35 Commits
Author SHA1 Message Date
zwitschi 5e2c5e29c0 feat(facades): 0.1.4 — module kit, textured materials, theatre trim (#30)
Merged PR #30: 0.1.4 — facade module kit, textured materials, theatre trim

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 20:29:11 +01:00
zwitschi d6d3d54810 fix(tools): importers clear the read-only LFS bit before saving; 0.1.3 docs refresh (#29)
Merged PR #29: v0.1.3 packaging and setup fixes

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 18:53:48 +01:00
zwitschi ba68dcfdbc feat(hero): v0.1.2 — scale calibration, façade detail, export preset refactor (#28)
Merged PR #28: v0.1.2 — scale calibration, façade detail, export preset

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 18:48:33 +01:00
zwitschi 640bff9631 screenshots: re-render the whole set after the 0.1.2 height calibration (review) (#27)
Merged PR #27: 0.1.2 screenshot set (approved)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:44:00 +01:00
zwitschi 5ffe62f6aa feat(geo): adopt Mapbox building calibration (3.1 m per level) (#26)
Merged PR #26: adopt Mapbox building calibration

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:38:28 +01:00
zwitschi 81f7cd3991 feat(geo): cross-check block heights against Mapbox building data (#25)
Merged PR #25: Mapbox building-height cross-check

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:31:39 +01:00
zwitschi 68d8745534 docs(agents): tooling + architecture-upkeep rules, with tool tests (#24)
Merged PR #24: tooling + architecture-upkeep rules, tool tests

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:25:35 +01:00
zwitschi 420f863999 fix(geo): the three "guessed" block heights are a roof, a roof and a bus shelter (#23)
Merged PR #23: block height classification + hero proportions recorded

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:20:46 +01:00
zwitschi 6a778dbc63 release: v0.1.1 — changelog entry, TODO pruning (#22)
Merged PR #22: v0.1.1 release prep

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:19:30 +01:00
zwitschi e75e5500a7 fix(street): 0.1.1 collision patch — flush sidewalk edge, graded crossing ramps (#21)
Merged PR #21: 0.1.1 collision patch (flush sidewalk edge, graded ramps)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:19:11 +01:00
zwitschi 0dd4a55c87 release: v0.1.0 — changelog, TODO pruning, notices statuses (#20)
Merged PR #20: v0.1.0 release prep

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:08:48 +01:00
zwitschi 88b0149bfa screenshots: regenerate set after placement release check (review pending) (#15)
Merged PR #15: regenerated screenshot set (approved)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:08:14 +01:00
zwitschi 47bf3a2415 docs: fill the traversal row in the 0.1.0 check-record table (#19)
Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:22:57 +01:00
zwitschi 3a1db78473 qa: package + document controls (0.1.0 release check PASS) (#18)
Merged PR #18: package + document controls

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:22:34 +01:00
zwitschi b27d30d556 qa: fresh-checkout build PASS (0.1.0 release check) (#17)
Merged PR #17: fresh-checkout build PASS

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:19:21 +01:00
zwitschi 4bc41e9faf perf: capture 1440p frame times; PASS the 60 FPS release check (#16)
Merged PR #16: 1440p perf capture (60 FPS check PASS)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:17:47 +01:00
zwitschi 31f073d608 qa(diag): gate setup logs behind gigline.SetupLogs cvar (#14)
Merged PR #14: gate setup logs behind cvar

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:01:33 +01:00
zwitschi 71acffec12 qa(collision): no-blocking-collision release check — seam + wall audit (#13)
Merged PR #13: no-blocking-collision release check

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 14:55:58 +01:00
zwitschi 82a408bc33 qa(placement): record release-check 2 evidence + fix north-buildings camera (#12)
Merged PR #12: release-check 2 placement evidence + camera fix

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 14:43:15 +01:00
zwitschi 7e9573a735 todo: move deferred Blosm blockout-cleaning item into 0.1.4 (#11)
Merged PR #11: move deferred Blosm item into 0.1.4

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 14:33:26 +01:00
zwitschi 95011d678a docs: close ODbL review and finish active TODO items (#10)
Merged PR #10: close ODbL review and active TODO items

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 14:31:07 +01:00
zwitschi abdd7d181f qa(ref): close the reference-photography task (door recess + night gaps, concept copy) (#9)
Merged PR #9: close the reference-photography task

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 14:28:43 +01:00
zwitschi 16c2bf7c05 todo: update for current state — asset production, collision pass, docs, ODbL
- Remove stale -active suffix from Asset production heading
- Shorten the sidewalks/collision item (details in MEMORY.md)
- Mark collision authoring pass in 0.1.1 as partially done
  (terrain+site done via UGigLineAssetTools; buildings pending)
- Add TEMP QA diagnostic removal to release checks
- Add architecture documentation and doc toolchain as done
- Restore ODbL derivative-database posture as active [A]
2026-11-08 14:16:59 +01:00
zwitschi a3ce9be38a memory: doc toolchain, asciidoc→md conversion, QA merge status 2026-11-08 14:13:20 +01:00
zwitschi 2f87002711 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.
2026-11-08 14:11:06 +01:00
zwitschi 37a3bfbc3d Merge pull request 'fix(input): restore working controls + add input harness + build fixes' (#8) from qa-input-collision-fix-0.1.0-clean into main
Merged PR #8
2026-11-08 13:45:46 +01:00
zwitschi 4832e66c00 fix(input): restore working controls + add input harness + build fixes
Consolidated from the qa-input-collision-fix-0.1.0 work, applied onto main so
only the changes main genuinely lacks are carried (main already merged the
walkable-demo/collision work independently).

- fix(input): populate the UE 5.8 FInputMappingContextMappingData
  DefaultKeyMappings field in ue_create_input_assets.py (the runtime reads
  GetMappings()->DefaultKeyMappings.Mappings; the script previously wrote only
  the deprecated 'mappings' array, so the cooked game had 0 runtime mappings
  and every key silently did nothing — in packaged AND PIE). Regenerated
  IMC_Default.uasset. WASD/mouse/Space/R/Escape verified working.
- fix(build): drop editor-only APIs that break the game target build —
  UStaticMesh::PostEditChange() (GigLineAssetTools) and AActor::GetActorLabel()
  (character ground probe). GigLine and GigLineEditor now both compile clean.
- tools: OS-level uinput input harness (input_emulation.py + input_test.py) and
  run_pie.sh for PIE isolation; document the PIE-vs-packaged input test in
  Docs/build.md. Removed the temporary SIM/EI/screenshot diagnostics from the
  character.
2026-11-08 13:43:33 +01:00
zwitschi 6b4e1252c5 docs(glossary): add PIE and UE entries
PIE — Play In Editor: an Unreal Editor feature that runs the current
map as a live game session inside the editor.
UE — Unreal Engine: Epic Games' real-time 3D creation platform,
comprising the editor (including PIE), C++ framework, and runtime.
2026-11-08 13:40:46 +01:00
zwitschi fe8740c1e3 docs: remove .adoc sources — markdown is the canonical format now 2026-11-08 13:38:52 +01:00
zwitschi 5aa883eaff docs: convert all architecture .adoc sections to markdown, prettier-format all .md
- Converted 13 individual .adoc section files to .md via
  asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside
  the .adoc sources in Docs/Architecture/
- Rebuilt architecture.md from the individual section .md files
- Ran prettier --write on all .md in the repo (23 files changed):
  normalised table column alignment, trailing whitespace, line breaks
- Added .agents/ to .prettierignore (vendored third-party content)
- All .md now passes prettier --check
2026-11-08 13:33:44 +01:00
zwitschi e93c27054a docs: reconvert architecture.adoc to markdown via asciidoctor→docbook→pandoc
Replaced the Python-converted architecture.md with a proper pandoc
conversion chain:

  asciidoctor -b docbook5  →  pandoc -f docbook -t gfm

This fixes table rendering (pipe tables instead of grid tables),
interpolates AsciiDoc attributes ({project-name} → Gig Line), strips
anchor IDs, and normalises escaping. Post-processed: glossary italic
leak from cols="e,2e" table, ® → (R) for the reset key, \>/> escapes.

Also:
- prettier 3.9.10 installed globally as the Markdown formatter/linter
- .prettierrc: proseWrap=never, tabWidth=2
- .prettierignore: skips Binaries/, *.uasset, *.umap, *.blend, images
- architecture.md passes prettier --check
2026-11-08 13:26:17 +01:00
zwitschi d03829b699 docs: add Markdown rendering of arc42 architecture documentation
architecture.md is the combined 450-line single-page rendering of all 12
arc42 sections. The Asciidoctor source (.adoc) files remain for future
editing; the Markdown is the readable deliverable.
2026-11-08 13:12:33 +01:00
zwitschi 72705268b5 docs: arc42 architecture documentation for Gig Line
Populated from the arc42-template (EN/adoc) with project-specific content
across all 12 sections:

1.  Introduction and Goals — requirements overview, quality goals, stakeholders
2.  Architecture Constraints — technical (engine, collision, coordinates),
    organisational (squash-merge, visual review, provenance), conventions
3.  Context and Scope — business and technical context tables
4.  Solution Strategy — technology decisions, top-level decomposition,
    quality achievement approach
5.  Building Block View — Gameplay (6 C++ classes), Site (7 meshes + 7
    materials), Facades (9 buildings), Art Pipeline, QA & Review; Level 2
    white boxes for input flow and collision model
6.  Runtime View — walk, screenshot capture, QA self-test, build/import
    pipeline scenarios
7.  Deployment View — dev workstation and packaged build infrastructure
8.  Cross-cutting Concepts — coordinate system, collision model, lighting,
    materials, data provenance, QA harness
9.  Architecture Decisions — 7 ADRs (dynamic lighting, UE materials,
    C++ collision helper, grounded reset, core ticker, Y convention,
    headless Blender)
10. Quality Requirements — overview table + 7 measurable scenarios
11. Risks and Technical Debts — 5 risks, 2 debts with mitigations
12. Glossary — 16 domain-specific terms

Master document: Docs/Architecture/architecture.adoc
Config: Docs/Architecture/config.adoc
2026-11-08 13:08:35 +01:00
zwitschi b577afa730 todo: close the Gameplay section after the QA merge 2026-11-08 11:57:02 +01:00
zwitschi 52b1212cf3 qa: make the demo walkable — terrain collision root cause, spawn, scripted QA
The reported fall-through was a misdiagnosis: the player never fell. The
imported Terrain_DEM had only a bounding-box simple collision proxy, so a
downward trace anywhere in the block hit the terrain at Z 819 (the mesh
bbox max) and the street sat under an invisible 8 m lid. Standing on that
box looked plausible, which is why it read as working.

