chore: prepare repository for Gitea publication

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zwitschi committed 2026-11-07 11:08:04 +01:00
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# Credentials and environment — never committed
.env
.env.*
*.env
# Local, private reference material — never committed (see Docs/reference-notes-hollywood.md)
/Art/reference/
/Docs/data-inventory.md
/Docs/environment.md
/Docs/reference-notes-hollywood.md
/.agents/skills/blender-skills/
# Blender/Blosm working caches
/Art/blender/.cache/
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@@ -39,6 +39,7 @@ The initial release is **`0.1.0`**: a walkable exterior demo around **6840 Holly
- Track `.uasset`, `.umap`, `.blend`, and large source binaries with LFS.
- Ignore `Binaries/`, `Intermediate/`, `Saved/`, and Derived Data Cache.
- Never commit Unreal Engine source, credentials, or non-redistributable assets.
- Planned remote repository: `https://git.allucanget.biz/zwitschi/gig-line.git`. Do not assume it is configured or available.
## Release Policy
@@ -95,12 +96,22 @@ The living roadmap with per-version task checklists is in **[ROADMAP.md](ROADMAP
- `ROADMAP.md` is the single, central TODO and progress list for all agents. Put planned work and actionable follow-ups there rather than creating parallel task lists.
- When working on a level-three (`###`) section, append ` - active - <sessionId>` to its heading, using your current session ID. Remove the suffix when you stop working on that section. Mark checklist items currently being worked on `- [-]` or `- [~]`; update the marks as their status changes.
- Planned work is listed as checkbox items in `ROADMAP.md`, marked **open** (`- [ ]`), **in progress/active** (`- [-]` or `- [~]`), or **done** (`- [x]`). Keep the marks accurate.
- Existing in-progress marks can describe unfinished work, not necessarily a live session; use the active heading and assignment details to identify current ownership.
- Each version is a `##` heading; task groups are `###` headings with `- [ ]` steps (`[-]` in progress, `[x]` done).
- When **all** steps in a version section are done: write a short descriptive entry to `CHANGELOG.md`, then remove the version section from `ROADMAP.md` to keep it concise.
- Finish each milestone's release checks **before** expanding scope. Cut map size and simulation complexity before compromising the core walking/driving experience.
- Define the release checks in `Docs/release-checks.md`. If a check fails, do not tag the release; open a patch task in `ROADMAP.md` and report the failing check in `CHANGELOG.md`.
## Parallel agent workflow
- Designate one coordinator to serialize assignments, updates to the shared roadmap, and integration into `main`. Agree on task and file or asset ownership before work starts; avoid assigning the same section or binary asset to multiple agents at once.
- The coordinator records the session ID, branch name, and owned files or assets alongside the active roadmap section and items on the shared `main` coordination copy. Publish and synchronize this state through the remote when agents use different machines. Branch-local changes are not visible to other worktrees until integrated; the roadmap is not an atomic lock.
- For parallel implementation, use a separate branch and Git worktree per agent, based on the agreed `main` revision. Do not switch branches in a directory another agent is using. Create branches, commits, pushes, and merges only when authorized; never overwrite another agent's uncommitted work.
- Keep ignored local references, generated files, build outputs, and Unreal editor processes in mind: worktrees do not automatically share ignored files, and shared output paths or concurrent editors can collide. Arrange required inputs and isolated outputs before running tools.
- Blender and Unreal binary assets cannot be meaningfully merged like text. Give each asset one owner; use Git LFS locks when supported by the remote, but do not assume locking is available.
- When work is ready, report the branch, changes, checks, unresolved issues, and relevant memory findings to the coordinator. Review and integrate branches into `main` one at a time, reconcile roadmap and memory changes, and update ownership and status. Follow the visual review and user-approval requirements before marking visual work done.
## Memory
**[MEMORY.md](MEMORY.md)** is shared session memory for agents and collaborators. Write to it whenever you:
@@ -111,3 +122,5 @@ The living roadmap with per-version task checklists is in **[ROADMAP.md](ROADMAP
- make a decision that does not fit a `ROADMAP.md` checkbox, such as a workaround, an assumption, or a rejected approach and why.
