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.
This commit is contained in:
1 parent
37a3bfbc3d
commit
2f87002711
20 files changed
+53
-93
No files matched your search
@@ -20,7 +20,7 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
|
||||
| --- | --- | --- |
|
||||
| `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` |
|
||||
| `AGigLineHUD` | ODbL attribution overlay | `DrawText` every frame, bottom-left |
|
||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
|
||||
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
|
||||
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
|
||||
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
|
||||
@@ -75,15 +75,15 @@ Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verific
|
||||
|
||||
### White Box Gameplay — Input Flow
|
||||
|
||||
1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
|
||||
1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
|
||||
|
||||
2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
|
||||
2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
|
||||
|
||||
3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
|
||||
3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
|
||||
|
||||
4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
|
||||
4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
|
||||
|
||||
5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
|
||||
5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
|
||||
|
||||
### White Box Site — Collision Model
|
||||
|
||||
|
||||
Reference in new issue
Block a user