The three hero captures showed a plain block with six columns because every applied detail sat BEHIND the wall's front face, inside the solid mass: Hero_Banner_1 y -1.08..-1.02 (55 cm inside) Hero_Portal_1 y -2.35..-1.15 (2 m inside) Hero_Window_1_1 y -0.60..-0.52 (2 cm inside) The colonnade, cornice and dentils happened to protrude, which is exactly what the shots showed. The depth is now stated once, in hero_facade_build.py: FRONT_Y is the wall's front face and seat_on_front() moves every applied part until its street-facing face sits at FRONT_Y + offset - 8 cm for banners and jambs, 5 cm for entablature and cornice, 3 cm for window panes, 4 cm for mullions, 10 cm for portal signs. It reports what it moved, 99 parts. After re-export, re-import and re-render the front elevation now shows the three red banners, the two window bands, the dentil course and the portals. What is still missing against the reference: rusticated banding on the stone, lettering on the motto band, grilles in the windows, a balustrade on the parapet, and the blank lintel band across the portals that the reference does not have. Rows 4, 5 and 6 are back to pending for review because the images changed.
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.