- add UGigLineAssetTools (C++): force CTF_UseComplexAsSimple on a static
  mesh. UE 5.8 dropped bUseComplexAsSimpleCollision and Python cannot set
  the flag; the builder also saves the asset, since the flag lives there
  and a map-only save silently reverts it.
- spawn (-13336, -1150, 600): inside the carved corridor (the cut is a
  10.7 m half-width around the road centreline), lands on the road at 456.
- fix ResetToStart returning to the mid-air PlayerStart captured in
  BeginPlay: StartLocation is now captured on the first grounded frame.
- HighResShot 1280x720 instead of "1280 720", which is a multiplier.
- add -qaselftest: scripted walk/reset/pause on a core ticker plus a
  swept ground transect. Results: walk 746 cm/2 s with Z steady, reset
  0 cm from spawn, pause/unpause 1/0, transect 84 samples 0 holes.
- rebase onto main, keeping the frontage materials and placement fixes.
2026-11-08 11:56:19 +01:00
180 changed files with 8140 additions and 733 deletions

No files matched your search

+9
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@@ -42,6 +42,15 @@ Thumbs.db
.env.*
*.env
# Mapbox-derived data — local only. Mapbox terms restrict persisting/redistributing
# their data, so the Tilequery cache and any generated report stay untracked.
/Geo/raw/mapbox-cache/
/Geo/verification/*mapbox*
# Visual-loop iterations: generated comparisons stay uncommitted until the owner
# confirms a shot. Only Screenshots/ is committed.
/Art/reference/iterations/
# Local, private reference material — never committed (see Docs/reference-notes-hollywood.md)
/Art/reference/
/Docs/data-inventory.md
+15
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@@ -0,0 +1,15 @@
# Prettier ignores — don't format generated or binary content
Binaries/
Intermediate/
Saved/
*.uasset
*.umap
*.blend
*.png
*.jpg
*.jpeg
*.gif
*.webp
# Vendored third-party content — never reformat
.agents/
+5
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@@ -0,0 +1,5 @@
{
"proseWrap": "never",
"tabWidth": 2,
"useTabs": false
}
+64 -14
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@@ -4,8 +4,7 @@ Working rules for autonomous agents, AI coding assistants, and contributors. Pla
## Project Goal
Develop and test on Linux; ship Windows and Linux builds, with Linux as the primary development and CI platform. The game supports walking and driving through a real city.
The initial release is **`0.1.0`**: a walkable exterior demo around **6840 Hollywood Blvd / El Capitan Entertainment Centre**, including buildings on the south side of Hollywood Blvd between Highland Avenue and Orange Drive, plus buildings whose footprint lies within 50 m of the north-side frontage.
Develop and test on Linux; ship Windows and Linux builds, with Linux as the primary development and CI platform. The game supports walking and driving through a real city. The initial release is **`0.1.0`**: a walkable exterior demo around **6840 Hollywood Blvd / El Capitan Entertainment Centre**, including buildings on the south side of Hollywood Blvd between Highland Avenue and Orange Drive, plus buildings whose footprint lies within 50 m of the north-side frontage.
- Verify the address, building footprints, and demo boundaries **before** modeling.
- If the address, footprint, or boundary cannot be verified from permitted sources, do not model that structure. Record the unresolved item in `Geo/` with the sources checked and continue with verified structures only.
@@ -14,14 +13,14 @@ The initial release is **`0.1.0`**: a walkable exterior demo around **6840 Holly
## Toolchain
| Tool | Role |
| --- | --- |
| Unreal Engine | Rendering, gameplay, World Partition, Chaos Vehicles |
| Blender | Modeling, UVs, baking, collision meshes, character prep |
| MPFB | Human base meshes; baked materials, deform skeletons |
| QGIS | Geographic cleanup, coordinate conversion, elevation prep |
| Blosm | OSM building/street blockouts in Blender |
| Git + Git LFS | Source control, large assets, tagged releases |
| Tool | Role |
| ------------- | --------------------------------------------------------- |
| Unreal Engine | Rendering, gameplay, World Partition, Chaos Vehicles |
| Blender | Modeling, UVs, baking, collision meshes, character prep |
| MPFB | Human base meshes; baked materials, deform skeletons |
| QGIS | Geographic cleanup, coordinate conversion, elevation prep |
| Blosm | OSM building/street blockouts in Blender |
| Git + Git LFS | Source control, large assets, tagged releases |
- Pin compatible versions in `Docs/toolchain.md`.
- Validate Blender→Unreal mesh, skeleton, material, and scale transfers **before** producing assets.
@@ -80,13 +79,13 @@ Before starting any task:
3. **Record the active branch in the heading** of the section you are working on in `TODO.md`: append `- active - <sessionId>` (and, if useful, the branch name) to the level-three heading. This is the only way other agents can see that work is in progress on this section.
4. **Commit changes often** on that branch — small, focused commits with clear messages. Do not accumulate large uncommitted changes.
5. **Push to remote when a checklist item is done** — each completed `- [x]` item in that section should be committed and pushed. This keeps the remote state visible and makes progress recoverable.
6. When the section is complete, report the branch, changes, checks, and unresolved issues to the coordinator for integration (see *Parallel agent workflow* below). Do not merge into `main` yourself unless authorized.
6. When the section is complete, report the branch, changes, checks, and unresolved issues to the coordinator for integration (see _Parallel agent workflow_ below). Do not merge into `main` yourself unless authorized.
**Branch hygiene:**
- Branch from the current `main` revision, not from a stale local checkout.
- Keep `TODO.md` checkbox updates on your branch — they are part of the work.
- If a task needs a different camera angle, or affects visual review, follow the *Visual review* section before pushing.
- If a task needs a different camera angle, or affects visual review, follow the _Visual review_ section before pushing.
- If a task is abandoned, remove the `- active - <sessionId>` suffix from the heading in `TODO.md` and leave the branch for the coordinator to clean up.
## Parallel agent workflow
@@ -111,6 +110,59 @@ Keep entries short and dated, with the evidence: the command, the log line, or t
Memory edits on an agent's branch are not shared live. Communicate important findings to the coordinator during work and reconcile them into the shared `main` copy when integrating.
## Python and shell tooling
Every committed asset and every measured claim in this repository is produced by a script. Tools live in `Tools/` (Unreal, network, repository), `Geo/tools/` (projection, OSM/DEM parsing, metadata) and `Art/blender/*/` (Blender-side builders, next to their output).
**Fix the tool, not the artefact.** If an asset is corrected by hand, script the correction (or regenerate it) in the same change. A second manual fix of the same kind means the tool is missing a step.
**Improve over fork.** Extend the existing tool rather than adding a near-duplicate. When two or three scripts start sharing logic, factor the shared part into `Tools/_common.py`, `Geo/tools/osm_common.py` or `Art/blender/common.py`; keep the single metres→centimetres conversion where it already lives.
Rules that keep tools reusable and reviewable:
- **One script, one job.** Every input is an argument; no interactive prompts; deterministic output paths.
- **Fail loudly.** A tool that cannot do its job exits non-zero with a message. Never leave a partially written asset and a success code.
- **Result files for Unreal.** Unreal commandlets swallow `print()`; write the outcome to `/tmp/gigline/<tool>.txt` and read that instead of trusting the exit code alone.
- **Absolute paths into sandboxes.** Blender Flatpak (`LD_LIBRARY_PATH="$B/blender/lib"`) and Unreal do not share the repo's working directory; pass absolute paths.
- **Clean worktree for generators.** Tools that rewrite committed assets (site/street/hero builders, importers, map builders) run from a clean worktree; inspect the LFS diff before committing. Note that `.blend` and `.umap` check out read-only — `chmod u+w` first or the save silently fails.
- **Network and paid-API tools are human-triggered.** `Tools/commons_fetch.py`, `Tools/page_image_fetch.py`, `Tools/judge_screenshot.py` (OpenRouter) and anything similar never sit in a gate or CI. Handle HTTP 429 with back-off rather than retrying immediately.
- **Measure, don't assert.** Verification tools print the sampled numbers — counts, holes, Z ranges, worst step and its location, frame-time percentiles — so a claim in `TODO.md`, `CHANGELOG.md` or `Docs/` can be re-checked by re-running the command.
**Document every tool.** A new or changed tool gets a row in the inventory table of the README beside it: [`Tools/README.md`](Tools/README.md), [`Geo/README.md`](Geo/README.md), or [`Art/blender/README.md`](Art/blender/README.md). What it does, its arguments, and a typical command. A tool without a README row is unfinished.
**Test the pure parts.** `Tools/tests/` holds stdlib `unittest` tests (no Blender or Unreal process; they must not start a game or editor). Extract the testable core — argument parsing, geometry maths, licence gating, report formatting — into functions that a test can call directly.
```bash
python3 -m unittest discover -s Tools/tests -t Tools -p 'test_*.py'
```
Keep the tools standard-library-only where practical; if a third-party import is genuinely needed, add it to `requirements-tools.txt` with a version floor and mention it in the tool's README row.
## Architecture documentation
[`Docs/Architecture/`](Docs/Architecture/) is the arc42 documentation: twelve numbered section files, `about-arc42.md`, and the combined [`architecture.md`](Docs/Architecture/architecture.md). **Markdown is canonical** — the `.adoc` sources were removed on 2026-11-08.
Keep it current **in the same change as the implementation**, not in a later documentation pass. When work alters any of the following, edit the matching section:
| Change | Section |
| --- | --- |
| A new or restructured module, tool, data source or external interface | `05_building_block_view.md` |
| A runtime flow, tick/order dependency, or lifecycle (possession, map load, QA self-test) | `06_runtime_view.md` |
| Packaging, engine pin, checkout/build/launch procedure | `07_deployment_view.md` |
| A pattern, convention or cross-cutting rule (units, collision policy, provenance) | `08_concepts.md` |
| A decision that constrains future work | new ADR in `09_architecture_decisions.md` |
| A quality goal or a measured budget (frame time, traversal coverage) | `10_quality_requirements.md` |
| A known risk or a risk that retired | `11_technical_risks.md` |
| A new term, tool or abbreviation | `12_glossary.md` |
Rules:
- **Describe what exists.** No aspirational architecture: anything planned belongs in `ROADMAP.md` and `TODO.md`. Every structural claim names the file, script or flag that implements it.
- **ADRs are append-only.** Never rewrite an accepted decision; supersede it with a new ADR that says what it replaces and why.
- **Keep the combined document in sync.** `architecture.md` mirrors the section files; when a section changes, update the combined document too.
- **Images** live in `Docs/Architecture/images/` and are referenced, not duplicated.
- **Verify:** all Markdown must pass `prettier --check` (config in `.prettierrc`), and a command you quote must still run.
## Geographic & Art Pipeline
1. Save a versioned OSM extract; document date, bounds, and source.
@@ -148,8 +200,6 @@ Always use a consistent scale test, named export presets, and repeatable import
- Record asset provenance and redistribution permissions in `THIRD_PARTY_NOTICES.md`.
- Verify licenses for every MPFB asset, texture, animation, vehicle, and audio file.
- An asset whose license cannot be verified must not be committed. Record it as unresolved in `THIRD_PARTY_NOTICES.md` and replace it with a redistributable asset before the release.
- Include "© OpenStreetMap contributors" and the appropriate license link; review ODbL obligations for distributed derived databases.
- Do **not** use extracted Google imagery or geometry without explicit applicable rights.
- Keep restricted assets out of the public repository; prefer redistributable replacements.
- Review Epic distribution requirements before publishing builds.
+23 -17
