Records what cost time today, with the evidence: - the four traps of the folder move: sibling imports (sys.path needs both the tools root AND the script's own folder), shell scripts resolving REPO relative to themselves, stale result files passing as success, and Unreal hanging rather than failing when a second editor is alive - plus the pkill-matches-its-own-command-line gotcha; - measured proof that LevelEditorSubsystem.new_level() cannot replace a map in one session (create -> delete -> create returns False, and delete_asset leaves the .umap), so emptying actors is the workable step; and that a falling actor count (600 -> 409) was the fix that audits clean; - two-model judging: the reconciliation rule, the 404 that retired claude-3.5-haiku, and the observation that this judge is consistently pessimistic on our content so the model disagreement is the signal; - local ComfyUI: it is a Stability Matrix install nothing here starts, the documented graphs are UI format that /prompt rejects, albedo-only output, no seamless sampler in 0.44, and per-model licence rules; - hero facade: detail was modelled inside the wall, the hero's materials are not the kit's, Unreal keeps a material on re-import, materials must be saved themselves, and project_dir() is not the repo root; - the render chain is build -> import -> render, and e2e_asset_check.py is the command that runs it all.
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
- TODO.md — living task list, source of truth for progress
- ROADMAP.md — development plan: milestone goals, scope, and release gates
- MEMORY.md — shared session memory: discoveries, traps, decisions
- AGENTS.md — contributor and agent rules
- PLAN.md — scope, stack, release policy, timeline
- Docs/toolchain.md · Docs/environment.md — pins and workstation audit
- Docs/build.md — fresh-checkout build and content pipeline
- Docs/release-checks.md — release gates
- Docs/licensing.md · THIRD_PARTY_NOTICES.md — licensing
- CHANGELOG.md — release history
Licensing
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.