docs(licensing): remove ODbL attribution requirements and HUD credit references
Drop the OpenStreetMap/ODbL attribution requirement, the Google imagery rule, and the related F-4 requirement, risk R-4, release check, and TODO items across AGENTS, PLAN, ROADMAP, README, setup, architecture sections, and manifests. OSM data is now documented as local private use only. Also normalize numbered-list indentation in the architecture docs.
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@@ -9,7 +9,6 @@ Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and
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| F-1 | Walk both sides of Hollywood Blvd in the demo area without falling through geometry |
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| F-2 | First-person movement (WASD + mouse look), jump, reset (R), pause (Escape) |
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| F-3 | Fixed daytime lighting and atmosphere (sun, sky, fog, exposure) |
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| F-4 | Geographic attribution display (ODbL: "© OpenStreetMap contributors" + licence link) |
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| F-5 | Designated street crossing with zebra markings at signalised crossings |
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| F-6 | Building façades recognisable against reference photography |
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| F-7 | Terrain, road, and sidewalk follow real-world DEM elevation |
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@@ -25,7 +24,7 @@ Full requirements and progress are in [TODO.md](../../TODO.md); version directio
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| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
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| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography |
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| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
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| 5 | **Licensing compliance** | Every redistributable asset has verified provenance; ODbL attribution is visible at runtime |
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| 5 | **Provenance** | Every committed asset has recorded provenance |
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## Stakeholders
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@@ -34,4 +33,3 @@ Full requirements and progress are in [TODO.md](../../TODO.md); version directio
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| Owner / Director | zwitschi | Sets scope, approves screenshots, cuts release tags |
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| AI coding agents | multiple sessions | Read `AGENTS.md`, `TODO.md`, `ROADMAP.md`, and this document for architecture constraints; never commit directly to `main` |
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| Players | end users | Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block |
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| OSM contributors | OpenStreetMap | ODbL attribution is displayed and derivative-database obligations are met |
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@@ -7,7 +7,7 @@ The system is a self-contained single-player game. It has no server backend, no
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| Partner | Inbound | Outbound |
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| --- | --- | --- |
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| Player (keyboard/mouse) | WASD, mouse, R (reset), Escape (pause), Space (jump) | Rendered 3D scene + HUD |
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| OSM data | Extracted building footprints, street geometry, elevation | Attribution string at runtime |
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| OSM data | Extracted building footprints, street geometry, elevation | — |
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| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build |
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## Technical Context
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@@ -20,7 +20,7 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
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| --- | --- | --- |
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| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
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| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
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| `AGigLineHUD` | ODbL attribution overlay | `DrawText` every frame, bottom-left |
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| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
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| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
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| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
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| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
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@@ -75,15 +75,15 @@ Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verific
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### White Box Gameplay — Input Flow
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1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
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1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
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2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
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2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
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3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
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3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
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4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
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4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
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5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
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5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
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### White Box Site — Collision Model
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@@ -46,8 +46,6 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
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- Reference photography (local, gitignored) drives manual façade work.
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- In-game ODbL attribution drawn by `AGigLineHUD` every frame, bottom-left.
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## QA harness
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- `-qaselftest`: core ticker (not world timer) so pause cannot freeze the test that proves pause works.
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@@ -9,7 +9,6 @@
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| Accuracy / Fidelity | Building placement matches reference photography within ~1 m | 2 |
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| Accuracy / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of measured profile | 2 |
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| Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed | 2 |
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| Compliance | ODbL attribution visible at runtime | 2 |
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| Maintainability | Fresh checkout builds with documented engine installation | 2 |
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| Portability | Linux build packages and runs; Windows build ships | 3 |
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@@ -5,7 +5,6 @@
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| R-1 | Terrain bbox proxy misdiagnosed as fall-through — already fixed, but the root-cause path (Interchange defaults to simple collision) could recur on reimport | High | `UGigLineAssetTools` runs in the build script; always reassert complex-as-simple after any reimport. Documented in `MEMORY.md` and ADR-3. |
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| R-2 | Blosm 3Dsimple on Blender 5.2 — worked around, not resolved; `3Drealistic` mode untested | Medium | Pin Blosm 2.7.28 and Blender 5.2 LTS; test realistic mode before depending on it. |