Keep entries short and dated, with the evidence: the command, the log line, or the file path. Anything that belongs in a formal document (setup steps, tool versions, licensing) goes in `Docs/` as well — memory is for coordination, not a replacement for the record. Do not let `MEMORY.md` become a second roadmap: planned work stays in `ROADMAP.md`.
Memory edits on an agent's branch are not shared live. Communicate important findings to the coordinator during work and reconcile them into the shared `main` copy when integrating.
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## Modelling skills
`.agents/skills/blender-skills/` holds 94 Blender skill packs (MIT, v1.3.0) — `blender-modeler`, `hard-surface`, `uv-workflow`, `collision-proxy`, `archviz`, and so on. They are instructions for the agent, not add-ons, and nothing in the pipeline depends on them. Provenance in `THIRD_PARTY_NOTICES.md`.
Optional local Blender skill packs are agent instructions, not add-ons; nothing in the pipeline depends on them. They are not distributed with the repository.
## Blockout
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@@ -4,15 +4,17 @@ Licensing is tracked in four separate layers. Do not merge them; each has differ
| Layer | What it covers | Status |
| --- | --- | --- |
| Project code | `Game/Source`, `Tools/`, `Geo/` scripts | **Open decision** — proposal: MIT. Choose before the first public commit. |
| Project art | Blender sources, baked textures, exported meshes | Project-owned, shipped under the same terms as the code unless a texture says otherwise. |
| Project code | Project-owned code in `Game/Source`, `Tools/`, and `Geo/` scripts | [CC0 1.0](../LICENSE), chosen by the project owner. |
| Project art | Blender sources, baked textures, exported meshes | Project-owned art is [CC0 1.0](../LICENSE); third-party contributions retain their own terms. See the asset notices. |
| Engine | Unreal Engine | Proprietary / source-available. Not redistributable as engine source. Distribution follows Epic's terms. |
| Geographic data | OSM extract, elevation data | ODbL and the elevation provider's own licence. Attribution and share-alike review required before distributing a derived database. |
Project-owned documentation is also dedicated under [CC0 1.0](../LICENSE). Third-party material retains its own terms.
## Rules
1. An asset whose licence cannot be verified does not get committed. Record it as unresolved in [THIRD_PARTY_NOTICES.md](../THIRD_PARTY_NOTICES.md) and replace it with a redistributable asset before the release it would ship in.
2. Reference photography is dev-only material and is **never committed**. It lives in the gitignored `Art/reference/` tree, is used for internal, private development only, and is not shipped or baked into shipped textures. What the images are evidence for is recorded in [reference-notes-hollywood.md](reference-notes-hollywood.md); the images stay outside version control.
2. Reference photography is dev-only material and is **never committed**. It lives in the gitignored `Art/reference/` tree, is used for internal, private development only, and is not shipped or baked into shipped textures. Local reference notes are also excluded from version control.
3. OSM is layout data only. Do not treat it as authoritative for façades, heights, or pavement detail, and do not import it as a texture or panorama source.
4. Never use extracted Google imagery, Street View, or geometry. No exception.
5. Attribution: "© OpenStreetMap contributors" with a link to <https://www.openstreetmap.org/copyright> appears in the shipped build's UI (a `0.1.0` release check) and in the notices.
@@ -20,11 +22,9 @@ Licensing is tracked in four separate layers. Do not merge them; each has differ
## Open decisions
- **Code licence.** MIT is proposed: short, compatible with the assets' separate terms, and no copyleft spill onto art. Decide before publishing the repository.
- **Documentation licence.** Default to the code licence unless a reason appears to separate them.
- **ODbL posture.** Decide whether distributed builds contain a derived geographic database (a modified OSM extract) or only rendered geometry. The answer changes the share-alike obligations for the shipped product. Record the decision here and in the release notes.
- **Reference photography retention.** Decided 2026-11-06: reference images are **not** committed. Licensing is not the gate for local, private development use, so images are simply kept out of the repository (`Art/reference/` is gitignored) and their provenance stays in the local sidecars. The gate moves to the shipped output: if a shipped asset would derive from a reference photograph, that is a release-time licensing decision, recorded in `THIRD_PARTY_NOTICES.md` before the asset ships.
