zwitschi 286d9f6479 refactor(tools): one FBX export preset instead of six copies
The bpy.ops.export_scene.fbx argument block was duplicated in six scripts (hero,
block frontage, north buildings, site, scale test, MPFB character) and all six
carried mesh_smooth_type="OFF", which drops smoothing groups and made every
Unreal import warn and every round part faceted.

Tools/fbx_export_preset.py now owns the presets:
- preset_kwargs(preset, selection, **overrides) is bpy-free and unit-tested;
- export_static()/export_character() are thin wrappers that import bpy lazily;
- ue_metric_v1 and ue_character_v1 keep the recorded scale contract
  (FBX_SCALE_NONE, apply_unit_scale, -Y forward / Z up) and use FACE smoothing.

Callers switched: hero_facade_build, export_block_frontage, export_north_buildings,
scale_test_export, mpfb_character_export, Art/blender/site/export_site_fbx.

Verified by re-exporting every asset through the preset and re-importing all of
them: 0 smoothing warnings on site, frontage and north buildings; packaging and
-qaselftest all PASS (walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
49 tool tests pass (9 new for the preset contract).
2026-11-08 18:00:59 +01:00

Gig Line

A Linux-first Unreal Engine game about walking and driving through a real city. The first release, 0.1.0, is a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, covering the south-side frontage between Highland Avenue and Orange Drive plus the north-side frontage within 50 m of the boulevard.

Status

0.1.0 is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable DemoMap exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.

Current tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in MEMORY.md.

Layout

Path Contents
Game/ Unreal project, configuration, source, game-ready content
Art/ Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library
Geo/ Source manifests, permitted geographic data, and every geographic tool
Tools/ Unreal-side importers, level builders, and reference gathering
Docs/ Setup, toolchain pins, build and content pipeline, licensing, release checks
Screenshots/ Rendered review captures and their approval state

Getting started

git lfs install    # required: content, images, audio, and geo files are LFS-tracked
git lfs pull
Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers

The engine is installed outside the repository and pinned in Docs/toolchain.md. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.

Documents

Licensing

Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.

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