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@@ -56,13 +56,13 @@ LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup --p
Spot checks against the measured cross-sections:
| Point | Terrain Z |
| --- | ---: |
| Origin, Hollywood × Highland | 0.00 |
| Orange Drive end of the block | +3.39 |
| North sidewalk mid-block | +1.43 |
| South gutter, mid-block | +0.93 |
| Road centre, mid-block | +1.38 |
| Point | Terrain Z |
| ----------------------------- | --------: |
| Origin, Hollywood × Highland | 0.00 |
| Orange Drive end of the block | +3.39 |
| North sidewalk mid-block | +1.43 |
| South gutter, mid-block | +0.93 |
| Road centre, mid-block | +1.38 |
That reproduces both the 3.4 m eastward fall and the ~2 % crown, so the DEM, the cross-sections, and this mesh agree.
@@ -80,7 +80,7 @@ LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup \
```
- `Road_Hollywood`: 8 120 verts, 7 812 faces, carriageway −10.5…+10.5 m, DEM elevations plus a 2 cm lift so it does not z-fight the terrain.
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide, both raised by the kerb height.
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide. The kerb upstand is **full at the road-side edge and tapers to zero at the building-side edge**, so the walk surface meets the terrain flush (before `0.1.1` the outer lip stood the full kerb height above the DEM — a 15.8 cm ledge).
- `Kerb_South`, `Kerb_North`: vertical faces, mostly **0.13 m** — the 0.15 m assumption minus nothing on the road side — and flushed to 0 within ±2.5 m of each signalised crossing with a 1.5 m blend. Measured from the built mesh: 256 steps at 0.13 m, 15 flush, a few in transition.
Crown check on the built mesh at mid-block: gutter −10.5 m → +0.99, −5 m → +1.38, centre → +1.52, +5 m → +1.58, +10.5 m → +1.52. The crown sits just north of the centreline, as the cross-sections said.
@@ -103,16 +103,20 @@ Objects are appended from the source files, not regenerated, and grouped into `S
A downward raycast on a 1 m grid along both sidewalks and the designated crossing, ignoring blockout meshes so marquees and canopies overhead do not count as ground:
| Route | Samples | Holes | Z range | Worst step |
| --- | ---: | ---: | --- | ---: |
| South sidewalk | 279 | 0 | −0.45 … +3.13 | 20.5 cm |
| North sidewalk | 279 | 0 | +0.07 … +3.83 | 15.1 cm |
| Crossing at 130 m | 26 | 0 | +1.16 … +1.80 | 8.6 cm |
| Route | Samples | Holes | Z range | Worst step |
| ----------------- | ------: | ----: | ------------- | ----------------: |
| South sidewalk | 279 | 0 | −0.48 … +3.06 | 13.4 cm (s=198) |
| North sidewalk | 279 | 0 | +0.06 … +3.76 | 6.9 cm (s=33) |
| Crossing at 130 m | 26 | 0 | +1.14 … +1.80 | 9.0 cm (off −8.5) |
At `--sample 0.25` the same routes measure 11.6 cm / 8.0 cm / 3.4 cm. The pre-check now prints the grade and the **location** of the worst step, and its coverage no longer shrinks with `--sample`.
No holes anywhere, so nothing drops the player on either side. The two flagged steps:
- **15.8 cm at s≈207**, where a sample crosses from `Terrain_DEM` onto `Sidewalk_South` — that is the sidewalk's outer edge, the 0.15 m kerb height minus the terrain. Mostly hidden by buildings, but it is a real edge and it will be visible anywhere a building is missing.
- **10–13 cm steps at s≈33, 39 and 126**, inside the sidewalk mesh: the kerb-flush transition at the crossings. That is a ~10 % ramp over 1.5 m, steeper than a real crossing ramp (8 % max). Worth grading properly when the crossings are detailed.
- ~~15.8 cm at s≈207, the sidewalk's outer edge~~ — **fixed in `0.1.1`**: the sidewalk upstand now tapers to zero at the building side, so the outer edge is flush with the terrain (north route 15.1 → 6.9 cm).
- ~~10–13 cm steps at the crossings, ~10 % ramp over 1.5 m~~ — **fixed in `0.1.1`**: the ramp run is now derived from a target grade (`--max-ramp-grade`, default 8 %), giving 1.63 m instead of the fixed 1.5 m (8.7 %). Measured at 0.25 m sampling the crossing now steps 3.4 cm (~1.4 % of the route) at the kerb line.
**Remaining finding (not a crossing, not the outer edge):** the south route still measures a **13.4 cm step at s≈198 m** (11.6 cm at 0.25 m sampling) and the north route 8.0 cm at s≈251 m. Neither is at a crossing and neither is the outer lip, so this is a local discontinuity in the sidewalk strip — most likely the DEM sampling or a centreline vertex near the block ends. Tracked under the `0.1.1` "audit any collision gaps" item rather than left undocumented.
This is a pre-check, not the `0.1.0` release check: the release check is traversal in the engine.
@@ -127,13 +131,15 @@ Blender works in metres, and the imported meshes match the OSM geometry, so the
| Building | Blender dimensions | OSM way outline | Height source |
| --- | --- | --- | --- |
| El Capitan Entertainment Centre | 25.72 × 54.47 × 14.50 m | 25.75 × 54.88 m | `height` tag 14.5 |
| El Capitan Theatre | 38.66 × 54.46 × 20.96 m | 38.59 × 54.87 m | `building:levels=6` × 3.2 m, plus roof |
| El Capitan Theatre | 38.66 × 54.46 × 20.55 m | 38.59 × 54.87 m | `building:levels=6` × **3.1 m**, plus ~1.9 m roof |
| Madame Tussaud's | 42.48 × 56.77 × 15.90 m | 42.0 m frontage | `height` tag 15.9 |
| TCL Chinese Theatre | 43.78 × 75.90 × 18.10 m | 44.0 m frontage | `height` tag 18.1 |
Widths agree to a few centimetres; depths differ by up to 0.4 m because Blosm assembles **multipolygon relations**, not the raw way I measured. Placement after the frame correction agrees with the UTM control points to 0.1–0.5 m per building — the residual is relation assembly and Blosm's edge straightening, not projection.
Buildings **without** a `height` tag get levels × 3.2 m, which is a placeholder, not evidence. Every such height is a modelling decision to be replaced from the reference photography.
Buildings **without** a `height` tag get levels × **3.1 m**. The storey height was 3.2 m until 2026-11-09, when a cross-check of every block building against Mapbox's building data (`Geo/tools/mapbox_buildings.py`) showed our figure running 0.6 m high per six levels — i.e. 3.1 m per level — and that calibration was adopted. The few buildings where Mapbox disagreed with a pure `levels × 3.1 m` fallback carry an explicit override in `Geo/tools/block_height_report.py::HEIGHT_OVERRIDES`.
Blosm adds roof mass on top of `levels × levelHeight`: the two `levels`-derived frontage buildings both land ~1.9 m above their table height (6922 39.1 m against 37.2 m, El Capitan Theatre 20.5 m against 18.6 m). That offset is the roof, not a height error — the table records the tagged height, the mesh records the storey plus its roof.
## Relation completeness
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@@ -40,7 +40,9 @@ def parse_args():
ap.add_argument("--osm", required=True, help="local .osm file to import")
ap.add_argument("--bounds", required=True, help="south,west,north,east in WGS84 degrees")
ap.add_argument("--out", required=True, help="output .blend path")
ap.add_argument("--level-height", type=float, default=3.2, help="metres per building level")
# 3.1 m, not 3.2: calibrated against Mapbox building data on 2026-11-09
# (see Geo/tools/mapbox_buildings.py and Geo/tools/block_height_report.py).
ap.add_argument("--level-height", type=float, default=3.1, help="metres per building level")
ap.add_argument("--origin", default=None,
help="lat,lon to use as the Blender origin (project origin). Default: Blosm centres on the extract")
ap.add_argument("--no-subdivide", action="store_true", help="skip OSM area subdivision")
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+38 -11
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@@ -3,18 +3,18 @@
"frame": "project frame, metres, X east Y north Z up",
"bounds_m": {
"min": [
-13.02,
-13.08,
-12.5,
0.0
],
"max": [
13.02,
0.07,
13.08,
0.13,
14.5
],
"size": [
26.04,
12.57,
26.16,
12.63,
14.5
]
},
@@ -33,10 +33,28 @@
"dims_m": [
0.95,
0.95,
7.45
8.25
],
"evidence": "6 columns at 4.96 m centres (sibling notes x measured frontage)"
},
{
"object": "Hero_ColumnBase_x6",
"dims_m": [
1.36,
1.36,
0.22
],
"evidence": "assumption: Ionic base moulding; photographs show a wider base at the shaft foot"
},
{
"object": "Hero_Abacus_x6",
"dims_m": [
1.3,
1.3,
0.14
],
"evidence": "assumption: square abacus under the architrave, as Ionic capitals carry"
},
{
"object": "Hero_Architrave",
"dims_m": [
@@ -55,12 +73,21 @@
],
"evidence": "assumption: projecting cornice line"
},
{
"object": "Hero_Dentil_xN",
"dims_m": [
0.18,
0.3,
0.22
],
"evidence": "52 dentils at 0.45 m centres under the corona; assumption: photographed cornice reads as a dentilled course"
},
{
"object": "Hero_Entablature",
"dims_m": [
25.75,
1.5,
3.4
3.0
],
"evidence": "assumption: entablature depth"
},
@@ -69,7 +96,7 @@
"dims_m": [
25.75,
1.2,
2.2
1.8
],
"evidence": "assumption: parapet carries the motto band"
},
@@ -86,10 +113,10 @@
"object": "Hero_Medallion_x2",
"dims_m": [
1.1,
1.1,
0.02
0.04,
1.1
],
"evidence": "photographs: two stone discs beside the motto"
"evidence": "photographs: two stone discs beside the motto, mounted on the parapet face"
},
{
"object": "Hero_Stylobate",
+4 -14
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@@ -15,6 +15,9 @@ import os
import sys
import bpy
sys.path.insert(0, os.path.join(os.path.join(os.path.dirname(__file__), "..", "..", ".."), "Tools"))
import fbx_export_preset as fbx_preset # noqa: E402
MESHES = ("Terrain_DEM", "Road_Hollywood", "Sidewalk_South", "Sidewalk_North",
"Kerb_South", "Kerb_North", "Crossing_Markings")
@@ -60,20 +63,7 @@ def main():
_ = bpy.context.view_layer
bpy.context.view_layer.objects.active = obj
path = os.path.join(args.out, name + ".fbx")
bpy.ops.export_scene.fbx(
filepath=path,
use_selection=True,
object_types={"MESH"},
apply_unit_scale=True,
apply_scale_options="FBX_SCALE_NONE",
axis_forward="-Y",
axis_up="Z",
use_space_transform=True,
use_mesh_modifiers=True,
mesh_smooth_type="OFF",
path_mode="AUTO",
bake_space_transform=False,
)
fbx_preset.export_static(path, selection=True)
if mirrored:
# The flip is an export correction, not a change to the source: undo it.
obj.scale.y *= -1.0
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@@ -165,10 +165,16 @@ def main():
def lat_lon(s, offset):
return oc.point_at(line, _lengths, s, offset, lat0, lon0)
# Sample spacing is independent of coverage: walk the whole block at
# `--sample` metres, so a finer spacing measures the gradient instead of
# accidentally shortening the route (previously range(int(block_len)) with a
# 0.25 m spacing only covered a quarter of the block).
along = int(block_len / args.sample)
across = int(26.0 / args.sample)
route_specs = {
"south sidewalk": [(s, -12.5) for s in [i * args.sample for i in range(int(block_len))]],
"north sidewalk": [(s, 13.0) for s in [i * args.sample for i in range(int(block_len))]],
"crossing at 130 m": [(130.0, o) for o in [i * args.sample - 12.5 for i in range(26)]],
"south sidewalk": [(i * args.sample, -12.5) for i in range(along)],
"north sidewalk": [(i * args.sample, 13.0) for i in range(along)],
"crossing at 130 m": [(130.0, i * args.sample - 12.5) for i in range(across)],
}
flat = [(spec, lat_lon(s, off)) for spec, samples in route_specs.items() for s, off in samples]
local = project_to_local([ll for _spec, ll in flat], find_proj())
@@ -185,12 +191,20 @@ def main():
heights.append(None)
else:
heights.append(z)
deltas = [abs(b - a) for a, b in zip(heights, heights[1:])
deltas = [(i, abs(b - a)) for i, (a, b) in enumerate(zip(heights, heights[1:]))
if a is not None and b is not None]
max_step = max(deltas) if deltas else float("nan")
worst_i, max_step = (max(deltas, key=lambda t: t[1]) if deltas else (0, float("nan")))
known = [h for h in heights if h is not None]
grade = (max_step / args.sample) * 100 if deltas else float("nan")
# Position of the worst step, as arc length / cross offset, so the cause
# can be located instead of guessed.
if label == "crossing at 130 m":
where = f"s=130 off={(worst_i * args.sample - 12.5):+.2f} m"
else:
where = f"s={worst_i * args.sample:.1f} m"
print(f" {label:18} samples {len(heights):3} holes {holes} "
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm")
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm "
f"({grade:.1f} % grade) at {where}")
out = os.path.abspath(args.out)
os.makedirs(os.path.dirname(out), exist_ok=True)
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@@ -68,8 +68,13 @@ def parse_args():
ap.add_argument("--cross", type=float, default=0.75)
ap.add_argument("--kerb", type=float, default=0.15)
ap.add_argument("--ramp-half-width", type=float, default=2.5)
ap.add_argument("--ramp-blend", type=float, default=1.5)
return ap.parse_args(argv)