## Provenance sources
Primary record: [THIRD_PARTY_NOTICES.md](../THIRD_PARTY_NOTICES.md) for anything committed or shipped, and [reference-notes-hollywood.md](reference-notes-hollywood.md) for what the local-only reference images are evidence of. Per-file provenance for the local sets lives in `Art/reference/hollywood/SIDECAR.md` and in each folder's `sidecar.json` — local files, not committed.
Primary record: [THIRD_PARTY_NOTICES.md](../THIRD_PARTY_NOTICES.md) for anything committed or shipped. Evidence notes and per-file provenance for local reference images remain private and untracked.
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- `[x]` Update Bazzite with its supported mechanism.
`ujust update` (or `rpm-ostree upgrade`) followed by a reboot. Deployment `45.20261105` is booted and default; `44.20261026` retained as rollback.
- `[x]` Verify the NVIDIA driver and Vulkan from the desktop session.
`nvidia-smi` names the RTX 5070 Ti on driver `615.78.08` and the Wayland desktop renders through it. Vulkan enumerates it as GPU0: discrete, proprietary driver `615.78.08`, API `1.4.351`, conformance `1.4.3.3`. The integrated RADV GPU is GPU1 — watch that the engine does not select it. Evidence in [environment.md](environment.md).
`nvidia-smi` names the RTX 5070 Ti on driver `615.78.08` and the Wayland desktop renders through it. Vulkan enumerates it as GPU0: discrete, proprietary driver `615.78.08`, API `1.4.351`, conformance `1.4.3.3`. The integrated RADV GPU is GPU1 — watch that the engine does not select it.
- `[x]` Install `git-lfs`, `cmake`, `ninja-build`, `clang` as an ostree layer, reboot, then `git lfs install`.
Done: `git-lfs 3.7.1`, `clang 23.1.4`, `cmake 4.3.0`, `ninja 1.13.2`; lfs filter active, `Tools/check-lfs.sh` passes.
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| --- | --- |
| Package | blender-skills `1.3.0`, upstream commit `8f778d2`, MIT |
| Source | <https://github.com/arjun988/blender-skills> |
| Location | `.agents/skills/blender-skills/` — 94 skills plus a shared `references/` directory, 269 Markdown files, 1.2 MB |
| Location | Local only: `.agents/skills/blender-skills/` — not distributed with the repository |
| Installed | 2026-11-06, copied from a local checkout of `.claude/skills/` without edits |
These are instructions and reference notes for agents, not code that runs in a build. Four of them assume a **Blender MCP server**; this project drives Blender headlessly through `bpy` (`Tools/*.py`) instead, so MCP is optional and nothing depends on it.
To update: copy `.claude/skills/` from a newer upstream checkout over the existing directory, then record the new version and commit hash in this table. Skills are read on demand, so the harness catalog may need a reload before they appear as first-class entries.
To update: copy `.claude/skills/` from a newer upstream checkout over the local directory, then record the new version and commit hash in this table. Skills are read on demand, so the harness catalog may need a reload before they appear as first-class entries.
## Pin rules
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OSM is layout data only. It is not authoritative for façade detail, height, or pavement, and it is never sampled as a texture or panorama source.
The OSM source files are © OpenStreetMap contributors, available under the [Open Database License 1.0](https://opendatacommons.org/licenses/odbl/1-0/); see [OpenStreetMap attribution](https://www.openstreetmap.org/copyright). Public use of a derivative database can require sharing that database or the changes needed to recreate it under ODbL. Review the applicable obligations for each distributed product.
## Layout
| Path | Contents |
@@ -86,9 +86,9 @@ Excluded and why: `6780` (Bank of America) and everything east of it is east of
## Still unverified
- **Elevation.** No DEM checked. The choice between using a separately licensed DEM and skipping it depends on measured height variation across the 279 m block.
- **Façade width — resolved.** 25.75 m, from the traced north edge, agreeing with the six-column, 4.96 m-bay arithmetic and with the photo framing. The sibling notes' 29.6 m is dropped for lack of any derivation; reasoning in [`../../Docs/reference-notes-hollywood.md`](../../Docs/reference-notes-hollywood.md).
- **Façade width — resolved.** 25.75 m, from the traced north edge, agreeing with the six-column, 4.96 m-bay arithmetic and with the photo framing. The sibling notes' 29.6 m is dropped for lack of any derivation; detailed reference notes are local only.
