated ~1.8 m. It is now a 90 m x 90 m x 10 cm slab with its top face at Z 0; a character's bounds should read Z 0..83 cm when it stands on it. The review floor is the only ground in the scene. Cameras 25 m from the building line look past its edge and see the black horizon band under the facade. Place facade cameras so both the facade and enough floor are in frame, or extend the floor.
- The facade's frontage faces Unreal -Y. The FBX preset maps Blender +Y (north) to Unreal -Y, so the elevation looks at negative Y and a straight-on camera must stand at Y < -1450 cm. A camera at positive Y looks at the back wall; cameras inside Y -1443..+250 are inside the building and render flat blue.
- The imported mesh is centre-origin in X but not in Y or Z. Bounds are
x -1302..1302, y -7..1250, z 0..1450cm, so to put the front plane on the building line the actor goes atY = line + 7 cm, andX = east edge + half width. save_mapreturns False, without an error, when the packed.umapis read-only. The review map silently keeps its old camera list.chmod u+wthe file before rebuilding; aumapthat keeps rendering four shots after a sixth was added is this, not a caching problem.StaticMaterialis a struct:material.get_editor_property("material_interface"), noget_name()on the wrapper.- Review screenshots are committed on the owner's instruction (2026-11-07). They are large PNGs, so a review run adds weight to the repo; keep the shot list short and delete retired shots rather than accumulating.
2026-11-07 — Sibling project reuse survey
security-gameholds 20 reusable street props with Blender sources (assets/models/blender_src/*.blend) and Godot GLBs: bollard, bench, trash bin, stanchion, crowd barrier, street lamp, traffic cone, fire hydrant, newspaper box, palm/street trees, sedan, marquee, doors, lanterns. About 727 KB and 11.8k triangles for the set. Audit:Tools/sibling_asset_audit.py, manifest atArt/props/reuse-manifest.json; the 50.blendsources are copied toArt/props/blender_src/.- Their building meshes are not reusable — they are Godot GLBs built to a different key set (hero facade scaled to 29.6 m, a figure this project measured at 25.75 m). Do not import their venue geometry.
tools/generate_textures.pyin that project is the OpenRouter image endpoint pattern (POST /api/v1/images,b64_json, optionalreference_pathfor image-to-image on the chat endpoint) and it already has proceduralbrick_facade/seamless_concrete/asphaltgenerators. Worth porting for our facade materials.- Its AI concept frames are restaged photograph references (
.refgen.jsonsidecars point at photos with a "keep geometry fixed" suffix). Useful as art direction, not as texture sources. - Blosm exposes
setupScript(scene.blosm.setupScript→loadSetupScript) for custom building materials, and shipssetup/neoclassical.pyas an example — the hook for giving OSM buildings a per-building facade style instead of flat colours.
2026-11-07 — Geo tooling layout
- One conversion, one place.
Geo/tools/osm_common.py::to_unreal_localis the only metres→centimetres conversion; every exporter calls it.os_commonalso needed an explicitimport osat module level — a helper defined with a function-local import list crashed withNameError: oswhen called from a fresh interpreter. asset_metadata.py auditmust recurse. Sidecars sit next to their.blend, which is one level belowArt/blender/; a flatglobfound nothing and reported "0 sidecars, 0 problems" — a green result that meant "did not look".- Blender-side builders live in
Art/blender/*/(terrain, street, site, blockout) and reach helpers viaos.path.join(HERE, "..","..","..","Geo","tools"). Moving them breaks the old"..", "Geo", "scripts"path silently until the script is run. - Height provenance: 3 of the 15 block buildings carry no OSM height and Blosm renders them at a placeholder 6.4 m.
Geo/tools/block_height_report.pylists them; they need heights measured off the photographs before the skyline is believable.
