0.1.3 packaging and setup fixes from what 0.1.x actually exposed. - New Tools/ue_common.py: make_writable() clears the read-only bit an LFS .umap checks out with (save_map() otherwise returns False silently and the staged actor is lost) and require_saved() makes that failure visible. ue_hero_facade_import and ue_import_north_buildings now call it; the map builders already did. Verified from a forced 0o444 map: chmod logged, save_map True, exit 0. - Docs/build.md: pipeline table now lists the seven site FBXs plus frontage, north, hero and map steps and the shared FBX preset; packaging archive corrected to Builds/GigLineQA; packaged-log location and -qaselftest usage documented; new 'Traps that cost real time in 0.1.x' table (read-only save, hero --out is the FBX, MPFB add-on path, shot actor quitting under QA, null-RHI trace trap). - Docs/setup.md: fresh-checkout build marked verified 2026-11-08 and the blocker closed; new optional-keys section for OPENROUTER_API_KEY and MAPBOX_ACCESS_TOKEN (gitignored .env, not needed by build/tests/release). - Docs/Architecture 07 + architecture.md: build-output path corrected, marked outside the repository. - 5 new tests for ue_common (54 total).
1.8 KiB
1.8 KiB
Deployment View
Infrastructure Level 1 — Development Workstation
| Node | Specification |
|---|---|
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
| Engine install | /run/media/system/DATA/Engines/UE_5.8.4 (73 GiB, external to repo) |
| Project repo | /run/media/system/DATA/Documents/06-games/gig-line (Git + LFS, remote at git.allucanget.biz) |
| Build output | /run/media/system/DATA/Builds/GigLineQA/Linux (packaged Development build, ~1.1 GiB; outside the repository) |
Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
Quality and Performance Features
-
Vulkan RHI on RTX 5070 Ti, open kernel module driver 615.78.08.
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System clang 23.1.4 (no bundled engine clang) compiles game code.
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Build time: ~90 s incremental, ~5 min clean for the editor target.
Mapping of Building Blocks to Infrastructure
| Building Block | Infrastructure Element |
|---|---|
| Gameplay (C++) | Dev workstation — compiled to libUnrealEditor-GigLine.so, loaded by engine |
| Site + Façades (UE content) | Dev workstation — .uasset/.umap in Game/GigLine/Content/ |
| Art Pipeline (Python/Blender) | Dev workstation — headless Blender 5.2 Flatpak, Python 3.14.8 |
| QA & Review | Dev workstation — game run in -game mode, PNGs to Screenshots/ |
| Git remote | git.allucanget.biz — Gitea instance, LFS-enabled |
Infrastructure Level 2 — Packaged Build
| Element | Detail |
|---|---|
| Linux packaged build | Development config, ~1.1 GiB. Contains engine binaries, game module, cooked content, no editor. |
| Run command | ./GigLine.sh -windowed -ResX=2560 -ResY=1440 |
No server infrastructure. The game is a standalone executable.