Tools
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.
Geographic tools live in Geo/tools/ 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.
Conventions
- One script, one job. Every input is an argument; no interactive prompts.
- Absolute paths where a tool crosses into a sandbox (Blender Flatpak, the Unreal commandlet). Those processes do not share the repo's working directory.
- Unreal commandlets swallow
print(), so each writes a result file under /tmp/gigline/. Read the file; do not trust the exit code alone.
- No credentials, no writes outside the project by default.
Repository and assets
| Tool |
Purpose |
check-lfs.sh |
Fails if the lfs filter is missing or an LFS-tracked file was committed as a plain blob |
sibling_asset_audit.py |
Reads the sibling project's prop library from GLB headers into Art/props/reuse-manifest.json; copies nothing |
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 |
Reference gathering
| Tool |
Purpose |
commons_fetch.py |
Wikimedia Commons: search, exact File: titles, or a whole category; writes a provenance sidecar.json |
page_image_fetch.py |
Resolves a web page's og:image and downloads it (Flickr, Commons file pages, photo blogs) |
addon_compat_probe.py |
Verifies MPFB/Blosm can load and generate headless on the pinned Blender |
Blender content
| Tool |
Purpose |
hero_facade_build.py |
Parametric hero façade; emits a JSON report naming the evidence behind every part |
mpfb_character_export.py |
MPFB human, standard rig, baked skin, FBX export |
Unreal import and level building
| Tool |
Purpose |
ue_import_site.py |
Imports the six site FBXs into /Game/Hollywood/Site, setting collision complexity per mesh |
ue_hero_facade_import.py |
Imports the façade and places it on the measured building line |
ue_build_demo_map.py |
Builds /Game/Hollywood/DemoMap: lighting, façade, site meshes, player start |
ue_build_review_map.py |
Rebuilds Test/ReviewMap, stages the shot camera list, and stages the demo-map views |
ue_create_input_assets.py |
Creates /Game/Input actions and the mapping context headlessly |
ue_character_import.py |
Skeletal import plus the material/texture chain Interchange skips |
Visual review
| Tool |
Purpose |
render_screenshots.py / render_screenshots.sh |
Rebuilds the review map, runs the game, captures the shot list into Screenshots/ |
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. |
Gameplay QA
| Command |
Purpose |
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. |
-qaselftest phases |
Walk, reset, pause/unpause, a 16-row seam transect (0 holes) and a ground-referenced wall probe (0/35), plus a frame-time capture writing Saved/Profiling/perf-walk-frametimes.csv and logging GigLine PERF:. |
gigline.SetupLogs cvar |
Spawn/input setup logging, off by default (DefaultEngine.ini [ConsoleVariables]); enable at runtime with gigline.SetupLogs 1. |
Reference and concept generation
| Tool |
Purpose |
facade_detail_concepts.py |
Generates frontal building plates (whole elevation, entrance in its facade, or building with neighbours) from a local reference photograph with an image model (OpenRouter); close-up detail crops are deliberately not requested because they cannot be measured for proportion. --list is free and shows which studies have their reference present; --all/--only <name> generates. Never overwrites (writes -v2, -v3), writes a .refgen.json sidecar per image (model, prompt, source photo, SHA-256), and puts everything under Art/reference/facade-details/ — gitignored, local-only, never shipped. Costs money per image, so it is never automatic. |
judge_screenshot.py |
(see Visual review) |
Input injection
| Tool |
Purpose |
input_emulation.py |
Pure-stdlib ctypes/fcntl driver that creates a virtual keyboard+mouse on /dev/uinput. The desktop treats it as real hardware, so it proves whether OS input actually reaches the game. Needs /dev/uinput writable (ACL on this host). |
input_test.py |
Injects a scripted sequence into the focused window: --sequence move:2,look:3,jump:1,reset:1,pause:1,click. |
Tests
Stdlib unittest, no Blender/Unreal process. See tests/README.md: test the pure parts (encoding, classification, maths, parsing); if logic is buried in main(), extract it into a function so it can be tested.