The portal detail shot failed for a modelling reason, not a camera reason: the doors were 0.1 m panels on a solid plinth, so they read as shading. The plinth is now four piers plus a lintel band, with a 1.2 m reveal, stone jambs and lintels standing 0.10 m proud and three mullions per opening. review-06 frames them from 8 m at eye height. Two defects fixed while doing it: the jamb boxes hung 0.15 m below the pavement, so the facade imported with min Z -15 cm; and a rebuild run against a read-only .blend silently skipped the save, which is why screenshots kept showing the old geometry.
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.