release: v0.1.0 — changelog, TODO pruning, notices statuses (#20)

Merged PR #20: v0.1.0 release prep

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
This commit was merged in pull request #20.
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zwitschi authored and zwitschi committed 2026-11-08 16:08:48 +01:00
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All notable changes to this project are documented here.
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `AGENTS.md` is completed.
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `TODO.md` is completed.
## Unreleased
## [Unreleased]
No completed releases yet.
Nothing yet.
## [0.1.0] — 2026-11-08
The first playable release: a walkable exterior demo of the **6840 Hollywood Blvd**
(El Capitan Entertainment Centre) block in Unreal Engine, built on OpenStreetMap
layout data and USGS elevation, with the hero façade and the verified block
frontage staged on a walkable street.
### Added
- **Unreal project** (`Game/GigLine`) — C++ game module, Enhanced Input, packaged
Linux build, and a `DemoMap` that a plain launch opens directly.
- **Walkable demo level** — terrain from the 3DEP DEM, Hollywood Blvd carriageway,
both sidewalks and kerbs with collision, the designated mid-block crossing, and
fixed daytime lighting (sun, sky light, sky atmosphere, height fog, pinned
exposure).
- **Hero façade** for 6840 Hollywood Blvd — six-column neoclassical elevation with
three genuine portal recesses, entablature, parapet and motto band
(`Tools/hero_facade_build.py`, `Tools/ue_hero_facade_import.py`).
- **Block frontage** — the five verified south-side neighbours (6922, 6902, 6838
El Capitan Theatre, 6822 Budget, 6806–6822, 6800 Lee Drug) and the two north-side
buildings (TCL Chinese Theatre, Madame Tussaud's) placed at their OSM positions.
- **First-person player** — `AGigLineCharacter`: 1.75 m capsule, 1.60 m eye camera,
4 m/s walk, mouse look, jump, reset (`R`) and pause (`Escape`); controls
documented in `Docs/controls.md` and shown in-game.
- **In-game ODbL attribution** — `AGigLineHUD` draws the OpenStreetMap credit and
licence line every frame.
- **QA harness** — `-qaselftest` (walk, reset, pause, seam transect, invisible-wall
probe, frame-time capture) and `Tools/input_test.py` / `Tools/input_emulation.py`
for OS-level virtual keyboard/mouse input.
- **Documentation** — setup, build, toolchain, licensing, ODbL review, release
checks, and arc42 architecture docs.
### Fixed
- **All controls were dead in packaged and PIE builds.** The mapping-context
generator wrote key bindings to the deprecated `mappings` array; UE 5.8 reads
`DefaultKeyMappings.Mappings`, so the cooked game had zero runtime mappings and
every key resolved to nothing. `Tools/ue_create_input_assets.py` now populates
the current field.
- **"Fall-through" was an 8 m invisible box.** `Terrain_DEM` shipped only a
bounding-box collision proxy; forcing complex-as-simple collision
(`UGigLineAssetTools`) put the player on the actual street.
- **Reset returned the player to mid-air** — the start position is now captured on
the first grounded frame.
- **Plain launch opened the engine template** — the default map now lives in
`DefaultEngine.ini` and points at `DemoMap`.
- **Game target would not compile** — removed editor-only API use
(`UStaticMesh::PostEditChange`, `AActor::GetActorLabel`).
- **`demo-north-buildings` screenshot** framed 85 % sky (camera 9.5 km west of the
buildings); re-pointed to the building mass.
### Verified
- Both sides of the demo are traversable: 1456-sample seam transect, 0 holes,
no blocking collision or invisible walls (`-qaselftest` on the packaged build).
- Placement and street scale match the reference photography and Geo
measurements (road 24.3 m, sidewalk offsets 12.5/13.2 m, hero frontage 26.0 m).
- **414 fps average / p99 3.01 ms at 2560×1440** (Epic preset, TSR, VSync off, no
frame generation) — far above the 60 fps target.
- Fresh checkout builds and packages with the documented external engine
(UE 5.8.4).
### Known limitations
- Buildings other than the hero are flat blockout volumes; façade detail,
materials and Blosm style scripts are planned for `0.1.4`.
- Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and
graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
- One block only; no vehicles, NPCs, audio, or settings UI yet.
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.0...main
[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0