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gig-line/Tools/review/render_screenshots.sh
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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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#!/usr/bin/env bash
# Render the demo-map screenshots used for visual review into <repo>/Screenshots/demo/.
#
# Usage: Tools/review/render_screenshots.sh [--verify]
#
# Only the **demo map** is captured: the review staging map exists to hold the
# hero/camera list, not to produce review screenshots. Everything here is what a
# player actually sees when the demo runs.
#
# --verify run Tools/review/visual_loop.py --verify afterwards and fail if a shot
# does not show the content its expectation describes
#
# The PNGs are committed (see Screenshots/README.md): a reviewer must see exactly
# what the build rendered.
set -euo pipefail
REPO="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
ENGINE="${UE_ENGINE_DIR:-/run/media/system/DATA/Engines/UE_5.8.4}"
PROJ="$REPO/Game/GigLine/GigLine.uproject"
VERIFY="no"
[ "${1:-}" = "--verify" ] && VERIFY="yes"
# Tools are grouped by discipline now: Unreal commandlets under Tools/unreal, review helpers under
# Tools/review. The script name alone is no longer enough to find one, so each call names its folder.
run_cmdlet() {
local script="$1" label="$2" folder="${3:-unreal}"
echo "== $label =="
( cd "$ENGINE" && ./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" \
-run=pythonscript -script="$REPO/Tools/$folder/$script" \
-nullrhi -unattended -nopause -stdout )
}
# Order matters. The demo builder rebuilds the site materials, so any actor staged
# by another tool must be (re)staged after it or it keeps a reference to a material
# that no longer exists - that is how 604 actors ended up untextured once.
run_cmdlet ue_build_demo_map.py "1/5 rebuild the demo map (materials, site, frontage)"
run_cmdlet ue_apply_facade_kit.py "2/5 assemble the facade kit"
run_cmdlet ue_stage_theatre_trim.py "3/5 stage the theatre trim"
run_cmdlet ue_audit_scene.py "4/6 audit the scene (materials, placement, labels)"
run_cmdlet ue_build_review_map.py "5/6 stage the demo shot cameras"
tail -3 /tmp/ue-review-map-result.txt 2>/dev/null || true
echo "== 6/6 capture the demo map =="
# Clear the engine's screenshot folder first. The collect step below copies every
# review-*.png it finds in Saved/, so without this a shot retired from the camera list
# keeps coming back as a stale file - that is how a removed walk shot reappeared with
# byte-identical content after a run that never captured it.
rm -rf "$REPO"/Game/GigLine/Saved/Screenshots/* "$HOME"/.config/Epic/GigLine/Saved/Screenshots/* 2>/dev/null || true
# Recreate the folder: the engine writes into it and does not recreate a deleted
# directory, which silently produced zero captures in the run that removed it.
mkdir -p "$REPO/Game/GigLine/Saved/Screenshots/LinuxEditor"
# The engine path is absolute: this step runs from the repo, not from $ENGINE, and a
# bare ./Engine/... failed with "No such file or directory" while every commandlet
# above succeeded through run_cmdlet's cd.
"$ENGINE/Engine/Binaries/Linux/UnrealEditor-Cmd" "$PROJ" /Game/Hollywood/DemoMap \
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -thirdperson -stdout
echo "== collect the demo screenshots =="
mkdir -p "$REPO/Screenshots/demo"
rm -f "$REPO"/Screenshots/demo/review-*.png
found=0
for src in \
"$REPO/Game/GigLine/Saved/Screenshots"/*/review-*.png \
"$REPO/Game/GigLine/Saved/Screenshots"/*/*/review-*.png \
"$HOME/.config/Epic/GigLine/Saved/Screenshots"/*/review-*.png; do
[ -e "$src" ] || continue
case "$(basename "$src")" in
*demo-*) cp -f "$src" "$REPO/Screenshots/demo/"; found=1 ;;
esac
done
[ "$found" = "1" ] || { echo "ERROR: no demo screenshots found"; exit 1; }
ls -1 "$REPO/Screenshots/demo"
echo "== 6b/7 capture the review map (asset staging) =="
# The ReviewMap stages the models on their own - imported assets, camera angles and the
# lighting comparison - which is a different question from "does the game map look right".
# Its shots collect into Screenshots/review/ so the two reviews stay separate.
rm -rf "$REPO"/Game/GigLine/Saved/Screenshots/* 2>/dev/null || true
mkdir -p "$REPO/Game/GigLine/Saved/Screenshots/LinuxEditor"
"$ENGINE/Engine/Binaries/Linux/UnrealEditor-Cmd" "$PROJ" /Game/Test/ReviewMap \
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -stdout
echo "== 6c/7 collect the review-map screenshots =="
mkdir -p "$REPO/Screenshots/review"
rm -f "$REPO"/Screenshots/review/review-*.png
found_review=0
for src in \
"$REPO/Game/GigLine/Saved/Screenshots"/*/review-*.png \
"$REPO/Game/GigLine/Saved/Screenshots"/*/*/review-*.png \
"$HOME/.config/Epic/GigLine/Saved/Screenshots"/*/review-*.png; do
[ -e "$src" ] || continue
case "$(basename "$src")" in
*demo-*) : ;;
*) cp -f "$src" "$REPO/Screenshots/review/"; found_review=1 ;;
esac
done
[ "$found_review" = "1" ] || echo "WARN: no review-map screenshots found"
ls -1 "$REPO/Screenshots/review" 2>/dev/null | head -20
# The scene audit is a gate: a wrong-material or misplaced actor is exactly the
# kind of failure that still renders plausibly.
if grep -q "failure(s) ==" /tmp/gigline/scene-audit.txt 2>/dev/null; then
grep -E "FAIL|failure\(s\)" /tmp/gigline/scene-audit.txt | tail -5
grep -q "== 0 failure(s) ==" /tmp/gigline/scene-audit.txt || {
echo "ERROR: scene audit failed — see /tmp/gigline/scene-audit.txt"; exit 1; }
fi
if [ "$VERIFY" = "yes" ]; then
echo "== verify: does each shot show what it should? =="
cd "$REPO"
python3 Tools/review/visual_loop.py --verify
fi