Adds Tools/facade_detail_concepts.py: generates architectural detail plates from a local reference photograph through OpenRouter's image models. Spec-driven (eight studies: door recess, entrance, column order, entablature/cornice, parapet/motto, window rhythm, street wall, banner), never overwrites (writes -vN), writes a .refgen.json sidecar (model, prompt, source photo, SHA-256) per image, and keeps all output under the gitignored Art/reference/facade-details/ - local only, never shipped. Stdlib only; http 429/5xx back-off; refuses to write a sidecar containing the token. 11 tests cover the study table, prompt assembly, next-free naming, data-URL decoding (both response shapes plus a refusal) and the local-only rule. Measurement pass on the plates: the hero window panes were at Y -1.98, i.e. 1.44 m in FRONT of the wall (Y -0.50) and ahead of the column line, so the glazing floated in the colonnade instead of reading as openings behind it. Moved to Y -0.56; hero rebuilt, re-imported, DemoMap rebuilt, full screenshot set re-rendered. Docs: Tools/README row, Screenshots README known-issues entry now records the fix.
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.