Files
gig-line/MEMORY.md
T
zwitschi 386d4bee78 geo: one tool directory, one unit boundary, per-asset provenance
Geo/tools/ is now every geographic script, with Geo/README.md documenting each
one; the Blender-side builders moved beside their outputs in Art/blender/*/ and
import their helpers from Geo/tools/osm_common.py.

That module gains to_unreal_local() and to_blender_local(): the only place in the
repository that multiplies metres by 100, so a second silent scale cannot be
introduced. block_height_report.py adds height provenance for the block — 3 of
15 buildings have no height data and render at a placeholder 6.4 m.
asset_metadata.py writes and audits <asset>.geo.json sidecars; four now exist
(hero-facade, terrain, street, blockout) and the audit recomputes each centre from
the origin, failing anything that disagrees.
2026-11-07 12:28:26 +01:00

16 KiB
Raw Blame History

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 ROADMAP.md; formal setup, pins, and licensing live in Docs/.


2026-11-07 — Publication audit

  • MPFB 2.0.18's installed blender_manifest.toml identifies its code as GPL-3.0-or-later; its versioned LICENSE.md explicitly 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-42a29fe2 contains those private files and must not be pushed; /tmp may be cleared by the system.
  • git ls-remote --refs origin succeeded on 2026-11-07 with no advertised refs; git ls-remote --exit-code origin HEAD returned 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and the unused server disabled; the old private backup and earlier temporary sanitized clone still contain it and must not be published.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 fsck passed 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, unzip exit 0). CL 58902052, ++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 with HOME=/tmp/uehome XDG_CONFIG_HOME=/tmp/uehome/.config reached LogInit: Display: Engine is initialized.
  • Vulkan RHI is still unproven. The successful run used -NullRHI. Untested: UnrealEditor -vulkan from 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: sudo is blocked (no new privileges), flatpak run and podman cannot create instances, /dev/nvidia* is absent so nvidia-smi always 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 into Docs/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.org throttles 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 shops returned a Münster street, Hollywood Masonic Temple entrance a Seattle card index. Check the hit list before accepting a set.
  • OpenRouter web search is expensive. One gpt-5.2 + openrouter:web_search call 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.py turns results into files by reading og: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 run does not work here. Call the binary inside the app tree: B=/var/lib/flatpak/app/org.blender.Blender/x86_64/stable/active/files, then LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b … with BLENDER_USER_SCRIPTS="$HOME/.var/app/org.blender.Blender/config/blender/5.2/scripts".
  • Blosm needs two headless workarounds, both already in Tools/blosm_blockout.py:
    1. it refuses to import until an asset directory is set, and the check fires before the mode is honoured;
    2. 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. loadMissingMembers is 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.py handles 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. /tmp is 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 install the lfs filter is inactive and git add does not warn — it stores the file as a plain blob. Tools/check-lfs.sh is the guard.
  • Never commit reference images or .env. .gitignore covers /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 3 774 224.083 in 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.V7 to share the installed editor's build environment; V5 is rejected with "modifies the values of properties … not allowed".
  • UnrealEditor-Cmd -run=pythonscript swallows Python print() with -stdout in 5.8 — write results to a file instead (see Tools/ue_scale_test_import.py).
  • unreal.Box has min/max, not origin/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 + FbxImportUI is the pattern (Interchange pipeline under the hood).
  • Flatpak Blender headless needs XDG_CONFIG_HOME=$HOME/.var/app/org.blender.Blender/config for extensions: bpy.utils.user_resource('EXTENSIONS') otherwise resolves to ~/.config/blender/5.2/extensions (empty) and bl_ext.blender_org.mpfb is undiscoverable. Blosm unaffected (scripts/addons via BLENDER_USER_SCRIPTS). Found via Tools/addon_compat_probe.py; documented in Art/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 with sm.set_editor_property('materials', [SkeletalMaterial]) — the struct field is material_interface, not material, and SkeletalMesh.set_material() does not exist. See Tools/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 when image.filepath (not just filepath_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 log and git status before committing, and never git add -A blindly: it once swept generated Game/GigLine/Build/** logs into a commit. Stages the source files deliberately.
  • Build/ under a project is generated, not source — FileOpenOrder/*.log and packaging output. .gitignore now covers it alongside Binaries/, Intermediate/, Saved/, DerivedDataCache/.
  • Scope boundary for 0.1.0: do not tag v0.1.0 without 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 after load_map in a commandlet every spawn_actor call 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 -game mode and a tiny C++ actor (AGigLineShotActor) walks camera setups via SetViewTarget + FScreenshotRequest::RequestScreenshot. In 5.8 FScreenshotRequest has no resolution argument (window size via -ResX/-ResY) and no IsFinished() — poll !IsScreenshotRequested(). Lives in UnrealClient.h, not Misc/ScreenshotManager.h.
  • Commandlet-only quirks: bulk render-target readback (read_render_target_raw, export_render_target) silently returns empty in commandlets; single-pixel read_render_target_uv works. Game targets must use BuildSettingsVersion.V7.

2026-11-07 — Enhanced Input from Python (UE 5.8)

  • unreal.InputCoreTypes does not exist in the 5.8 Python bindings, and unreal.Key takes no constructor argument. Build a key with k = unreal.Key(); k.import_text("SpaceBar") — the export text is the key name (MouseX, Gamepad_Left2D).
  • Factories are unreal.InputAction_Factory and unreal.InputMappingContext_Factory, not InputActionFactory. create_asset(..., factory=None) also works.
  • Do not delete an asset and recreate it in the same commandlet run. create_asset returns None for a path deleted earlier in that process. Load the existing asset and overwrite it instead (Tools/ue_create_input_assets.py: fresh()).
  • Modifiers on EnhancedActionKeyMapping do not survive saving. Assigning InputModifierNegate to the mapping's modifiers reads back correctly in memory, even after a gc.collect(), but the saved asset reads mods=[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 .umap silently blocks save_map. EditorLoadingAndSavingUtils.save_map returned False with 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=pythonscript still swallows print(), so write results to a file; /tmp is 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..1450 cm, so to put the front plane on the building line the actor goes at Y = line + 7 cm, and X = east edge + half width.
  • save_map returns False, without an error, when the packed .umap is read-only. The review map silently keeps its old camera list. chmod u+w the file before rebuilding; a umap that keeps rendering four shots after a sixth was added is this, not a caching problem.
  • StaticMaterial is a struct: material.get_editor_property("material_interface"), no get_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-game holds 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 at Art/props/reuse-manifest.json; the 50 .blend sources are copied to Art/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.py in that project is the OpenRouter image endpoint pattern (POST /api/v1/images, b64_json, optional reference_path for image-to-image on the chat endpoint) and it already has procedural brick_facade / seamless_concrete / asphalt generators. Worth porting for our facade materials.
  • Its AI concept frames are restaged photograph references (.refgen.json sidecars 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 ships setup/neoclassical.py as an example — the hook for giving OSM buildings a per-building facade style instead of flat colours.