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| R-3 | Kerb height is an assumption (DEM does not resolve it) | Medium | Record the assumption in `Geo/verification/`; measure from reference photography if possible; mark as unresolved until verified. |
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| R-4 | ODbL derivative-database posture for shipped builds is open | Medium | In-game attribution is done; legal review of shipped-DB obligations needed before public release. |
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| R-5 | `GigLine SIM` / `GigLine GROUND` TEMP diagnostic logging still in `GigLineCharacter.cpp` | Medium | Strip behind a cvar or remove entirely before the `v0.1.0` release tag. |
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| TD-1 | Materials are Unreal-only — no Blender preview round-trip | Low | Accepted (ADR-2). Look-dev happens in UE; screenshot review catches issues. |
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| TD-2 | No CI pipeline — all builds and QA are manual on the dev workstation | Low | Acceptable for `0.x`. CI is a `0.3.0+` concern. |
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@@ -11,7 +11,6 @@
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| EPSG:26911 | UTM zone 11N, the projected CRS used for the demo area. Local origin recorded in `Geo/`. |
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| Hero façade | The detailed, reference-calibrated model of the El Capitan building frontage. |
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| MPFB | MakeHuman Plugin for Blender (2.0.18). Generates parametric human base meshes with rigs and baked materials. |
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| ODbL | Open Database Licence 1.0. The licence covering OSM-derived data. Requires attribution and may impose share-alike on derivative databases. |
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| PlayerStart | Unreal actor that defines where the player pawn spawns. Positioned above grade so the capsule does not embed in the floor on spawn. |
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| QA self-test | The `-qaselftest` command-line switch that runs an automated behaviour check (walk, reset, pause, ground transect) via a core ticker. |
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| Site | The terrain, road, sidewalks, kerbs, and crossing markings — the ground-level infrastructure of the demo area. |
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@@ -15,7 +15,6 @@ Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and
|
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| F-1 | Walk both sides of Hollywood Blvd in the demo area without falling through geometry |
|
||||
| F-2 | First-person movement (WASD + mouse look), jump, reset (R), pause (Escape) |
|
||||
| F-3 | Fixed daytime lighting and atmosphere (sun, sky, fog, exposure) |
|
||||
| F-4 | Geographic attribution display (ODbL: "© OpenStreetMap contributors" + licence link) |
|
||||
| F-5 | Designated street crossing with zebra markings at signalised crossings |
|
||||
| F-6 | Building façades recognisable against reference photography |
|
||||
| F-7 | Terrain, road, and sidewalk follow real-world DEM elevation |
|
||||
@@ -31,7 +30,7 @@ Full requirements and progress are in [TODO.md](../../TODO.md); version directio
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| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
|
||||
| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography |
|
||||
| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
|
||||
| 5 | **Licensing compliance** | Every redistributable asset has verified provenance; ODbL attribution is visible at runtime |
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||||
| 5 | **Provenance** | Every committed asset has recorded provenance |
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## Stakeholders
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@@ -40,7 +39,6 @@ Full requirements and progress are in [TODO.md](../../TODO.md); version directio
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| Owner / Director | zwitschi | Sets scope, approves screenshots, cuts release tags |
|
||||
| AI coding agents | multiple sessions | Read `AGENTS.md`, `TODO.md`, `ROADMAP.md`, and this document for architecture constraints; never commit directly to `main` |
|
||||
| Players | end users | Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block |
|
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| OSM contributors | OpenStreetMap | ODbL attribution is displayed and derivative-database obligations are met |
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# Architecture Constraints
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@@ -84,7 +82,7 @@ The system is a self-contained single-player game. It has no server backend, no
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| Partner | Inbound | Outbound |
|
||||
| --- | --- | --- |
|
||||
| Player (keyboard/mouse) | WASD, mouse, R (reset), Escape (pause), Space (jump) | Rendered 3D scene + HUD |
|
||||
| OSM data | Extracted building footprints, street geometry, elevation | Attribution string at runtime |
|
||||
| OSM data | Extracted building footprints, street geometry, elevation | — |
|
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| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build |
|
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## Technical Context
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@@ -160,7 +158,7 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
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| --- | --- | --- |
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| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
|
||||
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
|
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| `AGigLineHUD` | ODbL attribution overlay | `DrawText` every frame, bottom-left |
|
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| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
|
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| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
|
||||
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
|
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| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
|
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@@ -215,15 +213,15 @@ Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verific
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### White Box Gameplay — Input Flow
|
||||
|
||||
1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
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1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
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2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
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2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
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3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
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3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
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4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
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4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
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5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
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5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
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### White Box Site — Collision Model
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@@ -239,55 +237,55 @@ Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verific
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## Walk the block
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1. Player launches game → `AGigLineGameModeBase` spawns `AGigLineCharacter` at `PlayerStart` `(-13336, -1150, 600)`.
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1. Player launches game → `AGigLineGameModeBase` spawns `AGigLineCharacter` at `PlayerStart` `(-13336, -1150, 600)`.
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2. Character falls 144 cm to road surface (Z 456) and begins walking. `StartLocation` captured on first grounded frame.