ap.add_argument("--ramp-blend", type=float, default=None,
help="override the ramp run; default derives it from --max-ramp-grade")
ap.add_argument("--max-ramp-grade", type=float, default=0.08,
help="maximum crossing-ramp slope (0.08 = 8%%)")
args = ap.parse_args(argv)
args.ramp_blend = ramp_blend(args.kerb, args.max_ramp_grade, args.ramp_blend)
return args
def find_proj():
@@ -125,7 +130,13 @@ class Dem:
def kerb_height(s, base, half_width, blend):
"""Full kerb, except flushed near a crossing so people can step off."""
"""Full kerb, except flushed near a crossing so people can step off.
`blend` is the horizontal run over which the kerb drops from `base` to the
0.02 m flush height. It is derived from a target maximum grade (see
`ramp_blend`) so the crossing ramps stay within a real ramp's slope instead
of the ~8.7 % the old fixed 1.5 m run produced.
"""
for crossing in CROSSINGS:
d = abs(s - crossing)
if d <= half_width:
@@ -136,6 +147,22 @@ def kerb_height(s, base, half_width, blend):
return base
def ramp_blend(kerb, max_grade, override=None):
"""Horizontal run needed for the kerb ramp to stay at or under max_grade.
0.15 m kerb at an 8 % grade needs 1.63 m of run; the previous fixed 1.5 m
gave 8.7 %, and the walk pre-check measured the transition as a 10-13 cm
step over 1.5 m. When `override` is given it wins (kept for reproducing old
meshes), otherwise the run is computed from the live kerb height so it stays
correct if the kerb height assumption changes.
"""
if override is not None:
return max(0.0, override)
if max_grade <= 0.0:
return 0.0
return max(0.0, (kerb - 0.02)) / max_grade
def strip(rows, offsets, z_at, name, material):
"""Build a quad grid from per-row sampled vertices."""
verts, faces = [], []
@@ -218,13 +245,31 @@ def main():
z = dem_z(x, y)
return (z if z is not None else 0.0) + 0.02
def south_z(r, off, x, y):
def sidewalk_z(r, off, inner, outer, x, y):
"""Sidewalk surface: full kerb upstand at the road-side (inner) edge,
tapering to zero at the building-side (outer) edge so the walk surface
meets the terrain flush.
Before this taper the outer lip stood the full kerb height above the DEM,
which the walkability pre-check measured as a 15.8 cm step where a sample
crosses from Terrain_DEM onto Sidewalk_South (with a matching lip on the
north side). A 0.15 m lip over a 4.0 m / 5.3 m strip is a ~3-4 % ramp:
walkable and visually negligible, and it removes the ledge entirely.
"""
z = dem_z(x, y)
base = z if z is not None else 0.0
return base + kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
h = kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
span = inner - outer
if abs(span) < 1e-9:
return base + h
t = min(1.0, max(0.0, (off - outer) / span))
return base + h * t
def south_z(r, off, x, y):
return sidewalk_z(r, off, SOUTH_GUTTER, SOUTH_SIDEWALK, x, y)
def north_z(r, off, x, y):
return south_z(r, off, x, y)
return sidewalk_z(r, off, NORTH_GUTTER, NORTH_SIDEWALK, x, y)
road = strip(rows, road_offsets, road_z, "Road_Hollywood", asphalt)
sw_s = strip(rows, south_offsets, south_z, "Sidewalk_South", concrete)
+174 -3
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@@ -2,8 +2,179 @@
All notable changes to this project are documented here.
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `AGENTS.md` is completed.
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `TODO.md` is completed.
## Unreleased
## [Unreleased]
No completed releases yet.
Nothing yet.
## [0.1.4] — 2026-11-09
Building façades. The block goes from flat extruded boxes with flat colours to coursed, textured surfaces assembled from a reusable module kit, and the El Capitan Theatre gets the marquee and blade sign that make it read as itself.
### Added
- **Façade module kit** at the measured **4.96 m bay** / **3.10 m storey**: pilaster, sill, lintel, window bay, shopfront bay, door bay, cornice, parapet and coping — 16 `SM_` meshes, each validated for manifold topology (12 tris each) and assembled onto **eight buildings, 625 pieces**, from each building's own world bounds.
- **Generated surface textures** — deterministic stdlib PNGs for ashlar stone, stucco, asphalt and concrete (base colour + roughness), sampled world-aligned with per-material tiling; byte-identical on re-run.
- **Materials**: masonry coursing and roughness variation in the material graphs; `M_FacadeStoneShadow`, `M_FacadeGlass` (specular 0.62 ≈ IOR 1.5) and `M_FacadeBanner`. Material assignment is now **per slot**, keyed on the imported slot material, instead of slot 0 only.
- **El Capitan Theatre trim**: projecting marquee (12.0 × 2.60 m canopy at a 4.60 m soffit), illuminated fascia, recessed soffit, and a vertical blade sign (1.30 × 5.20 m) with frame and wall bracket.
- **Visual review loop** (`Tools/visual_loop.py` + `visual_targets.json`): verifies every capture against an expectation (missing, blank, tone-less or wrong-size shots fail) and measures each render against its reference photograph, emitting feedback that names the discipline to consult. Iterations are written under `Art/reference/iterations/`, which is gitignored until a shot is confirmed.
- **`Tools/fbx_export_preset.py`** — one export preset replacing six copies, and it exports smoothing groups (`FACE`), so round geometry is no longer faceted.
- **`Tools/ue_common.py`** — clears the read-only bit an LFS `.umap` checks out with and makes a refused save loud.
### Changed
- **Elevation cameras** are levelled (pitch 0, so verticals stay parallel) and use a 42–55° lens to fill the frame from across the street.
- **`Screenshots/` holds demo-map captures only**; the review staging map is no longer rendered for review. Each shot carries its expected content and an approval state.
### Fixed
- **Blockout frame**: the `0.1.2` regeneration had run without `--origin`, shifting the whole frontage ≈119 m in X and 2.4 m in Y and dropping the hero out of the 6902/6838 gap. Regenerated with the affine fit (residual 0.0 cm) and every span re-verified against the block verification notes.
- **Kit placed ~12 km from its buildings** — it used the mesh-local bounding box, which excludes the actor offset.
- **Marquee mirrored across the boulevard** (Blender +Y is Unreal −Y) and **hanging 5 cm above the pavement** (absolute Z instead of pavement-relative).
- **Window bays invisible** inside the solid wall; the surround now projects with glazing inset.
- **Glazing was not glass**: kit pieces kept the grey material the FBX import creates.
- **Hero windows floated 1.44 m in front of the wall**; parapet medallions were flat discs on the coping.
- **Imports could report success while saving nothing** (read-only LFS map), and the north-buildings import failed silently on a missing `import sys`.
### Verified
- Packaged build `-qaselftest`: walk 761 cm, reset, pause/unpause, seam transect 1456 samples / 0 holes, wall probe 0/35, façade occlusion probe 0/9 — all PASS. Run twice; the harness is time-based and one loaded run reported a false failure.
- All eight buildings probed against the verified world spans.
- 67 tool tests pass.
### Known limitations
- Kit pieces are boxes; cornice dentil spacing, abacus and plinth dimensions are recorded assumptions.
- Textures are generated, not authored: no decals, signage text or weathering maps.
- The vision pre-check remains advisory — it is unreliable on this content.
- Retail neighbours, hero fluting and the blockout cleaning pass move to `0.1.5`.
- Performance has not been re-measured since `0.1.0`; 625 kit actors are unmeasured.
## [0.1.3] — 2026-11-09
Packaging and setup fixes. No gameplay or visual scope; this patch makes the pipeline and its documentation tell the truth about what `0.1.x` taught.
### Fixed
- **Map imports could report success while saving nothing.** `.umap` files are LFS-tracked and check out read-only, so `save_map()` returned `False` with no error and the staged actor vanished on the next load. New `Tools/ue_common.py` (`make_writable`, `require_saved`) clears the read-only bit and makes the failure loud; `ue_hero_facade_import.py` and `ue_import_north_buildings.py` now use it. Verified from a forced `0o444` map: chmod logged, `save_map: True`, exit 0.
### Changed
- `Docs/build.md`: content-pipeline table now lists every step as it exists (seven site FBXs, frontage, north buildings, hero, map) and the shared FBX preset; packaging archive corrected to `Builds/GigLineQA`; the packaged log location and `-qaselftest` usage are documented; new **traps** table covers the read-only save, the hero `--out`-is-the-FBX mistake, the MPFB add-on path, the shot actor quitting under QA, and the null-RHI trace trap.
- `Docs/setup.md`: the fresh-checkout build is marked verified (2026-11-08) and its blocker closed; a new section documents the two optional keys (`OPENROUTER_API_KEY`, `MAPBOX_ACCESS_TOKEN`) and that neither is needed by the build, the tests or a release.
- `Docs/Architecture/07_deployment_view.md` and the combined `architecture.md`: build-output path corrected and marked as living outside the repository.
### Verified
- 54 tool tests pass (5 new for `ue_common`).
- Packaged build still launches into `DemoMap` and `-qaselftest` passes every phase.
## [0.1.2] — 2026-11-09
Scale and façade correction patch. Buildings and the hero elevation now match the reference photography and the cross-checked height data; no new gameplay scope.
### Added
- **`Tools/facade_detail_concepts.py`** — generates frontal building plates (whole elevation, entrance in its façade, building with neighbours) from a local reference photograph through OpenRouter image models. Spec-driven, never overwrites, writes a provenance sidecar per image, output stays in the gitignored `Art/reference/` tree. Local working material only.
- **`Tools/fbx_export_preset.py`** — the single FBX export preset (`ue_metric_v1` / `ue_character_v1`). Replaces the argument block that had been copied into six exporters.
- **Façade occlusion probe** in `-qaselftest`: 40 m traces sideways from the road centre at walking height, required wherever a building is staged.
- **Ionic detail on the hero**: base moulding at every shaft foot, a square abacus over every capital, and a 52-dentil cornice course.
- **Tool tests**: `Tools/tests/` now covers the input driver, height classification, the Mapbox cross-check, the concept generator and the FBX preset (49 tests).
### Changed
- **Storey height 3.2 → 3.1 m**, calibrated against Mapbox building data, with explicit overrides for three rear outbuildings; the block cross-check now reports 66 matches and no disagreements.
- **Hero colonnade 47.6 % → 53.1 %** of the 14.50 m elevation, inside the photographed 50–60 % band (thinner entablature and parapet).
- Blockout regenerated at the new storey height; frontage re-exported and re-imported (6922 42.1 → 39.1 m, El Capitan Theatre 20.0 → 20.5 m).
- FBX exports now carry smoothing groups (`FACE` instead of `OFF`), so round geometry is no longer faceted and imports stop warning.
### Fixed
- **Windows floated 1.44 m in front of the wall**, ahead of the colonnade; they now sit on the wall plane behind the columns.
- **Parapet medallions were flat discs lying on the coping** instead of discs on the parapet face.
- **The hero façade had no usable collision** — the player could walk through it. It is now complex-as-simple; auto-generated convex hulls were tried and rejected because they bulged into the street.
- **The three "guessed" block heights were never buildings**: two `building=roof` canopies and a transit shelter. They are classified as non-building volumes and the block now reports zero guessed heights.
### Verified
- Packaged build `-qaselftest`: walk, reset and pause pass; seam transect 1456 samples / 0 holes; wall probe 0/35; façade probe 0/9.
- Screenshots re-rendered for every change and approved by the owner.
### Known limitations
- Cornice dentil spacing, the base and abacus dimensions are recorded assumptions: the reference photography does not resolve them at our scale.
- Façade surfaces remain flat blockout materials; the textured pass is `0.1.4`.
## [0.1.1] — 2026-11-08
Collision-fidelity patch. No new scope: street geometry corrections and the QA tooling that measures them.
### Fixed
- **Sidewalk outer edge ledge.** The sidewalk stood the full 0.15 m kerb height above the DEM at both edges, leaving a 15.8 cm lip where the walk route crossed from terrain onto the south sidewalk. The upstand now tapers from full at the road-side edge to zero at the building-side edge; the north route's worst step fell from 15.1 cm to 6.9 cm.
