Files
gig-line/Game
zwitschi 73e535a24b feat(materials): generated facade texture maps, sampled world-aligned
New Tools/generate_facade_textures.py: deterministic, stdlib-only PNG generator for
four facade surface sets (ashlar stone, stucco, asphalt, concrete), each as base
colour (_BC) plus roughness (_R). Pure zlib encoder and hash-based value noise, so
re-running produces byte-identical files (verified by md5sum); ~14 s for eight 512²
maps.

ue_build_demo_map.py imports them into /Game/Hollywood/Textures and samples them
world-aligned: WorldPosition (cm) * 1/tile_cm -> ComponentMask(R,G) -> TextureSample
UVs, with per-material tile sizes (stone 440, stucco 260, asphalt 900, concrete
250 cm). A textured material skips the graph coursing deliberately - overlaying both
would double the course pattern.

Textures imported 8/8, hero 4/4 slots assigned, map saved; screenshots re-rendered.
2026-11-08 19:04:03 +01:00
..

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 checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.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.