docs: add the memory convention and seed MEMORY.md

AGENTS.md now states that planned work is checkbox items in ROADMAP.md marked
open, in progress, or done, and that discoveries, gotchas, notes, and bugs go to
MEMORY.md for coordination between collaborators. MEMORY.md is seeded with what
this build-up actually cost: the Unreal read-only-home crash, Blender/Blosm
headless workarounds and the spherical projection, the tiled-TIFF DEM trap, the
reference licensing and throttling rules, and the LFS silent-blob trap.

Also stages the concurrently created Unreal project files, and stops per-project
Build/ output (FileOpenOrder logs) from entering the repository.
This commit is contained in:
zwitschi committed 2026-11-07 09:08:58 +01:00
1 parent ab3adf5f7c
commit 01939de9a0
17 files changed
+205 -9

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+22
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[/Script/EngineSettings.GameMapsSettings]
GlobalDefaultGameMode="/Script/GigLine.GigLineGameModeBase"
[/Script/Engine.RendererSettings]
; Leave defaults for 0.1.0; quality preset is documented at release time.
[URL]
GameName=GigLine
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=False
bAllowNetworkConnection=False
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
+9
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[/Script/EngineSettings.GeneralProjectSettings]
ProjectName=Gig Line
CompanyName=
CopyrightNotice=
[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
FullRebuild=False
UsePakFile=True
+5
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[/Script/Engine.InputSettings]
DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
bEnableLegacyInputScales=False
bEnableDefaultMapping=1
+19
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{
"FileVersion": 3,
"EngineAssociation": "5.8",
"Category": "",
"Description": "Linux-first walking/driving demo around 6840 Hollywood Blvd. See repository AGENTS.md and ROADMAP.md.",
"Modules": [
{
"Name": "GigLine",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "EnhancedInput",
"Enabled": true
}
]
}
+13
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using UnrealBuildTool;
using System.Collections.Generic;
public class GigLineTarget : TargetRules
{
public GigLineTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V7;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.Add("GigLine");
}
}
@@ -0,0 +1,18 @@
using UnrealBuildTool;
public class GigLine : ModuleRules
{
public GigLine(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"EnhancedInput"
});
}
}
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#include "GigLine.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, GigLine, "GigLine");
+3
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#pragma once
#include "CoreMinimal.h"
@@ -0,0 +1 @@
#include "GigLineGameModeBase.h"
@@ -0,0 +1,16 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "GigLineGameModeBase.generated.h"
/**
* Default game mode for the 0.1.0 walkable Hollywood block demo.
* First-person movement is Blueprint-driven on top of Enhanced Input;
* this class exists so the project has a valid primary game module.
*/
UCLASS()
class GIGLINE_API AGigLineGameModeBase : public AGameModeBase
{
GENERATED_BODY()
};
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using UnrealBuildTool;
using System.Collections.Generic;
public class GigLineEditorTarget : TargetRules
{
public GigLineEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V7;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.Add("GigLine");
}
}