- **Crossing ramps too steep.** The kerb-flush run was a fixed 1.5 m, giving ~8.7 % (measured 10–13 cm over 1.5 m). The run is now derived from a target grade (`--max-ramp-grade`, default 8 % ⇒ 1.63 m); the crossing steps 3.4 cm at 0.25 m sampling.
### Added
- **Walk pre-check improvements** (`Art/blender/site/site_assembly.py`): sampling coverage is independent of `--sample` (it previously shrank the route), and the report now prints the grade and the arc-length/offset **location** of the worst step, so a step can be located rather than guessed.
### Changed
- **Kerb height recorded as final** at 0.15 m modelled / 0.13 m as built — a standard 6 in LA kerb; neither the 3DEP DEM nor the reference photography can resolve it further (±2 cm), which is far below the character's 45 cm step height.
### Verified
- Site meshes rebuilt and re-imported (7/7, collision flags intact), DemoMap rebuilt, packaged Development build `EXIT=0`.
- `-qaselftest` on the packaged build: walk 761 cm in 2 s at steady Z 456, reset 0 cm, pause/unpause, transect 1456 samples across 16 rows / **0 holes**, wall probe **0/35** blocking hits.
### Known limitations
- One residual **13.4 cm surface step at s≈198 m** on the south sidewalk (8.0 cm at s≈251 m north). It is not a gap and is below the 45 cm `MaxStepHeight`, so it does not block traversal; the cause is a sidewalk-strip discontinuity near a centreline vertex, recorded in `Art/blender/README.md` as a smoothness refinement.
- Kerb radii at junctions, driveway aprons, drainage inlets and pavement joints remain unmodelled (unchanged from `0.1.0`).
Nothing yet.
## [0.1.0] — 2026-11-08
The first playable release: a walkable exterior demo of the **6840 Hollywood Blvd** (El Capitan Entertainment Centre) block in Unreal Engine, built on OpenStreetMap layout data and USGS elevation, with the hero façade and the verified block frontage staged on a walkable street.
### Added
- **Unreal project** (`Game/GigLine`) — C++ game module, Enhanced Input, packaged Linux build, and a `DemoMap` that a plain launch opens directly.
- **Walkable demo level** — terrain from the 3DEP DEM, Hollywood Blvd carriageway, both sidewalks and kerbs with collision, the designated mid-block crossing, and fixed daytime lighting (sun, sky light, sky atmosphere, height fog, pinned exposure).
- **Hero façade** for 6840 Hollywood Blvd — six-column neoclassical elevation with three genuine portal recesses, entablature, parapet and motto band (`Tools/hero_facade_build.py`, `Tools/ue_hero_facade_import.py`).
- **Block frontage** — the five verified south-side neighbours (6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806–6822, 6800 Lee Drug) and the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) placed at their OSM positions.
- **First-person player** — `AGigLineCharacter`: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look, jump, reset (`R`) and pause (`Escape`); controls documented in `Docs/controls.md` and shown in-game.
- **In-game ODbL attribution** — `AGigLineHUD` draws the OpenStreetMap credit and licence line every frame.
- **QA harness** — `-qaselftest` (walk, reset, pause, seam transect, invisible-wall probe, frame-time capture) and `Tools/input_test.py` / `Tools/input_emulation.py` for OS-level virtual keyboard/mouse input.
- **Documentation** — setup, build, toolchain, licensing, ODbL review, release checks, and arc42 architecture docs.
### Fixed
- **All controls were dead in packaged and PIE builds.** The mapping-context generator wrote key bindings to the deprecated `mappings` array; UE 5.8 reads `DefaultKeyMappings.Mappings`, so the cooked game had zero runtime mappings and every key resolved to nothing. `Tools/ue_create_input_assets.py` now populates the current field.
- **"Fall-through" was an 8 m invisible box.** `Terrain_DEM` shipped only a bounding-box collision proxy; forcing complex-as-simple collision (`UGigLineAssetTools`) put the player on the actual street.
- **Reset returned the player to mid-air** — the start position is now captured on the first grounded frame.
- **Plain launch opened the engine template** — the default map now lives in `DefaultEngine.ini` and points at `DemoMap`.
- **Game target would not compile** — removed editor-only API use (`UStaticMesh::PostEditChange`, `AActor::GetActorLabel`).
- **`demo-north-buildings` screenshot** framed 85 % sky (camera 9.5 km west of the buildings); re-pointed to the building mass.
### Verified
- Both sides of the demo are traversable: 1456-sample seam transect, 0 holes, no blocking collision or invisible walls (`-qaselftest` on the packaged build).
- Placement and street scale match the reference photography and Geo measurements (road 24.3 m, sidewalk offsets 12.5/13.2 m, hero frontage 26.0 m).
- **414 fps average / p99 3.01 ms at 2560×1440** (Epic preset, TSR, VSync off, no frame generation) — far above the 60 fps target.
- Fresh checkout builds and packages with the documented external engine (UE 5.8.4).
### Known limitations
- Buildings other than the hero are flat blockout volumes; façade detail, materials and Blosm style scripts are planned for `0.1.4`.
- Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
- One block only; no vehicles, NPCs, audio, or settings UI yet.
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.4...main
[0.1.4]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.4
[0.1.3]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.3
[0.1.2]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.2
[0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1
[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0
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# Introduction and Goals
Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (`0.1.0`) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.
## Requirements Overview
| ID | Description |
| --- | --- |
| 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-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 |
| F-8 | 60 FPS at 1440p on the documented workstation and quality preset |
Full requirements and progress are in [TODO.md](../../TODO.md); version direction is in [ROADMAP.md](../../ROADMAP.md).
## Quality Goals
| Priority | Quality Goal | Scenario |
| --- | --- | --- |
| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
| 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 | **Provenance** | Every committed asset has recorded provenance |
## Stakeholders
| Role | Contact | Expectations |
| --- | --- | --- |
| 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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# Architecture Constraints
## Technical Constraints
| Constraint | Explanation |
| --- | --- |
| Engine: Unreal 5.8.4 | Pinned; no bundled Linux clang — uses system clang 23.1.4. Game targets use `BuildSettingsVersion.V7`. |
| Platform: Linux first | Developed and tested on Bazzite Linux (Fedora 45 base). Windows builds ship but are secondary. |
| GPU: RTX 5070 Ti 16 GB | Dev workstation target. Vulkan RHI; open kernel module driver 615.78.08. |
| No static lighting | `r.AllowStaticLighting=False`. The demo is a fixed daytime scene lit entirely dynamically to avoid "LIGHTING NEEDS TO BE REBUILT" warnings. |
| Blender→UE via FBX | Flat diffuse colours do not survive FBX→Unreal import. All materials are authored in UE. |
| Terrain collision | UE 5.8 exposes `CollisionTraceFlag` (not `bUseComplexAsSimpleCollision`); Python cannot set it. Must use C++ helper `UGigLineAssetTools::SetComplexCollisionAsSimple`. |
| Coordinate convention | South = +Y, north = −Y (ground truth = street mesh orientation). 1 m in Blender = 100 cm in Unreal. |
## Organisational Constraints
| Constraint | Explanation |
| --- | --- |
| Squash-merge to `main` | Every PR is squash-merged for a linear history. No direct commits to `main` except integration merges. |
| Visual review required | Any change affecting appearance must produce screenshots for human approval before being marked done. |
| Asset provenance | Every committed asset must have verified licence and redistribution permission recorded in `THIRD_PARTY_NOTICES.md`. |
| Reference photography | Local only, gitignored, never committed. Used for façade work under fair-use / internal-development rationale. |
| LFS for binaries | `.uasset`, `.umap`, `.blend` tracked with Git LFS; `Binaries/`, `Intermediate/`, `Saved/` are gitignored. |
## Conventions
| Convention | Explanation |
| --- | --- |
| Semantic versioning | `MAJOR.MINOR.PATCH`. `0.x` documents breaking changes. `1.0.0` = agreed game scope. |
| Task tracking in `TODO.md` | Single central task list. `- [ ]` open, `- [-]` or `- [~]` in progress, `- [x]` done, `- [A]` active, `- [D]` deferred. |
| Headless Blender | All Blender work driven by `bpy` scripts in `Tools/`, not MCP. Blender skills are method guides only. |
| Named export presets | `ue_metric_v1` for static meshes, `ue_character_v1` for skeletal. Every exporter calls the metre→centimetre conversion. |
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# Context and Scope
## Business Context
The system is a self-contained single-player game. It has no server backend, no multiplayer, and no live service dependencies. Its communication partners are:
| 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 | — |
| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build |
## Technical Context
| Channel | Protocol / Format | Purpose |
| --- | --- | --- |
| Keyboard + mouse | Enhanced Input (IA\_\*, IMC_Default) | First-person movement, look, jump, reset, pause |
| Vulkan RHI | GPU rendering | Scene display at 60 FPS / 1440p |
| FBX | Autodesk FBX (binary) | Blender→Unreal mesh and skeleton transfer |
| GeoTIFF | 3DEP 1 m DEM | Terrain heightfield source |
| OSM XML | Overpass API extract | Building footprint and street layout source |
| Git / LFS | HTTPS to Gitea remote | Source control, binary asset storage |
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# Solution Strategy
## Technology decisions
- **Unreal Engine 5.8.4** for rendering, World Partition, physics (Chaos), and the Enhanced Input system. Chosen for its Linux support, open C++ source, and real-time rendering quality.
- **Blender 5.2 LTS** for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via `bpy` Python scripts, not MCP.
- **QGIS 4.2.3** for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.
- **Blosm 2.7.28** for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).
- **MPFB 2.0.18** for human base meshes and baked materials (NPCs in `0.2.0+`).
## Top-level decomposition
The system is a single Unreal game module (`GigLine`) with no plugins beyond `EnhancedInput`. Content is organised by domain under `/Game/Hollywood/`:
- `Site/` — terrain, road, sidewalks, kerbs, crossing markings, site materials
- `ElCapitan/` — hero façade mesh and materials
- `Frontage/` — south-side block building meshes
- `North/` — north-side building meshes
- `Input/` — Enhanced Input actions and mapping context
All modelling and geographic processing live outside the game project in `Art/`, `Geo/`, and `Tools/`. The `Game/` directory contains only engine-ready content and C++ source.
## Quality achievement
- **Performance**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
- **Fidelity**: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.
- **Reproducibility**: pinned toolchain in `Docs/toolchain.md`, named export presets, `Tools/check-lfs.sh` gate, fresh-checkout build procedure in `Docs/build.md`.
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# Building Block View
## Whitebox Overall System
The system decomposes into five top-level building blocks:
| **Name** | **Responsibility** |
| --- | --- |
| Gameplay | Player pawn, movement, camera, input bindings, HUD, game mode |
| Site | Terrain, road, sidewalks, kerbs, crossing markings, site-level collision |
| Façades | Hero façade (El Capitan), south block frontage, north-side buildings |
| Art Pipeline | Blender models, geographic data, export scripts, import scripts |
| QA & Review | Screenshot pipeline, self-test harness, visual review workflow |
### Gameplay
C++ classes in `Game/GigLine/Source/GigLine/`:
| Class | Responsibility | Key detail |
| --- | --- | --- |
| `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` | 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 |
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
### Site
Static meshes and materials in `/Game/Hollywood/Site/`:
| Asset | Role |
| --- | --- |
| `Terrain_DEM` | Ground heightfield (complex-as-simple collision) |
| `Road_Hollywood` | Carriageway surface (block-all collision) |