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2. Character falls 144 cm to road surface (Z 456) and begins walking. `StartLocation` captured on first grounded frame.
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3. Player holds W → `IA_Move` fires → `ApplyMove(1, 0)` → `AddMovementInput(ForwardVector, 1)` → capsule moves at 450 cm/s.
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3. Player holds W → `IA_Move` fires → `ApplyMove(1, 0)` → `AddMovementInput(ForwardVector, 1)` → capsule moves at 450 cm/s.
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4. Mouse move → `IA_Look` fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).
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4. Mouse move → `IA_Look` fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).
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5. Player presses R → `ResetToStart` → teleport to `StartLocation`/`StartRotation`, `StopMovementImmediately`, reset control rotation.
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5. Player presses R → `ResetToStart` → teleport to `StartLocation`/`StartRotation`, `StopMovementImmediately`, reset control rotation.
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6. Player presses Escape → `TogglePause` → `SetPause(true)`, switch to `FInputModeUIOnly`, show cursor. World timers stop; core tickers continue.
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6. Player presses Escape → `TogglePause` → `SetPause(true)`, switch to `FInputModeUIOnly`, show cursor. World timers stop; core tickers continue.
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7. Player presses Escape again → `TogglePause` → `SetPause(false)`, switch to `FInputModeGameOnly`, hide cursor.
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7. Player presses Escape again → `TogglePause` → `SetPause(false)`, switch to `FInputModeGameOnly`, hide cursor.
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## Screenshot capture
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1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
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1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
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2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
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2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
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3. On last camera, requests engine quit. PNGs are copied to `Screenshots/` and committed.
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3. On last camera, requests engine quit. PNGs are copied to `Screenshots/` and committed.
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## QA self-test (`-qaselftest`)
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1. Core ticker starts at `BeginPlay` (not a world timer — world timers freeze on pause).
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1. Core ticker starts at `BeginPlay` (not a world timer — world timers freeze on pause).
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2. 1.0 s: begin driving forward input.
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2. 1.0 s: begin driving forward input.
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3. 3.0 s: stop, measure displacement (> 200 cm = PASS).
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3. 3.0 s: stop, measure displacement (> 200 cm = PASS).
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4. 3.5 s: call `ResetToStart`.
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4. 3.5 s: call `ResetToStart`.
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5. 4.0 s: measure distance from spawn (< 100 cm = PASS).
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5. 4.0 s: measure distance from spawn (< 100 cm = PASS).
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6. 4.5 s: call `TogglePause`, check `IsGamePaused()` (= true = PASS).
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6. 4.5 s: call `TogglePause`, check `IsGamePaused()` (= true = PASS).
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7. 5.5 s: call `TogglePause`, check `IsGamePaused()` (= false = PASS).
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7. 5.5 s: call `TogglePause`, check `IsGamePaused()` (= false = PASS).
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8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.
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8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.
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9. 7.0 s: final verdict logged.
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9. 7.0 s: final verdict logged.
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## Build and import pipeline
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1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
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1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
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2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
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2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
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3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
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3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
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# Deployment View
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@@ -378,8 +376,6 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
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- Reference photography (local, gitignored) drives manual façade work.
|
||||
|
||||
- In-game ODbL attribution drawn by `AGigLineHUD` every frame, bottom-left.
|
||||
|
||||
## QA harness
|
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|
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- `-qaselftest`: core ticker (not world timer) so pause cannot freeze the test that proves pause works.
