Detail pass on the hero, all verified by measuring the built mesh: - Column base moulding: a 1.36 m wide, 0.22 m tall cylinder at each shaft foot (2.00-2.22 m). The shaft previously started straight off the square pedestal, so the base never read in silhouette. - Abacus: a 1.30 m square, 0.14 m thick slab over each capital. It takes the top of the capital zone, so the colonnade still ends at 9.70 m and the 53.1 % proportion is unchanged. - Medallions fixed: they were built with the Z-axis cylinder helper, so the two 'discs' were pancakes lying flat on the parapet coping (1.1 x 1.1 x 0.02, z 14.02-14.04). New disc_on_wall() helper rotates the cylinder 90 deg about X; they now stand 1.1 m across on the parapet face (y -1.32..-1.28, z 13.05..14.15). Hero rebuilt (95 parts, 2420 tris, still 14.50 m), re-imported, DemoMap rebuilt, screenshot set re-rendered. Part report records the new dims and their assumption notes. Screenshots README notes the detail pass.
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.