- **Projected origin value.** The CRS and origin point are fixed in [`../manifests/local-origin.md`](../manifests/local-origin.md); the EPSG:26911 easting/northing still needs computing with PROJ or QGIS.
Measured since this pass: street profile, carriageway and sidewalk widths, and the designated crossing — see [`2026-11-06-street-profile.md`](2026-11-06-street-profile.md). North-side reference photography was fetched on 2026-11-06 (local only); see [`../../Docs/reference-notes-hollywood.md`](../../Docs/reference-notes-hollywood.md).
Measured since this pass: street profile, carriageway and sidewalk widths, and the designated crossing — see [`2026-11-06-street-profile.md`](2026-11-06-street-profile.md). North-side reference photography was fetched on 2026-11-06 and remains local only.
Next: the Blender blockout can start — extract, footprints, bounds, CRS, origin, elevation, street profile, and façade width are all settled.
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Project-owned code, art, and documentation in this repository are dedicated to
the public domain under the Creative Commons CC0 1.0 Universal Public Domain
Dedication.
SPDX-License-Identifier: CC0-1.0
Full legal text: <https://creativecommons.org/publicdomain/zero/1.0/legalcode>
Third-party material and geographic data have separate terms; see
Docs/licensing.md and THIRD_PARTY_NOTICES.md.
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---
## 2026-11-07 — Publication audit
- MPFB 2.0.18's installed `blender_manifest.toml` identifies its code as GPL-3.0-or-later; its versioned `LICENSE.md` explicitly puts bundled mesh, texture, and rig assets under CC0 1.0. The earlier CC0 claim for the add-on code was wrong.
- Blender inspection found no packed images or linked libraries in the tracked scenes. The character scene references local MPFB textures and a temporary baked texture, so those paths are not portable to a fresh checkout.
- The 2026-11-07 publication rewrite removed the approved private documents and bundled skills from all reachable refs; local copies remain ignored. The original history backup at `/tmp/gig-line-private-history-backup-42a29fe2` contains those private files and must not be pushed; `/tmp` may be cleared by the system.
- `git ls-remote --refs origin` succeeded on 2026-11-07 with no advertised refs; `git ls-remote --exit-code origin HEAD` returned 2 because no HEAD was advertised. This does not verify LFS upload support.
- Gitleaks 8.28.0 found an Android File Server token in historical `Game/GigLine/Config/DefaultEngine.ini`. The token was removed from reachable history and the unused server disabled; the old private backup still contains it and must not be published.
## 2026-11-07 — Unreal Engine 5.8.4
- **Extracted** to `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, `unzip` exit 0). CL `58902052`, `++UE5+Release-5.8`.
@@ -86,4 +94,3 @@ Scope: facts and traps that cost time to establish. Planned work lives in [ROADM
- **Modifiers on `EnhancedActionKeyMapping` do not survive saving.** Assigning `InputModifierNegate` to the mapping's `modifiers` reads back correctly in memory, even after a `gc.collect()`, but the saved asset reads `mods=[NoneType]`. Keep-alive references, explicit flag setting, and in-place saves all failed to change it. Workaround: bind one action per direction (W and S as separate actions) so no modifier is needed.
- **A read-only packed `.umap` silently blocks `save_map`.** `EditorLoadingAndSavingUtils.save_map` returned `False` with no error until the file's mode was fixed (`chmod u+w`). Symptom: a rebuilt review map keeps three cameras after a fourth is added.
- `-run=pythonscript` still swallows `print()`, so write results to a file; `/tmp` is visible to the commandlets even though it is not shared between agent tool calls.
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## Status
Pre-production. Workstation setup and repository scaffolding are in progress; no engine, content, or geographic data is committed yet. Current state is tracked in [ROADMAP.md](ROADMAP.md), and the per-task setup state in [Docs/setup.md](Docs/setup.md).
Pre-production. The Unreal project, prototype content, and geographic data are tracked; the engine itself is not. Current state is tracked in [ROADMAP.md](ROADMAP.md), and the per-task setup state in [Docs/setup.md](Docs/setup.md).
