--shots was parsing a table shape the README no longer has, so it silently found nothing. It now reads Tools/visual_targets.json, the same file the render gate uses, and reports one line per shot with the model's verdict and reasoning. The result is not good news and is committed as such: 0 of 9 shots judged 'yes'. Shot 7 shows the scene itself wrong - a disassembled car floating over a blank surface with no street or buildings in frame - and the others fail for missing detail rather than for a broken frame. visual_loop --verify still reports 9/9, because it only measures exposure and size. A warning now sits at the top of Screenshots/README.md: treat every image there as stale until the scene is fixed. The cause is not yet identified - the map builder's recent changes are 15 lines of vehicle staging, which does not explain a missing street.
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.