| `Sidewalk_North`, `Sidewalk_South` | Pedestrian surfaces (block-all collision) |
| `Kerb_North`, `Kerb_South` | Kerb edges |
| `Crossing_Markings` | Zebra markings at signalised crossing |
| `M_Asphalt`, `M_Concrete`, `M_KerbConcrete`, `M_Ground`, `M_RoadPaint`, `M_Stucco`, `M_FacadeStone` | Procedural materials (world-space-noise blend + roughness) |
### Façades
| Asset | Role |
| --- | --- |
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
### Art Pipeline
Python scripts in `Tools/` drive the content pipeline:
| Script group | Purpose |
| --- | --- |
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs). Tool rules (one script one job, result files for commandlets, clean worktree for generators, documented inventory, tests for the pure parts) are in [`AGENTS.md`](../../AGENTS.md#python-and-shell-tooling).
### QA & Review
- `AGigLineShotActor` walks fixed cameras in `-game` mode, captures PNGs, and quits.
- `-qaselftest` switch on `AGigLineCharacter` runs a core-ticker harness: walk 2 s, reset, pause/unpause, ground transect — all PASS/FAIL logged.
- `Screenshots/` holds committed PNGs and `README.md` approval table.
## Level 2
### White Box Gameplay — Input Flow
1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
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.
5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
### White Box Site — Collision Model
- Every site mesh (road, sidewalks, kerbs, crossing) is `STATIC` with `BlockAll` collision.
- `Terrain_DEM` uses `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset).
- The terrain corridor is carved to half-width 10.7 m around the road centreline so the player can walk the carriageway and both sidewalks.
- Ground Z: north sidewalk 395, road 366, south sidewalk 317 (3.94 m fall along the block, matching the DEM).
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# Runtime View
## Walk the block
1. Player launches game → `AGigLineGameModeBase` spawns `AGigLineCharacter` at `PlayerStart` `(-13336, -1150, 600)`.
2. Character falls 144 cm to road surface (Z 456) and begins walking. `StartLocation` captured on first grounded frame.
3. Player holds W → `IA_Move` fires → `ApplyMove(1, 0)` → `AddMovementInput(ForwardVector, 1)` → capsule moves at 450 cm/s.
4. Mouse move → `IA_Look` fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).
5. Player presses R → `ResetToStart` → teleport to `StartLocation`/`StartRotation`, `StopMovementImmediately`, reset control rotation.
6. Player presses Escape → `TogglePause` → `SetPause(true)`, switch to `FInputModeUIOnly`, show cursor. World timers stop; core tickers continue.
7. Player presses Escape again → `TogglePause` → `SetPause(false)`, switch to `FInputModeGameOnly`, hide cursor.
## Screenshot capture
1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
3. On last camera, requests engine quit. PNGs are copied to `Screenshots/` and committed.
## QA self-test (`-qaselftest`)
1. Core ticker starts at `BeginPlay` (not a world timer — world timers freeze on pause).
2. 1.0 s: begin driving forward input.
3. 3.0 s: stop, measure displacement (> 200 cm = PASS).
4. 3.5 s: call `ResetToStart`.
5. 4.0 s: measure distance from spawn (< 100 cm = PASS).
6. 4.5 s: call `TogglePause`, check `IsGamePaused()` (= true = PASS).
7. 5.5 s: call `TogglePause`, check `IsGamePaused()` (= false = PASS).
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.
9. 7.0 s: final verdict logged.
## Build and import pipeline
1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
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# Deployment View
## Infrastructure Level 1 — Development Workstation
| Node | Specification |
| --- | --- |
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
Quality and Performance Features
- Vulkan RHI on RTX 5070 Ti, open kernel module driver 615.78.08.
- System clang 23.1.4 (no bundled engine clang) compiles game code.
- Build time: ~90 s incremental, ~5 min clean for the editor target.
Mapping of Building Blocks to Infrastructure
| Building Block | Infrastructure Element |
| --- | --- |
| Gameplay (C++) | Dev workstation — compiled to `libUnrealEditor-GigLine.so`, loaded by engine |
| Site + Façades (UE content) | Dev workstation — `.uasset`/`.umap` in `Game/GigLine/Content/` |
| Art Pipeline (Python/Blender) | Dev workstation — headless Blender 5.2 Flatpak, Python 3.14.8 |
| QA & Review | Dev workstation — game run in `-game` mode, PNGs to `Screenshots/` |
| Git remote | `git.allucanget.biz` — Gitea instance, LFS-enabled |
## Infrastructure Level 2 — Packaged Build
| Element | Detail |
| --- | --- |
| Linux packaged build | Development config, ~1.1 GiB. Contains engine binaries, game module, cooked content, no editor. |
| Run command | `./GigLine.sh -windowed -ResX=2560 -ResY=1440` |
No server infrastructure. The game is a standalone executable.
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# Cross-cutting Concepts
## Coordinate system and scale
- **Source CRS**: EPSG:26911 (UTM zone 11N). Local origin recorded in `Geo/`.
- **Blender**: metres. East → +X, north → +Y (Blender convention).
- **Unreal**: centimetres. East → +X, north → **−Y** (confirmed from street mesh: `Sidewalk_North` Y −1912..−1053, `Sidewalk_South` Y +718..+1447).
- **Conversion**: every exporter calls the metre→centimetre function. Import presets (`ue_metric_v1`, `ue_character_v1`) are named and repeatable.
Rule: place a building only against a neighbour or street mesh, never in isolation.
## Collision model
- Site meshes (road, sidewalks, kerbs, crossing): `STATIC` mobility, `BlockAll` collision profile.
- Terrain: `STATIC`, `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset — the flag lives on the `UStaticMesh`/`UBodySetup`, not the map).
- Buildings: `STATIC`, simple collision (convex hull from mesh).
- Rule: the collision flag must be saved on the asset. Saving only the `.umap` silently reverts it.
## Lighting
- Dynamic-only: `r.AllowStaticLighting=False`. All lights are `MOVABLE`.
- Fixed daytime rig: directional light (sun, −62° pitch), sky light, exponential height fog, post-process volume with fixed exposure.
- Rationale: avoids "LIGHTING NEEDS TO BE REBUILT" warnings; no bake step; the scene never changes time of day.
## Materials
- All materials authored in Unreal, not carried from Blender (FBX import loses diffuse colours).
- World-space-noise blend nodes for cheap procedural variation (asphalt grain, concrete speckle, stucco roughness).
- Instance parameters where tunable (e.g. wetness, ageing).
## Geographic data provenance
- OSM extract is layout data only — not authoritative for façade, height, or pavement detail.
- DEM from 3DEP 1 m; elevation verified against cross-sections in `Geo/verification/`.
- Reference photography (local, gitignored) drives manual façade work.
## QA harness
- `-qaselftest`: core ticker (not world timer) so pause cannot freeze the test that proves pause works.
- `GigLine SIM` / `GigLine GROUND`: TEMP diagnostic logging, to be removed before release tag.
- Screenshot approval: human must tick `Screenshots/README.md` before visual work is marked done.
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# Architecture Decisions
## ADR-1: Dynamic-only lighting for the demo
- **Context**: The demo is a fixed daytime scene. Stationary lights demand a lighting build and produce "LIGHTING NEEDS TO BE REBUILT" warnings.
- **Decision**: `r.AllowStaticLighting=False`, all lights `MOVABLE`.
- **Consequences**: No bake step, no warning, simpler iteration. Slightly higher GPU cost per frame (no baked shadows) — acceptable for the demo scope.
## ADR-2: Materials authored in Unreal, not imported from Blender
- **Context**: FBX→Unreal import maps all Blender diffuse colours to white. Flat colour materials do not survive the pipeline.
- **Decision**: Build all materials (asphalt, concrete, stucco, façade stone, road paint) directly in Unreal with procedural nodes.
- **Consequences**: Materials cannot be previewed in Blender look-dev. Must round-trip to Unreal for visual check. But: full PBR control, world-space noise, no import surprise.
## ADR-3: Complex-as-simple collision on terrain via C++ helper
- **Context**: UE 5.8 removed `bUseComplexAsSimpleCollision`. Python cannot set `CollisionTraceFlag` on `StaticMesh`/`BodySetup` at all. The Interchange default is bbox-only simple collision, which placed an invisible lid 8 m above the street.
- **Decision**: `UGigLineAssetTools::SetComplexCollisionAsSimple` (C++) forces `CTF_UseComplexAsSimple` and saves the asset.
- **Consequences**: One C++ helper class. The flag must be saved on the asset (not just the map). No Python workaround exists.
## ADR-4: Reset captures StartLocation on first grounded frame
- **Context**: `BeginPlay` captures `StartLocation` at the PlayerStart, which is above grade (Z 600) so the capsule does not spawn embedded. Every reset dropped the player 1.4 m back into the air.
- **Decision**: Repeating 0.25 s timer captures `StartLocation` once the character reports `IsMovingOnGround()`, then clears itself.
- **Consequences**: Reset is correct. A one-shot timer at 2 s is wrong (fires after walking begins, records mid-stride position).
## ADR-5: Core ticker for QA self-test, not world timer
- **Context**: Pausing the game stops world timers. A timer-driven test freezes exactly when it proves pause works.
- **Decision**: `FTSTicker::GetCoreTicker()` drives the `-qaselftest` harness.
- **Consequences**: Test runs even while paused. Must be enabled explicitly (`-qaselftest`), never in normal play.
## ADR-6: South = +Y, north = −Y in Unreal
- **Context**: The street mesh established this convention: `Sidewalk_North` has Y range −1912..−1053, `Sidewalk_South` has +718..+1447.
- **Decision**: Adopt it project-wide. Never place a building by assumption; always verify against a street mesh or neighbour.
- **Consequences**: Matches Blender’s north→+Y after the Y-flip in the `ue_metric_v1` export preset.
## ADR-7: Headless Blender via bpy scripts, not MCP
- **Context**: Blender skill packs assume an MCP server; the project does not run one.
- **Decision**: All Blender work driven by Python scripts in `Tools/`. Skill packs used as method guides (checklists, naming, proportions) only.
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
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# Quality Requirements
## Quality Requirements Overview
| Category | Requirement | Priority |
| --- | --- | --- |
| Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation | 1 |
| Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) | 1 |
| 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 |
| Maintainability | Fresh checkout builds with documented engine installation | 2 |
| Portability | Linux build packages and runs; Windows build ships | 3 |
## Quality Scenarios
| ID | Source/Stimulus | Response | Metric |
| --- | --- | --- | --- |
| QS-1 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
| QS-2 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
| QS-3 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
| QS-4 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
| QS-5 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
| QS-6 | Game runs on dev workstation at 1440p | Frame rate stable | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
| QS-7 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
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# Risks and Technical Debts
| ID | Risk / Debt | Priority | Mitigation |
| --- | --- | --- | --- |
| 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-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. |
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# Glossary
| Term | Definition |
| --- | --- |
| Blosm | Blender add-on (2.7.28) that imports OSM data as 3D building and street blockouts. Used for layout only — not authoritative for façade or height. |
| PIE | Play In Editor — an Unreal Editor feature that runs the current map as a live game session inside the editor window, with full game code, input, and physics, without packaging a build. Used for interactive verification (walk, reset, pause) before the scripted QA self-test. |
| Complex-as-simple collision | `CTF_UseComplexAsSimple`: Unreal collision mode where the render mesh triangles are used as the collision surface, instead of a simplified proxy. Required for terrain so the player walks on the actual ground shape. |
| DEM | Digital Elevation Model. 3DEP 1 m resolution GeoTIFF covering the demo bounds. Source of terrain heightfield. |
| El Capitan | El Capitan Entertainment Centre, 6838 Hollywood Blvd. The hero building of the demo. |
