Split the former ROADMAP.md checklists into TODO.md, which now holds
all actionable work and progress marks. ROADMAP.md keeps milestone
goals, scope, and release gates as prose with no checkboxes.
Update AGENTS.md, Docs/, Geo/README.md, MEMORY.md, and README.md to
point to the new file roles.
- Drop the /Screenshots/* gitignore exclusion so review PNGs are committed
(LFS-tracked) alongside the review README.
- AGENTS.md Visual review: PNGs are now committed, not kept only on disk.
- 13 review/demo screenshots tracked (25 MB LFS).
Geo/tools/ is now every geographic script, with Geo/README.md documenting each
one; the Blender-side builders moved beside their outputs in Art/blender/*/ and
import their helpers from Geo/tools/osm_common.py.
That module gains to_unreal_local() and to_blender_local(): the only place in the
repository that multiplies metres by 100, so a second silent scale cannot be
introduced. block_height_report.py adds height provenance for the block — 3 of
15 buildings have no height data and render at a placeholder 6.4 m.
asset_metadata.py writes and audits <asset>.geo.json sidecars; four now exist
(hero-facade, terrain, street, blockout) and the audit recomputes each centre from
the origin, failing anything that disagrees.
AGigLineCharacter: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look
scaled in degrees per second (no double DeltaTime), jump. Loaded ahead of a
Blueprint so the demo is playable with no assets wired by hand.
Tools/ue_create_input_assets.py builds /Game/Input headlessly: five 1D actions
and an 11-mapping context. One action per direction instead of per-key modifiers,
because modifier objects do not survive the save path here: a mapping's modifier
array serialises None, and dimensioning a 2D move with per-key axis masks would
need exactly those modifiers. The cost is four action assets rather than two.
Also adds a fourth review camera at eye height and documents it; its approval is
pending.
- AGigLineShotActor (dev-only): walks a fixed camera list in -game mode,
captures via FScreenshotRequest, quits. Test content only.
- ue_build_review_map.py builds /Game/Test/ReviewMap from current content
(gray floor, key light, sky, MPFB character, 1 m scale cubes).
- render_screenshots.sh: build map -> run game -> collect PNGs into
gitignored Screenshots/.
- Screenshots/README.md (committed) describes each capture with approval
state; AGENTS.md gains the visual-review instructions.
AGENTS.md now states that planned work is checkbox items in ROADMAP.md marked
open, in progress, or done, and that discoveries, gotchas, notes, and bugs go to
MEMORY.md for coordination between collaborators. MEMORY.md is seeded with what
this build-up actually cost: the Unreal read-only-home crash, Blender/Blosm
headless workarounds and the spherical projection, the tiled-TIFF DEM trap, the
reference licensing and throttling rules, and the LFS silent-blob trap.
Also stages the concurrently created Unreal project files, and stops per-project
Build/ output (FileOpenOrder logs) from entering the repository.
Reference images are development-only material: licensing is not a gate for
local private use, so they are simply never committed. Art/reference/ is now
gitignored; the licensed status of anything shipped is still recorded in
THIRD_PARTY_NOTICES.md.
Adds Tools/commons_fetch.py, which fetches Wikimedia Commons imagery by search
or exact title and writes a provenance sidecar, plus Docs/reference-notes-hollywood.md
recording what each local set is evidence for.
Create Game/, Art/, Geo/, Tools/, Docs/ with LFS and ignore rules, record the
workstation audit, toolchain pins, setup checklist, release checks, and
licensing policy. ROADMAP 0.1.0 environment tasks marked to match verified state.