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