Devlog
unreal-engine
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Corridor lighting pass
Reworked the torch placement along the north corridor so the light reads as a source instead of a fill. Still blockout on the far wall — the carved texture only exists on…
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First pass on ledge placement
Generation now proposes ledge and bridge candidates across the canyon mesh, but placement is still manual — most candidates read as arbitrary rather than as a path. Comparing against the reference sketches…