| Enhanced Input | Unreal’s modern input system (UE 5+). Uses Input Actions (`IA_*`) and Input Mapping Contexts (`IMC_*`) instead of legacy axis/action bindings. |
| 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. |
| 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. |
| Squash merge | Git merge strategy that compresses all branch commits into one commit on `main`, keeping a linear history. |
| Swept transect | A QA technique that raycasts vertically at regular intervals along a path (e.g. every 200 cm along both sidewalks and the carriageway) and counts holes (misses). Zero holes = the block is fully walkable. |
| UE | Unreal Engine — Epic Games' real-time 3D creation platform (version 5.8.4 in this project). Comprises the Unreal Editor (including PIE, content browser, viewport, blueprint editor), a C++ game framework, and runtime systems for rendering (Vulkan RHI on Linux), physics (Chaos), and input (Enhanced Input). The game project is `GigLine.uproject`; game code is a single C++ module in `Game/GigLine/Source/GigLine/`. |
| World Partition | Unreal's world composition system for large open-world levels. Not yet used in `0.1.0` but planned for `0.3.0+` driving routes. |
| Y convention | In Unreal, south = +Y, north = −Y (confirmed from street mesh orientation). In Blender, north = +Y; the `ue_metric_v1` export preset flips Y. |
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**About arc42**
<div data-wrapper="1" role="lead">
arc42, the template for documentation of software and system architecture.
</div>
Template Version 0.1.0. initial architecture documentation, 2026-11-08
Created, maintained and © by Dr. Peter Hruschka, Dr. Gernot Starke and contributors. See <https://arc42.org>.
Adapted for the Gig Line project (Linux-first walking/driving demo around 6840 Hollywood Blvd).
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---
title: Gig Line Architecture Documentation
description: Architecture documentation for the Gig Line Linux-first Unreal Engine 5 demo around 6840 Hollywood Blvd.
status: v0.1.0
date: 2026-11-08
---
# Introduction and Goals
Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (`0.1.0`) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.
## Requirements Overview
| ID | Description |
| --- | --- |
| 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-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 |
| F-8 | 60 FPS at 1440p on the documented workstation and quality preset |
Full requirements and progress are in [TODO.md](../../TODO.md); version direction is in [ROADMAP.md](../../ROADMAP.md).
## Quality Goals
| Priority | Quality Goal | Scenario |
| --- | --- | --- |
| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
| 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 | **Provenance** | Every committed asset has recorded provenance |
## Stakeholders
| Role | Contact | Expectations |
| --- | --- | --- |
| 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 |
# Architecture Constraints
## Technical Constraints
| Constraint | Explanation |
| --- | --- |
| Engine: Unreal 5.8.4 | Pinned; no bundled Linux clang — uses system clang 23.1.4. Game targets use `BuildSettingsVersion.V7`. |
| Platform: Linux first | Developed and tested on Bazzite Linux (Fedora 45 base). Windows builds ship but are secondary. |
| GPU: RTX 5070 Ti 16 GB | Dev workstation target. Vulkan RHI; open kernel module driver 615.78.08. |
| No static lighting | `r.AllowStaticLighting=False`. The demo is a fixed daytime scene lit entirely dynamically to avoid "LIGHTING NEEDS TO BE REBUILT" warnings. |
| Blender→UE via FBX | Flat diffuse colours do not survive FBX→Unreal import. All materials are authored in UE. |
| Terrain collision | UE 5.8 exposes `CollisionTraceFlag` (not `bUseComplexAsSimpleCollision`); Python cannot set it. Must use C++ helper `UGigLineAssetTools::SetComplexCollisionAsSimple`. |
| Coordinate convention | South = +Y, north = −Y (ground truth = street mesh orientation). 1 m in Blender = 100 cm in Unreal. |
## Organisational Constraints
| Constraint | Explanation |
| --- | --- |
| Squash-merge to `main` | Every PR is squash-merged for a linear history. No direct commits to `main` except integration merges. |
| Visual review required | Any change affecting appearance must produce screenshots for human approval before being marked done. |
| Asset provenance | Every committed asset must have verified licence and redistribution permission recorded in `THIRD_PARTY_NOTICES.md`. |
| Reference photography | Local only, gitignored, never committed. Used for façade work under fair-use / internal-development rationale. |
| LFS for binaries | `.uasset`, `.umap`, `.blend` tracked with Git LFS; `Binaries/`, `Intermediate/`, `Saved/` are gitignored. |
## Conventions
| Convention | Explanation |
| --- | --- |
| Semantic versioning | `MAJOR.MINOR.PATCH`. `0.x` documents breaking changes. `1.0.0` = agreed game scope. |
| Task tracking in `TODO.md` | Single central task list. `- [ ]` open, `- [-]` or `- [~]` in progress, `- [x]` done, `- [A]` active, `- [D]` deferred. |
| Headless Blender | All Blender work driven by `bpy` scripts in `Tools/`, not MCP. Blender skills are method guides only. |
| Named export presets | `ue_metric_v1` for static meshes, `ue_character_v1` for skeletal. Every exporter calls the metre→centimetre conversion. |
# Context and Scope
## Business Context
The system is a self-contained single-player game. It has no server backend, no multiplayer, and no live service dependencies. Its communication partners are:
| 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 | — |
| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build |
## Technical Context
| Channel | Protocol / Format | Purpose |
| --- | --- | --- |
| Keyboard + mouse | Enhanced Input (IA\_\*, IMC_Default) | First-person movement, look, jump, reset, pause |
| Vulkan RHI | GPU rendering | Scene display at 60 FPS / 1440p |
| FBX | Autodesk FBX (binary) | Blender→Unreal mesh and skeleton transfer |
| GeoTIFF | 3DEP 1 m DEM | Terrain heightfield source |
| OSM XML | Overpass API extract | Building footprint and street layout source |
| Git / LFS | HTTPS to Gitea remote | Source control, binary asset storage |
# Solution Strategy
## Technology decisions
- **Unreal Engine 5.8.4** for rendering, World Partition, physics (Chaos), and the Enhanced Input system. Chosen for its Linux support, open C++ source, and real-time rendering quality.
- **Blender 5.2 LTS** for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via `bpy` Python scripts, not MCP.
- **QGIS 4.2.3** for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.
- **Blosm 2.7.28** for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).
- **MPFB 2.0.18** for human base meshes and baked materials (NPCs in `0.2.0+`).
## Top-level decomposition
The system is a single Unreal game module (`GigLine`) with no plugins beyond `EnhancedInput`. Content is organised by domain under `/Game/Hollywood/`:
- `Site/` — terrain, road, sidewalks, kerbs, crossing markings, site materials
- `ElCapitan/` — hero façade mesh and materials
- `Frontage/` — south-side block building meshes
- `North/` — north-side building meshes
- `Input/` — Enhanced Input actions and mapping context
All modelling and geographic processing live outside the game project in `Art/`, `Geo/`, and `Tools/`. The `Game/` directory contains only engine-ready content and C++ source.
## Quality achievement
- **Performance**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
- **Fidelity**: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.
- **Reproducibility**: pinned toolchain in `Docs/toolchain.md`, named export presets, `Tools/check-lfs.sh` gate, fresh-checkout build procedure in `Docs/build.md`.
# Building Block View
## Whitebox Overall System
The system decomposes into five top-level building blocks:
| **Name** | **Responsibility** |
| --- | --- |
| Gameplay | Player pawn, movement, camera, input bindings, HUD, game mode |
| Site | Terrain, road, sidewalks, kerbs, crossing markings, site-level collision |
| Façades | Hero façade (El Capitan), south block frontage, north-side buildings |
| Art Pipeline | Blender models, geographic data, export scripts, import scripts |
| QA & Review | Screenshot pipeline, self-test harness, visual review workflow |
### Gameplay
C++ classes in `Game/GigLine/Source/GigLine/`:
| Class | Responsibility | Key detail |
| --- | --- | --- |
| `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` | 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 |
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
### Site
Static meshes and materials in `/Game/Hollywood/Site/`:
| Asset | Role |
| --- | --- |
| `Terrain_DEM` | Ground heightfield (complex-as-simple collision) |
| `Road_Hollywood` | Carriageway surface (block-all collision) |
| `Sidewalk_North`, `Sidewalk_South` | Pedestrian surfaces (block-all collision) |
| `Kerb_North`, `Kerb_South` | Kerb edges |
| `Crossing_Markings` | Zebra markings at signalised crossing |
| `M_Asphalt`, `M_Concrete`, `M_KerbConcrete`, `M_Ground`, `M_RoadPaint`, `M_Stucco`, `M_FacadeStone` | Procedural materials (world-space-noise blend + roughness) |
### Façades
| Asset | Role |
| --- | --- |
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
### Art Pipeline
Python scripts in `Tools/` drive the content pipeline:
| Script group | Purpose |
| --- | --- |
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs).
### QA & Review
- `AGigLineShotActor` walks fixed cameras in `-game` mode, captures PNGs, and quits.
- `-qaselftest` switch on `AGigLineCharacter` runs a core-ticker harness: walk 2 s, reset, pause/unpause, ground transect — all PASS/FAIL logged.
- `Screenshots/` holds committed PNGs and `README.md` approval table.
## Level 2
### White Box Gameplay — Input Flow
1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
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.
5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
### White Box Site — Collision Model
- Every site mesh (road, sidewalks, kerbs, crossing) is `STATIC` with `BlockAll` collision.
- `Terrain_DEM` uses `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset).
- The terrain corridor is carved to half-width 10.7 m around the road centreline so the player can walk the carriageway and both sidewalks.
- Ground Z: north sidewalk 395, road 366, south sidewalk 317 (3.94 m fall along the block, matching the DEM).
# Runtime View
## Walk the block
1. Player launches game → `AGigLineGameModeBase` spawns `AGigLineCharacter` at `PlayerStart` `(-13336, -1150, 600)`.
2. Character falls 144 cm to road surface (Z 456) and begins walking. `StartLocation` captured on first grounded frame.
3. Player holds W → `IA_Move` fires → `ApplyMove(1, 0)` → `AddMovementInput(ForwardVector, 1)` → capsule moves at 450 cm/s.
4. Mouse move → `IA_Look` fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).
5. Player presses R → `ResetToStart` → teleport to `StartLocation`/`StartRotation`, `StopMovementImmediately`, reset control rotation.
6. Player presses Escape → `TogglePause` → `SetPause(true)`, switch to `FInputModeUIOnly`, show cursor. World timers stop; core tickers continue.
7. Player presses Escape again → `TogglePause` → `SetPause(false)`, switch to `FInputModeGameOnly`, hide cursor.
## Screenshot capture
1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
3. On last camera, requests engine quit. PNGs are copied to `Screenshots/` and committed.
## QA self-test (`-qaselftest`)
1. Core ticker starts at `BeginPlay` (not a world timer — world timers freeze on pause).
2. 1.0 s: begin driving forward input.
3. 3.0 s: stop, measure displacement (> 200 cm = PASS).
4. 3.5 s: call `ResetToStart`.
5. 4.0 s: measure distance from spawn (< 100 cm = PASS).
6. 4.5 s: call `TogglePause`, check `IsGamePaused()` (= true = PASS).
7. 5.5 s: call `TogglePause`, check `IsGamePaused()` (= false = PASS).
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.
9. 7.0 s: final verdict logged.
## Build and import pipeline
1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
# Deployment View
## Infrastructure Level 1 — Development Workstation
| Node | Specification |
| --- | --- |
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
Quality and Performance Features
- Vulkan RHI on RTX 5070 Ti, open kernel module driver 615.78.08.
- System clang 23.1.4 (no bundled engine clang) compiles game code.
- Build time: ~90 s incremental, ~5 min clean for the editor target.
Mapping of Building Blocks to Infrastructure