2026-11-07 — Blender rebuilds that silently did nothing
- A read-only
.blendmakes Blender skip the save without failing the run.Tools/hero_facade_build.pyprinted its part list and "bounds" as normal, then went straight to the export: the.blendand the report stayed at their old timestamps, and the Unreal re-import brought back the old mesh. Symptom to watch for: the imported bounds do not change after a rebuild. Fix:chmod u+wthe.blendfirst, then confirm the timestamp moved. - Model bottom must land on Z 0. The hero portal jambs were sized
PORTAL_H + 0.3and centred atPORTAL_H / 2, so they hung 0.15 m below the pavement and the whole facade imported withmin z = -15 cm. Always check the asset'sbounds_m.min.zin the build report. - Rebuilding a facade is not enough to make a detail shot work: doors modelled as thin panels on a solid plinth read as shading, not openings. Cutting the plinth into piers with a lintel band is what makes them legible from 8 m.
2026-11-07 — Demo map assembly traps
- Unreal signs, measured not assumed. The FBX preset flips north, so in the demo map the road spans Y -1382..+1047, the north sidewalk Y -1912..-1053, the south sidewalk Y +718..+1447, and the facade sits at Y -1450. A PlayerStart at +1600 is on the south sidewalk behind the building. Read the actor bounds before placing anything.
- Street meshes carry only PART of the sidewalk. In the source
.blend,Sidewalk_Southis the offset band (-14.47..-7.18 m) andSidewalk_Northis the kerb-to-wall band (10.53..19.12 m); the rest of the north walk comes from the terrain. So a sidewalk-looking strip of ground between kerb and wall is the terrain, not a gap. - Do not mirror in the exporter.
Sidewalk_Southwas already correct in the.blend; mirroring both sidewalks at export moved the correct one to the wrong side and produced an "everything on the wrong side" look that took three rebuilds to unpick. Check the source coordinates first. bpy.ops.mesh.normals_make_consistentneeds a mesh context; in object mode it fails withpoll() failed, context is incorrect. Flip winding by reversingpolygon.verticesinstead.StaticMeshhas no trace-flag property in Python. Collision complexity is set throughmesh.get_editor_property("body_setup").set_editor_property("collision_trace_flag", …);StaticMeshEditorSubsystem.get_collision_complexityreads it back but there is no setter.- A
-gamerun with a paused world still exits on timeout, so a smoke test that "hangs" may simply be running.
2026-11-07 — Documentation sweep
- Docs drift silently after a refactor. Moving the geo scripts to
Geo/tools/and the Blender builders intoArt/blender/*/left stale paths in six documents and two tool READMEs. Grep for old paths (.mdand.py) after any move, not just the ones that error at runtime. - Every new tool needs a row in
Tools/README.mdandDocs/build.md, or the next session will not know it exists. Both now list the full content pipeline in order.
2026-11-07 — Character diffuse bake
img.save()writes black for an image created in memory even though Cyclesbpy.ops.object.bakedoes updateimg.pixelscorrectly (verified in-memory px were warm). Writing the PNG ourselves fromimg.pixelsis required.- A per-pixel
struct.packloop overimg.pixelsis catastrophic in headless Blender (256² took 25 s). Blender ships numpy: readimg.pixels[:]once into a float array, reshape(h,w,4), clip→uint8, reverse rows for PNG top-down, then zlib-compress. Whole 1024² encode ≈ 0.3 s. - MPFB's v2-skin node tree does not resolve to a simple base colour, so a Cycles DIFFUSE bake returns black. Since the FBX export material replaces the node tree anyway, synthesize the diffuse directly (
make_diffuse): warm skin body + a darker shorts-suggestive bottom band. - A read-only
.umapsilently makessave_mapreturnFalsewith no error (already recorded); re-hit in the review pipeline —chmod u+wthe maps before rebuilding, otherwise the new character material never appears in shots.
2026-11-07 — screenshot judge tool
Tools/judge_screenshot.py— runs an OpenRouter vision model over a screenshot vs an expected-scene description. ReadsOPENROUTER_API_KEYfrom the repo.env(ignored). Base64 data-URI image underimage_url.url; OpenAI-compatible body →POST /api/v1/chat/completions.openai/gpt-4o-minireturns a{verdict, confidence, reason, missing}JSON. It flags genuinely missing content (e.g.main's pre-warm-skin character shot judged "no"); it is a pre-check, not the human verdict.- Test one:
Tools/judge_screenshot.py --image Screenshots/review-01-character.png --expect "<scene>" --verbose. Bulk:--shots(parses the README rows).
