zwitschi dbb42322ff fix(tools): make the e2e chain actually run after the move, and record what it found
The e2e asset check now completes: PASS on all six steps - empty maps 9 s, demo build 10 s, review build 9 s,
captures 80 s, judge 388 s, review file. Four breakages from the folder move had to be fixed first:

- ue_placement and ue_common are siblings of the scripts that import them, but the rewrite put only the tools
  root on sys.path, so every Unreal commandlet died with ModuleNotFoundError. Both paths are inserted now.
- render_screenshots.sh resolved the repository root one level up, so commandlet paths became Tools/Tools/...
  and the capture step failed in 0 s.
- the driver treated a result file left by an earlier run as success, which is how a ten-second 'demo build'
  passed without building. Result files are unlinked before each step and child output streams to a per-step
  log file rather than a pipe.
- two editors on one project hang instead of failing, so the driver refuses to start while one is running.

Also corrects ue_recreate_maps.py: LevelEditorSubsystem.new_level() refuses a path whose package is still in
memory and delete_asset() leaves the file on disk, measured create->delete->create returning False. The step
now loads each map, destroys every actor, saves, and reports the count it left (0), which is the property the
builders actually need.

Open question recorded in TODO.md: the rebuilt map holds 409 actors and 613 KB against 600 and 886 KB before,
and the ~190 missing ones look like the facade-kit and theatre-trim placements that run as separate steps.
2026-11-10 13:37:21 +01:00

Gig Line

A Linux-first Unreal Engine game about walking and driving through a real city. The first release, 0.1.0, is a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, covering the south-side frontage between Highland Avenue and Orange Drive plus the north-side frontage within 50 m of the boulevard.

Status

0.1.0 is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable DemoMap exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.

Current tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in MEMORY.md.

Layout

Path Contents
Game/ Unreal project, configuration, source, game-ready content
Art/ Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library
Geo/ Source manifests, permitted geographic data, and every geographic tool
Tools/ Unreal-side importers, level builders, and reference gathering
Docs/ Setup, toolchain pins, build and content pipeline, licensing, release checks
Screenshots/ Rendered review captures and their approval state

Getting started

git lfs install    # required: content, images, audio, and geo files are LFS-tracked
git lfs pull
Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers

The engine is installed outside the repository and pinned in Docs/toolchain.md. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.

Documents

Licensing

Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.

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