chore: prepare repository for Gitea publication
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@@ -4,15 +4,17 @@ Licensing is tracked in four separate layers. Do not merge them; each has differ
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| Layer | What it covers | Status |
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| --- | --- | --- |
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| Project code | `Game/Source`, `Tools/`, `Geo/` scripts | **Open decision** — proposal: MIT. Choose before the first public commit. |
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| Project art | Blender sources, baked textures, exported meshes | Project-owned, shipped under the same terms as the code unless a texture says otherwise. |
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| Project code | Project-owned code in `Game/Source`, `Tools/`, and `Geo/` scripts | [CC0 1.0](../LICENSE), chosen by the project owner. |
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| 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. |
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| Engine | Unreal Engine | Proprietary / source-available. Not redistributable as engine source. Distribution follows Epic's terms. |
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| 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. |
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Project-owned documentation is also dedicated under [CC0 1.0](../LICENSE). Third-party material retains its own terms.
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## Rules
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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.
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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.
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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.
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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.
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4. Never use extracted Google imagery, Street View, or geometry. No exception.
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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.
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@@ -20,11 +22,9 @@ Licensing is tracked in four separate layers. Do not merge them; each has differ
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## Open decisions
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- **Code licence.** MIT is proposed: short, compatible with the assets' separate terms, and no copyleft spill onto art. Decide before publishing the repository.
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- **Documentation licence.** Default to the code licence unless a reason appears to separate them.
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- **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.
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- **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.
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## Provenance sources
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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.
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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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@@ -27,7 +27,7 @@ Next: `0.1.0` content work (façade, block frontage, gameplay). Current board is
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- `[x]` Update Bazzite with its supported mechanism.
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`ujust update` (or `rpm-ostree upgrade`) followed by a reboot. Deployment `45.20261105` is booted and default; `44.20261026` retained as rollback.
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- `[x]` Verify the NVIDIA driver and Vulkan from the desktop session.
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`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).
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`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.
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- `[x]` Install `git-lfs`, `cmake`, `ninja-build`, `clang` as an ostree layer, reboot, then `git lfs install`.
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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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@@ -33,12 +33,12 @@ Unreal Engine 5.9 is in preview and Unreal Engine 6 has been announced as of Nov
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| --- | --- |
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| Package | blender-skills `1.3.0`, upstream commit `8f778d2`, MIT |
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| Source | <https://github.com/arjun988/blender-skills> |
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| Location | `.agents/skills/blender-skills/` — 94 skills plus a shared `references/` directory, 269 Markdown files, 1.2 MB |
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| Location | Local only: `.agents/skills/blender-skills/` — not distributed with the repository |
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| Installed | 2026-11-06, copied from a local checkout of `.claude/skills/` without edits |
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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.
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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.
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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.
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## Pin rules
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