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.
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.