## Layout
@@ -33,11 +33,10 @@ The engine is installed outside the repository and pinned in [Docs/toolchain.md]
- [AGENTS.md](AGENTS.md) — contributor and agent rules
- [MEMORY.md](MEMORY.md) — shared session memory: discoveries, gotchas, bugs
- [Docs/toolchain.md](Docs/toolchain.md) — pinned versions
- [Docs/environment.md](Docs/environment.md) — workstation audit
- [Docs/release-checks.md](Docs/release-checks.md) — release gate definitions
- [Docs/licensing.md](Docs/licensing.md) and [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md) — licensing
- [CHANGELOG.md](CHANGELOG.md) — release history
## Licensing
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see [Docs/licensing.md](Docs/licensing.md). OSM-derived output carries "© OpenStreetMap contributors".
Project-owned code, art, and documentation are dedicated under [CC0 1.0](LICENSE). The engine, third-party assets, and geographic data have separate terms; see [Docs/licensing.md](Docs/licensing.md). OSM-derived output carries "© OpenStreetMap contributors".
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**Next up:** model the hero façade and block frontage from the reference set, then first-person traversal on the site terrain. **Release gate:** `v0.1.0` is tagged only on the owner's explicit go-ahead once the release checks pass — not automatically when the checkboxes close.
**Open decisions:** code licence (MIT proposed); whether shipped builds carry a derived OSM database (ODbL posture).
**Open decision:** whether shipped builds carry a derived OSM database (ODbL posture).
## 0.1.0 — Local setup and walkable Hollywood block (weeks 1–6)
### Environment setup
Status detail in [Docs/setup.md](Docs/setup.md); workstation audit in [Docs/environment.md](Docs/environment.md); pins in [Docs/toolchain.md](Docs/toolchain.md).
Status detail in [Docs/setup.md](Docs/setup.md); pins in [Docs/toolchain.md](Docs/toolchain.md). The workstation audit is local only.
- [x] Update Bazzite using its supported mechanism; verify NVIDIA driver and Vulkan operation.
- [x] Register an Epic account and accept the Unreal license; obtain a pinned Linux engine build or build from Epic's authorized source repository.
@@ -71,6 +71,16 @@ Status detail in [Docs/setup.md](Docs/setup.md); workstation audit in [Docs/envi
- [ ] Fixed daytime lighting and basic ambience.
- [ ] Geographic attribution display ("© OpenStreetMap contributors" + license link).
### Repository publication - active - 42a29fe2-651a-4483-be7f-6d9040c53053
- [x] Remove confirmed private documents and bundled skills from publishable history while preserving local copies; validate all refs and LFS objects. Rewritten 2026-11-07; original history is in a separate private local backup.
- [x] Scan all reachable Git history with Gitleaks 8.28.0. Removed an Android File Server security token from history and disabled the unused server; the rescan found no leaks.
- [x] Review Unreal asset provenance via the generation/import scripts and inspect all 18 reachable Unreal asset versions for recognizable private-reference paths. No such paths were found; this is not a full binary-content audit.
- [x] Review OSM source distribution notices: original data retains attribution and licence metadata, and the repository links directly to ODbL 1.0.
- [ ] Review ODbL obligations for each shipped derivative database or produced work before public release.
- [-] Validate Gitea LFS upload support during the first authorized push. `origin` was reachable on 2026-11-07 and advertised no refs; LFS upload remains untested.
- [-] Commit and review the publication preparation changes before pushing.
### Release checks
- [ ] Player can traverse both sides of the demo without falling through geometry. Blender pre-check passes: 0 raycast holes along both sidewalks and the designated crossing; worst seam step 15.8 cm at the sidewalk's outer edge (`Art/blender/README.md`). Engine traversal still to be tested.
