docs: bring every document in line with the current build
README rewritten around the actual state (walkable DemoMap, blockout facades, planned patches); Tools/README now lists all seventeen tools by role; build.md gains the content pipeline table and the two enforced rules (one unit conversion, collision decided at import). Setup gains a content-pipeline row, the toolchain state notes the demo level exercises the engine path, release checks record the Blender pre-check that backs traversal, PLAN points at ROADMAP/MEMORY/Screenshots, and THIRD_PARTY_NOTICES gains rows for the hero facade and the candidate props. Also fixed the last stale reference to Geo/scripts in MEMORY.md - a sweep found old paths in six documents after the tool move, which the memory entry now warns about.
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@@ -4,17 +4,20 @@ A Linux-first Unreal Engine game about walking and driving through a real city.
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## Status
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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).
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`0.1.0` is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable `DemoMap` exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.
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Current state is in [ROADMAP.md](ROADMAP.md); what was learned the hard way is in [MEMORY.md](MEMORY.md).
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## Layout
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| Path | Contents |
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| --- | --- |
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| `Game/` | Unreal project, configuration, source, game-ready content |
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| `Art/` | Editable Blender files and original textures |
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| `Geo/` | Source manifests, permitted geographic data, processing scripts |
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| `Tools/` | Repeatable import/export helpers |
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| `Docs/` | Setup, toolchain pins, licensing, release checks |
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| `Art/` | Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library |
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| `Geo/` | Source manifests, permitted geographic data, and every geographic tool |
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| `Tools/` | Unreal-side importers, level builders, and reference gathering |
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| `Docs/` | Setup, toolchain pins, build and content pipeline, licensing, release checks |
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| `Screenshots/` | Rendered review captures and their approval state |
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## Getting started
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@@ -24,19 +27,20 @@ git lfs pull
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Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers
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```
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The engine is installed outside the repository and pinned in [Docs/toolchain.md](Docs/toolchain.md). The full procedure is in [Docs/setup.md](Docs/setup.md).
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The engine is installed outside the repository and pinned in [Docs/toolchain.md](Docs/toolchain.md). Setup is in [Docs/setup.md](Docs/setup.md); building and the content pipeline are in [Docs/build.md](Docs/build.md).
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## Documents
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- [ROADMAP.md](ROADMAP.md) — living task list, source of truth for progress
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- [PLAN.md](PLAN.md) — scope, stack, release policy, timeline
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- [MEMORY.md](MEMORY.md) — shared session memory: discoveries, traps, decisions
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- [AGENTS.md](AGENTS.md) — contributor and agent rules
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- [MEMORY.md](MEMORY.md) — shared session memory: discoveries, gotchas, bugs
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- [Docs/toolchain.md](Docs/toolchain.md) — pinned versions
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- [Docs/release-checks.md](Docs/release-checks.md) — release gate definitions
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- [Docs/licensing.md](Docs/licensing.md) and [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md) — licensing
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- [PLAN.md](PLAN.md) — scope, stack, release policy, timeline
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- [Docs/toolchain.md](Docs/toolchain.md) · [Docs/environment.md](Docs/environment.md) — pins and workstation audit
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- [Docs/build.md](Docs/build.md) — fresh-checkout build and content pipeline
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- [Docs/release-checks.md](Docs/release-checks.md) — release gates
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- [Docs/licensing.md](Docs/licensing.md) · [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md) — licensing
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- [CHANGELOG.md](CHANGELOG.md) — release history
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## Licensing
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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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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".
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