|
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@@ -457,7 +453,6 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
|
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| Accuracy / Fidelity | Building placement matches reference photography within ~1 m | 2 |
|
||||
| Accuracy / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of measured profile | 2 |
|
||||
| Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed | 2 |
|
||||
| Compliance | ODbL attribution visible at runtime | 2 |
|
||||
| Maintainability | Fresh checkout builds with documented engine installation | 2 |
|
||||
| Portability | Linux build packages and runs; Windows build ships | 3 |
|
||||
|
||||
@@ -480,7 +475,6 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
|
||||
| R-1 | Terrain bbox proxy misdiagnosed as fall-through — already fixed, but the root-cause path (Interchange defaults to simple collision) could recur on reimport | High | `UGigLineAssetTools` runs in the build script; always reassert complex-as-simple after any reimport. Documented in `MEMORY.md` and ADR-3. |
|
||||
| R-2 | Blosm 3Dsimple on Blender 5.2 — worked around, not resolved; `3Drealistic` mode untested | Medium | Pin Blosm 2.7.28 and Blender 5.2 LTS; test realistic mode before depending on it. |
|
||||
| R-3 | Kerb height is an assumption (DEM does not resolve it) | Medium | Record the assumption in `Geo/verification/`; measure from reference photography if possible; mark as unresolved until verified. |
|
||||
| R-4 | ODbL derivative-database posture for shipped builds is open | Medium | In-game attribution is done; legal review of shipped-DB obligations needed before public release. |
|
||||
| R-5 | `GigLine SIM` / `GigLine GROUND` TEMP diagnostic logging still in `GigLineCharacter.cpp` | Medium | Strip behind a cvar or remove entirely before the `v0.1.0` release tag. |
|
||||
| TD-1 | Materials are Unreal-only — no Blender preview round-trip | Low | Accepted (ADR-2). Look-dev happens in UE; screenshot review catches issues. |
|
||||
| TD-2 | No CI pipeline — all builds and QA are manual on the dev workstation | Low | Acceptable for `0.x`. CI is a `0.3.0+` concern. |
|
||||
@@ -498,7 +492,6 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
|
||||
| EPSG:26911 | UTM zone 11N, the projected CRS used for the demo area. Local origin recorded in `Geo/`. |
|
||||
| Hero façade | The detailed, reference-calibrated model of the El Capitan building frontage. |
|
||||
| MPFB | MakeHuman Plugin for Blender (2.0.18). Generates parametric human base meshes with rigs and baked materials. |
|
||||
| ODbL | Open Database Licence 1.0. The licence covering OSM-derived data. Requires attribution and may impose share-alike on derivative databases. |
|
||||
| PlayerStart | Unreal actor that defines where the player pawn spawns. Positioned above grade so the capsule does not embed in the floor on spawn. |
|
||||
| QA self-test | The `-qaselftest` command-line switch that runs an automated behaviour check (walk, reset, pause, ground transect) via a core ticker. |
|
||||
| Site | The terrain, road, sidewalks, kerbs, and crossing markings — the ground-level infrastructure of the demo area. |
|
||||
|
||||
+2
-5
@@ -7,7 +7,7 @@ Licensing is tracked in four separate layers. Do not merge them; each has differ
|
||||
| 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. |
|
||||
| Geographic data | OSM extract, elevation data | OSM data and the elevation provider's own licence. Used for local, private development only. |
|
||||
|
||||
Project-owned documentation is also dedicated under [CC0 1.0](../LICENSE). Third-party material retains its own terms.
|
||||
|
||||
@@ -16,13 +16,10 @@ Project-owned documentation is also dedicated under [CC0 1.0](../LICENSE). Third
|
||||
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. 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.
|
||||
6. Credentials, licence keys, and account tokens never enter the repository. Engine licence acceptance is recorded by date and account email only.
|
||||
4. Credentials, licence keys, and account tokens never enter the repository. Engine licence acceptance is recorded by date and account email only.
|
||||
|
||||
## Open decisions
|
||||
|
||||
- **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
|
||||
|
||||
@@ -30,8 +30,7 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
4. 60 FPS at 1440p per the performance check above.
|
||||
5. Fresh checkout builds against the documented external engine installation.
|
||||
6. Linux build packaged and launched; controls documented in `Docs/` and shown in-game.
|
||||
7. Geographic attribution is visible in-game: "© OpenStreetMap contributors" with a working licence link.
|
||||
8. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
|
||||
7. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
|
||||
|
||||
## Check-record template
|
||||
|
||||
@@ -43,4 +42,3 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
| `0.1.0` | 60 FPS at 1440p | — | — | — |
|
||||
| `0.1.0` | Fresh checkout build | — | — | — |
|
||||
| `0.1.0` | Packaged Linux build | — | — | — |
|
||||
| `0.1.0` | Attribution display | — | — | — |
|
||||
+1
-1
@@ -21,7 +21,7 @@ Anything marked **human step** needs credentials, licence acceptance, or a decis
|
||||
| 6. Content pipeline | in progress — blockout, terrain, street, hero façade and the walkable `DemoMap` exist; façades and materials are planned patches (`0.1.4`) |
|
||||
| 5. Repository | procedure documented; a fresh checkout has not yet been exercised end to end |
|
||||
|
||||
Next: `0.1.0` gameplay (attribution display, lighting, crossing) and the El Capitan Theatre, then the planned patches. Current task list is [TODO.md](../TODO.md); version direction is in [ROADMAP.md](../ROADMAP.md).
|
||||
Next: `0.1.0` gameplay (lighting, crossing) and the El Capitan Theatre, then the planned patches. Current task list is [TODO.md](../TODO.md); version direction is in [ROADMAP.md](../ROADMAP.md).
|
||||
|
||||
## 1. System
|
||||
|
||||
|
||||
Reference in new issue
Block a user