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@@ -10,7 +10,7 @@ Status values: **verified** (licence confirmed and permits our use), **pending**
| --- | --- | --- | --- |
| Unreal Engine | 5.8.x (pin) | Epic Games EULA, proprietary | verified — not redistributable; distribution per Epic terms |
| Blender | 5.2 LTS | GPL-2.0-or-later | verified — tool only, no GPL code linked into a shipped build |
| MPFB | 2.0.18 | CC0 (base mesh and add-on assets) | verified — confirm per-asset at character production |
| MPFB | 2.0.18 | GPL-3.0-or-later (add-on code); CC0 1.0 (bundled assets) | verified — tool only; bundled asset terms listed below |
| Blosm | pin at install | check at install | **pending** |
| QGIS | 3.44.15 LTR | GPL-2.0-or-later | **pending** — tool only |
| Git LFS | 3.x | MIT | **pending** |
@@ -23,7 +23,7 @@ Status values: **verified** (licence confirmed and permits our use), **pending**
| OSM building ways 424024147, 424024148 | OpenStreetMap API v0.6, `Geo/raw/*.json` | ODbL 1.0 | verified |
| Elevation data — USGS 3DEP 1 m DEM | `elevation.nationalmap.gov` 3DEP ImageServer export, `Geo/raw/dem-3dep-1m-26911-2026-11-06.tif` | US Government work, public domain | verified and committed (LFS) — manifest and SHA-256 in `Geo/manifests/2026-11-06-3dep-dem.md` |
Attribution string for any OSM-derived output: "© OpenStreetMap contributors", <https://www.openstreetmap.org/copyright>.
Attribution string for any OSM-derived output: "© OpenStreetMap contributors", <https://www.openstreetmap.org/copyright>. The data is available under the [Open Database License 1.0](https://opendatacommons.org/licenses/odbl/1-0/).
## Reference photography (local only, not committed, not shipped)
@@ -35,7 +35,7 @@ Reference photographs are **not** part of this repository. They live in the giti
| `Art/reference/north-chinese/` | Fetched 2026-11-06 with `Tools/commons_fetch.py` from the Wikimedia Commons API | `sidecar.json` in the folder |
| `Art/reference/north-tussauds/` | Same | `sidecar.json` in the folder |
What the images are used for, what they are evidence for, and the block's recorded measurements live in [Docs/reference-notes-hollywood.md](Docs/reference-notes-hollywood.md). That document is committed; the images are not.
Reference notes and images are local only and excluded from version control.
Rules that still apply, because they are about shipped output rather than local working material:
@@ -43,14 +43,10 @@ Rules that still apply, because they are about shipped output rather than local
- Venue lettering, signage artwork, and trademarks are separate rights from the photograph. Copying a façade's proportions is not the same as reproducing its signage.
- A reference image whose provenance cannot be found locally must not be used at all.
## Agent tooling (development only, not shipped)
| Component | Version | Licence | Status |
| --- | --- | --- | --- |
| blender-skills | `1.3.0`, upstream commit `8f778d2` | MIT, © 2026 blender-skills contributors (<https://github.com/arjun988/blender-skills>) | verified — instruction and reference material for agents, committed under `.agents/skills/blender-skills/`, never built into a build or shipped |
Copied 2026-11-06 from a local checkout at `~/.agents/skills/blender-skills/.claude/skills/`, preserving upstream layout and filenames. No content was edited.
## Assets
No shipped 3D, texture, or audio assets exist yet. Add a row per asset category with author, source, licence, and redistribution status before the first content commit.
| Component | Source | Licence | Status |
| --- | --- | --- | --- |
| Character mesh, standard rig, and baked skin | MPFB 2.0.18 bundled base mesh, rig, and textures; `Tools/mpfb_character_export.py` | CC0 1.0 for bundled assets | Verified against the [versioned MPFB licence](https://github.com/makehumancommunity/mpfb2/blob/v2.0.18/LICENSE.md); imported character assets and Blender source are tracked. |
| OSM blockout | OSM extract and Blosm-generated geometry | ODbL 1.0 for source data | Source attribution above; review ODbL obligations for distributed derived databases. |
| Terrain and street prototype | USGS 3DEP DEM, OSM data, project scripts | Public domain USGS data; ODbL 1.0 for OSM data | Source manifests in `Geo/manifests/`; review ODbL obligations for distributed derived databases. |
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@@ -22,7 +22,7 @@ fi
if ! command -v git-lfs >/dev/null 2>&1; then
echo "ERROR: git-lfs is not installed. LFS-tracked files would be stored as ordinary blobs." >&2
echo " Install git-lfs, run 'git lfs install', then re-check. See Docs/environment.md." >&2
echo " Install git-lfs, run 'git lfs install', then re-check. See Docs/setup.md." >&2
fail=1
fi