zwitschi 600633cd5b fix(materials): stop orphaning references; add a scene audit gate
The blockout cleaning pass found the map was rendering with 604 of 620 mesh actors
unmaterialed - every kit piece and all theatre trim.

Cause: ensure_material() deleted and recreated each /Game/Hollywood/Site/M_* asset on
every run, so actors staged by other tools kept references to deleted assets and fell
back to the default material. Nothing errored; the map looked merely slightly flat.

- Materials are now updated IN PLACE (load, delete_all_material_expressions, rebuild
  the graph, recompile, save). Material.expressions is protected from Python, so the
  editing library's deleter is used.
- 53 duplicated kit actor labels fixed (both shop piers of a bay shared one name).
- New Tools/ue_audit_scene.py gates the scene: every mesh actor has a material, every
  verified frontage span is within +/-1 m (via ue_placement), no duplicate labels.
- render_screenshots.sh now runs the chain in the required order (demo map -> kit ->
  theatre -> audit -> cameras -> capture) and exits non-zero on an audit failure,
  because the demo builder rebuilds materials and later staging must follow it.

Scene audit: 0 failures. Packaged QA PASS. Spawn-view reference score 0.72.
2026-11-08 22:48:00 +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.

S
Description
No description provided
Readme
3.1 GiB
0 Stars 1 Watchers 0 Forks
Languages
Python 84.8%
C++ 13.6%
Shell 1.4%
C# 0.2%