Files
gig-line/Game
zwitschi 45a206e45f materials: look-developed surface materials for every exported asset
Replaces the flat Constant3Vector fills with a procedural material set built in
ensure_material(): base colour blended between two shades by world-space noise
for large-scale variation, plus explicit roughness and specular so each surface
type reads.

- M_Asphalt 0.92, M_Concrete 0.88, M_KerbConcrete 0.85, M_Ground 0.98,
  M_RoadPaint 0.62, M_FacadeStone 0.72, M_Stucco 0.86
- Site meshes take their material by mesh name; the hero facade and the two
  north-side buildings take theirs by actor label, so they are covered even
  though other scripts stage them.
- Materials are deleted and rebuilt on every run, so a look change cannot be
  masked by a stale asset.

Screenshots re-rendered: the facade reads as warm stone with surface variation,
asphalt as dark asphalt with grain, concrete and kerbs lighter, and the north
buildings in stucco instead of flat grey.

Docs: Screenshots/README documents the material set; TODO marks the item done
and leaves the richer texture-based pass to the 0.1.4 facade patch.
2026-11-07 19:53:39 +01:00
..

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 checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.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.