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.
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 checksSource/— C++ modulesContent/—0.1.0map, materials, meshes; LFS-trackedGigLine.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.