Document Agrarian local Windows workspace
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@@ -9059,3 +9059,44 @@ Residual risk:
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it is still not final investor visual quality. Realistic terrain layers,
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vegetation assets, water presentation, and production character art remain
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the next critical investor-confidence work.
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## Agrarian Development Workspace Change - 2026-05-19
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New active Windows Unreal workspace:
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- `C:\Users\nathan\Documents\Unreal Projects\AgrarianGame`
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Process change:
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- Going forward, game editing and file creation should happen in the local
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Windows builder project folder instead of a mapped network drive.
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- Rationale: Unreal Engine is sensitive to mapped/network project paths, and
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the previous `P:`-drive workflow may have contributed to project instability,
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slow builds, stale artifacts, path confusion, and mixed-folder development.
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- The old `/mnt/projects/AgrarianGameBulid` network-share project should be
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treated as legacy/reference until the upcoming full audit reconciles the new
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local Windows project against git, build scripts, packaged demo output, and
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handoff automation.
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Pending user action:
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- Nathan is adding Fab library assets and modules directly into the new local
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Windows project folder.
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Next required Codex action:
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- Stand by until the user says the assets/modules are in place.
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- Then run a serious audit from the new Windows-local project:
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- verify git/root/source-of-truth layout,
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- identify untracked or non-versioned Fab content,
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- update build/package scripts to target the local Windows project,
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- verify Unreal opens/builds from the local path,
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- reconcile any useful files from the previous network workflow,
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- document the corrected development workflow before resuming roadmap work.
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Investor-demo note:
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- The project is behind the intended investor visual bar. The upcoming audit
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should prioritize getting real terrain, foliage, water, character, and menu
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presentation assets into the playable packaged demo without destabilizing the
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core survival systems.
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