84 samples across the north sidewalk, carriageway and south sidewalk (X -14900..-9420) come back with 0 holes and ground Z 317..395, so the block is traversable rather than merely spawnable. TODO: sidewalks/collision item now records the collision state and what is genuinely left (kerb radii, aprons, kerb-height assumption); the traversal release check is ticked with the measurement.
61 lines
3.6 KiB
Markdown
61 lines
3.6 KiB
Markdown
# Tools
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Repeatable helpers that drive Blender, Unreal, and the reference/asset sources. Nothing here is hand-run twice: every step that produced committed content has a script.
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Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side builders live next to their output in `Art/blender/*/`; this folder holds everything that talks to Unreal, the network, or the repository.
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## Conventions
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- One script, one job. Every input is an argument; no interactive prompts.
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- Absolute paths where a tool crosses into a sandbox (Blender Flatpak, the Unreal commandlet). Those processes do not share the repo's working directory.
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- Unreal commandlets swallow `print()`, so each writes a result file under `/tmp/gigline/`. Read the file; do not trust the exit code alone.
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- No credentials, no writes outside the project by default.
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## Repository and assets
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| Tool | Purpose |
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| --- | --- |
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| `check-lfs.sh` | Fails if the `lfs` filter is missing or an LFS-tracked file was committed as a plain blob |
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| `sibling_asset_audit.py` | Reads the sibling project's prop library from GLB headers into `Art/props/reuse-manifest.json`; copies nothing |
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| `scale_test_export.py` / `ue_scale_test_import.py` | The 1 m = 100 uu scale test; the named presets `ue_metric_v1` live in these two files |
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## Reference gathering
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| Tool | Purpose |
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| --- | --- |
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| `commons_fetch.py` | Wikimedia Commons: search, exact `File:` titles, or a whole category; writes a provenance `sidecar.json` |
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| `page_image_fetch.py` | Resolves a web page's `og:image` and downloads it (Flickr, Commons file pages, photo blogs) |
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| `addon_compat_probe.py` | Verifies MPFB/Blosm can load and generate headless on the pinned Blender |
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## Blender content
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| Tool | Purpose |
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| --- | --- |
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| `hero_facade_build.py` | Parametric hero façade; emits a JSON report naming the evidence behind every part |
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| `mpfb_character_export.py` | MPFB human, standard rig, baked skin, FBX export |
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## Unreal import and level building
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| Tool | Purpose |
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| --- | --- |
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| `ue_import_site.py` | Imports the six site FBXs into `/Game/Hollywood/Site`, setting collision complexity per mesh |
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| `ue_hero_facade_import.py` | Imports the façade and places it on the measured building line |
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| `ue_build_demo_map.py` | Builds `/Game/Hollywood/DemoMap`: lighting, façade, site meshes, player start |
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| `ue_build_review_map.py` | Rebuilds `Test/ReviewMap`, stages the shot camera list, and stages the demo-map views |
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| `ue_create_input_assets.py` | Creates `/Game/Input` actions and the mapping context headlessly |
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| `ue_character_import.py` | Skeletal import plus the material/texture chain Interchange skips |
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## Visual review
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| Tool | Purpose |
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| --- | --- |
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| `render_screenshots.py` / `render_screenshots.sh` | Rebuilds the review map, runs the game, captures the shot list into `Screenshots/` |
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| `judge_screenshot.py` | Vision-model pre-check: judges a screenshot against an expected-scene description (`--image` + `--expect`, or `--shots` for every shot in the README). Reads `OPENROUTER_API_KEY` from `.env` (ignored). Optional helper — a human must still approve. |
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## Gameplay QA
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| Command | Purpose |
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| --- | --- |
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| `UnrealEditor <uproject> /Game/Hollywood/DemoMap -game -qaselftest` | Headless behaviour check: drives forward input for 2 s, then resets and pauses. Logs `GigLine QA: ... PASS/FAIL` lines and a final `RESULT`. Runs only with `-qaselftest`, so normal play is unaffected. |
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| `GigLine SIM` / `GigLine GROUND` log lines | Emitted every second by `AGigLineCharacter` (TEMP QA): position, fall state, movement mode, and what the ground probe hits underneath. Remove before release. |
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