2026-11-07 — Blender skill packs: discovery depth
- The 94 packs were never registered with the
skilltool, only readable as files. The loader resolves<skills-root>/<pack>/SKILL.mdone level down;.agents/skills/blender-skills/is a container of 94 packs, so it was skipped silently (no warning, no error). Symptom:skill("archviz")unresolvable even thougharchviz/SKILL.mdexists. - Fix applied: 94 symlinks in
~/.agents/skills/<pack>→<repo>/.agents/skills/blender-skills/<pack>/. The catalog then lists all of them (verified by callingskilloncollision-proxy: base dir resolves through the link).references/stays unlinked — it is a shared folder with noSKILL.md, not a pack. - The AGENTS.md "MCP-driven" caveat is overstated. 41 of 94 SKILL.md mention MCP, mostly only in the
descriptionline; the bodies are method guides (naming, proportions, validation checklists) that work headless. Do not skip a pack because it advertises MCP. - Skill names in AGENTS.md/TODO.md all resolve except
references, which is the folder above, not a pack. - Symlinks are user-level: a fresh machine needs the same 94 links before the packs are loadable by name.
- A shared checkout can commit your uncommitted edit for you, or lose it. This entry was written but not yet committed when another session ran a
git committhat includedMEMORY.md; it landed inside their commit (54b6239) with a message that does not mention it. Had they overwritten the file instead, the work would have been gone with no reflog to recover from. On a shared worktree, either commit a shared file immediately or checkgit log -Sfor it before assuming the edit is missing.
2026-11-07 — Street visibility and the LFS lockable trap
- Every street surface (road, sidewalks, kerbs, markings) had 100 % downward face normals —
strip()'s natural winding (rows along +s, cols along +normal) faces the ground. Invisible in engine for as long as the terrain covered them; the corridor cut exposed the black trench. Fixed by reversing the winding instrip(),kerb_faces()andcrossing_band(). *.blendand*.umapare LFS-lockable in.gitattributes— Git LFS checks them out read-only (444).bpy.ops.wm.save_as_mainfilethen fails ("path is not writable") andEditorLoadingAndSavingUtils.save_mapsilently returns False. All Blender builders now chmod u+w before saving and treat a failed save as fatal; the UE map builders chmod the .umap first. A failed save used to leave downstream steps building from stale files — that produced a degenerate-mesh FBX (all-same vertex indices from an index-arithmetic bug) that cost an hour to trace.- FBX SDK refuses to triangulate the crown-twisted crossing quads ("unable to triangulate mesh ... will be omitted") — emit triangles from the builder, and make sure per-stripe vertex indices advance (
len(verts)must be captured before the loop, not per-corner). - Demo-map coordinate note: UE Y is south-positive; the facade at Y −1450 and the player start at Y −3500 are on opposite sides of the road (Y −1382..+1047) — arrangement is correct; the Sidewalk_North/South mesh names are swapped relative to their physical sides (documented in export_site_fbx.py).
2026-11-07 — ReviewMap corruption: deprecated level calls + save-order bug
EditorLevelLibrary.load_level/new_levelare deprecated no-ops in-nullrhicommandlets (they return without switching worlds, so staged actors land in whatever world is current and get saved over the wrong map). Use theLevelEditorSubsystem:unreal.get_editor_subsystem(unreal.LevelEditorSubsystem).load_level(path)actually switches. Symptom was ReviewMap containing Demo actors +ShotSequencer.- Map-save ordering bug in
Tools/ue_build_review_map.py: the script saved ReviewMap after the DemoMap section, but the switch back to ReviewMap fails silently because the map only exists in memory at that point — so the finalsave_mapwrote the demo world over ReviewMap. Fix: save ReviewMap first, then stage the demo cameras, and never switch back. Both maps verified by probe (ReviewMap lists Review actors; DemoMap lists Demo actors). - Rebuilt ReviewMap after the fixes: character, both cubes (A grounded, B floating at 2 m), pawn, NPC prefab, hero facade all present; user re-approved the shots. README cube naming corrected (README had A/B swapped vs the script).