| Building Block | Infrastructure Element |
| --- | --- |
| Gameplay (C++) | Dev workstation — compiled to `libUnrealEditor-GigLine.so`, loaded by engine |
| Site + Façades (UE content) | Dev workstation — `.uasset`/`.umap` in `Game/GigLine/Content/` |
| Art Pipeline (Python/Blender) | Dev workstation — headless Blender 5.2 Flatpak, Python 3.14.8 |
| QA & Review | Dev workstation — game run in `-game` mode, PNGs to `Screenshots/` |
| Git remote | `git.allucanget.biz` — Gitea instance, LFS-enabled |
## Infrastructure Level 2 — Packaged Build
| Element | Detail |
| --- | --- |
| Linux packaged build | Development config, ~1.1 GiB. Contains engine binaries, game module, cooked content, no editor. |
| Run command | `./GigLine.sh -windowed -ResX=2560 -ResY=1440` |
No server infrastructure. The game is a standalone executable.
# Cross-cutting Concepts
## Coordinate system and scale
- **Source CRS**: EPSG:26911 (UTM zone 11N). Local origin recorded in `Geo/`.
- **Blender**: metres. East → +X, north → +Y (Blender convention).
- **Unreal**: centimetres. East → +X, north → **−Y** (confirmed from street mesh: `Sidewalk_North` Y −1912..−1053, `Sidewalk_South` Y +718..+1447).
- **Conversion**: every exporter calls the metre→centimetre function. Import presets (`ue_metric_v1`, `ue_character_v1`) are named and repeatable.
Rule: place a building only against a neighbour or street mesh, never in isolation.
## Collision model
- Site meshes (road, sidewalks, kerbs, crossing): `STATIC` mobility, `BlockAll` collision profile.
- Terrain: `STATIC`, `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset — the flag lives on the `UStaticMesh`/`UBodySetup`, not the map).
- Buildings: `STATIC`, simple collision (convex hull from mesh).
- Rule: the collision flag must be saved on the asset. Saving only the `.umap` silently reverts it.
## Lighting
- Dynamic-only: `r.AllowStaticLighting=False`. All lights are `MOVABLE`.
- Fixed daytime rig: directional light (sun, −62° pitch), sky light, exponential height fog, post-process volume with fixed exposure.
- Rationale: avoids "LIGHTING NEEDS TO BE REBUILT" warnings; no bake step; the scene never changes time of day.
## Materials
- All materials authored in Unreal, not carried from Blender (FBX import loses diffuse colours).
- World-space-noise blend nodes for cheap procedural variation (asphalt grain, concrete speckle, stucco roughness).
- Instance parameters where tunable (e.g. wetness, ageing).
## Geographic data provenance
- OSM extract is layout data only — not authoritative for façade, height, or pavement detail.
- DEM from 3DEP 1 m; elevation verified against cross-sections in `Geo/verification/`.
- Reference photography (local, gitignored) drives manual façade work.
## QA harness
- `-qaselftest`: core ticker (not world timer) so pause cannot freeze the test that proves pause works.
- `GigLine SIM` / `GigLine GROUND`: TEMP diagnostic logging, to be removed before release tag.
- Screenshot approval: human must tick `Screenshots/README.md` before visual work is marked done.
# Architecture Decisions
## ADR-1: Dynamic-only lighting for the demo
- **Context**: The demo is a fixed daytime scene. Stationary lights demand a lighting build and produce "LIGHTING NEEDS TO BE REBUILT" warnings.
- **Decision**: `r.AllowStaticLighting=False`, all lights `MOVABLE`.
- **Consequences**: No bake step, no warning, simpler iteration. Slightly higher GPU cost per frame (no baked shadows) — acceptable for the demo scope.
## ADR-2: Materials authored in Unreal, not imported from Blender
- **Context**: FBX→Unreal import maps all Blender diffuse colours to white. Flat colour materials do not survive the pipeline.
- **Decision**: Build all materials (asphalt, concrete, stucco, façade stone, road paint) directly in Unreal with procedural nodes.
- **Consequences**: Materials cannot be previewed in Blender look-dev. Must round-trip to Unreal for visual check. But: full PBR control, world-space noise, no import surprise.
## ADR-3: Complex-as-simple collision on terrain via C++ helper
- **Context**: UE 5.8 removed `bUseComplexAsSimpleCollision`. Python cannot set `CollisionTraceFlag` on `StaticMesh`/`BodySetup` at all. The Interchange default is bbox-only simple collision, which placed an invisible lid 8 m above the street.
- **Decision**: `UGigLineAssetTools::SetComplexCollisionAsSimple` (C++) forces `CTF_UseComplexAsSimple` and saves the asset.
- **Consequences**: One C++ helper class. The flag must be saved on the asset (not just the map). No Python workaround exists.
## ADR-4: Reset captures StartLocation on first grounded frame
- **Context**: `BeginPlay` captures `StartLocation` at the PlayerStart, which is above grade (Z 600) so the capsule does not spawn embedded. Every reset dropped the player 1.4 m back into the air.
- **Decision**: Repeating 0.25 s timer captures `StartLocation` once the character reports `IsMovingOnGround()`, then clears itself.
- **Consequences**: Reset is correct. A one-shot timer at 2 s is wrong (fires after walking begins, records mid-stride position).
## ADR-5: Core ticker for QA self-test, not world timer
- **Context**: Pausing the game stops world timers. A timer-driven test freezes exactly when it proves pause works.
- **Decision**: `FTSTicker::GetCoreTicker()` drives the `-qaselftest` harness.
- **Consequences**: Test runs even while paused. Must be enabled explicitly (`-qaselftest`), never in normal play.
## ADR-6: South = +Y, north = −Y in Unreal
- **Context**: The street mesh established this convention: `Sidewalk_North` has Y range −1912..−1053, `Sidewalk_South` has +718..+1447.
- **Decision**: Adopt it project-wide. Never place a building by assumption; always verify against a street mesh or neighbour.
- **Consequences**: Matches Blender’s north→+Y after the Y-flip in the `ue_metric_v1` export preset.
## ADR-7: Headless Blender via bpy scripts, not MCP
- **Context**: Blender skill packs assume an MCP server; the project does not run one.
- **Decision**: All Blender work driven by Python scripts in `Tools/`. Skill packs used as method guides (checklists, naming, proportions) only.
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
# Quality Requirements
## Quality Requirements Overview
| Category | Requirement | Priority |
| --- | --- | --- |
| Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation | 1 |
| Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) | 1 |
| 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 |
| Maintainability | Fresh checkout builds with documented engine installation | 2 |
| Portability | Linux build packages and runs; Windows build ships | 3 |
## Quality Scenarios
| ID | Source/Stimulus | Response | Metric |
| --- | --- | --- | --- |
| QS-1 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
| QS-2 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
| QS-3 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
| QS-4 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
| QS-5 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
| QS-6 | Game runs on dev workstation at 1440p | Frame rate stable | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
| QS-7 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
# Risks and Technical Debts
| ID | Risk / Debt | Priority | Mitigation |
| --- | --- | --- | --- |
| 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-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. |
# Glossary
| Term | Definition |
| --- | --- |
| Blosm | Blender add-on (2.7.28) that imports OSM data as 3D building and street blockouts. Used for layout only — not authoritative for façade or height. |
| PIE | Play In Editor — an Unreal Editor feature that runs the current map as a live game session inside the editor window, with full game code, input, and physics, without packaging a build. Used for interactive verification (walk, reset, pause) before the scripted QA self-test. |
| Complex-as-simple collision | `CTF_UseComplexAsSimple`: Unreal collision mode where the render mesh triangles are used as the collision surface, instead of a simplified proxy. Required for terrain so the player walks on the actual ground shape. |
| DEM | Digital Elevation Model. 3DEP 1 m resolution GeoTIFF covering the demo bounds. Source of terrain heightfield. |
| El Capitan | El Capitan Entertainment Centre, 6838 Hollywood Blvd. The hero building of the demo. |
| Enhanced Input | Unreal’s modern input system (UE 5+). Uses Input Actions (`IA_*`) and Input Mapping Contexts (`IMC_*`) instead of legacy axis/action bindings. |
| 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. |
| 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. |
| Squash merge | Git merge strategy that compresses all branch commits into one commit on `main`, keeping a linear history. |
| Swept transect | A QA technique that raycasts vertically at regular intervals along a path (e.g. every 200 cm along both sidewalks and the carriageway) and counts holes (misses). Zero holes = the block is fully walkable. |
| UE | Unreal Engine — Epic Games' real-time 3D creation platform (version 5.8.4 in this project). Comprises the Unreal Editor (including PIE, content browser, viewport, blueprint editor), a C++ game framework, and runtime systems for rendering (Vulkan RHI on Linux), physics (Chaos), and input (Enhanced Input). The game project is `GigLine.uproject`; game code is a single C++ module in `Game/GigLine/Source/GigLine/`. |
| World Partition | Unreal's world composition system for large open-world levels. Not yet used in `0.1.0` but planned for `0.3.0+` driving routes. |
| Y convention | In Unreal, south = +Y, north = −Y (confirmed from street mesh orientation). In Blender, north = +Y; the `ue_metric_v1` export preset flips Y. |
---
**About arc42**
<div data-wrapper="1" role="lead">
arc42, the template for documentation of software and system architecture.
</div>
Template Version 0.1.0. initial architecture documentation, 2026-11-08
Created, maintained and © by Dr. Peter Hruschka, Dr. Gernot Starke and contributors. See <https://arc42.org>.
Adapted for the Gig Line project (Linux-first walking/driving demo around 6840 Hollywood Blvd).
+50 -20
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@@ -1,6 +1,6 @@
# Build
Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was installed and a blank `Game/GigLine` build was packaged and launch-tested.
Fresh-checkout build, content-pipeline and packaging procedure for the walkable demo. Begun 2026-11-07 from a blank build and extended through the `0.1.x` patches; the release checks that exercise it are in [release-checks.md](release-checks.md).
## Constraints
@@ -10,8 +10,7 @@ Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was
## Engine
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at
`/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at `/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
## Fresh-checkout build
@@ -42,14 +41,14 @@ cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-project="/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
-noP4 -platform=Linux -clientconfig=Development \
-cook -allmaps -build -stage -pak \
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLine" \
-cook -build -stage -pak \
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLineQA" \
-unattended
# Expected: "BUILD SUCCESSFUL" (~1 min for the blank project; archive ~1.1 GiB)
# Launch test: /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh
# Expected: "AutomationTool exiting with ExitCode=0 (Success)" and "EXIT=0", ~90 s
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLineQA/Linux/GigLine.sh
```
The archive directory is deliberately **outside** the repository; never archive into the checkout.
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load `/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty non-interactive "stuck" scene — check that `GameDefaultMap` is in `DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`). The archive directory is deliberately **outside** the repository; never archive into the checkout.
## Headless content checks
@@ -70,9 +69,7 @@ Both content-acceptance tests run headless and are the template for all asset im
## Content pipeline (current)
The hero block and the demo level are built by a fixed sequence. Each step writes
a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout
can be swallowed.
The hero block and the demo level are built by a fixed sequence. Each step writes a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout can be swallowed.
| Step | Tool | Output |
| --- | --- | --- |
@@ -80,21 +77,23 @@ can be swallowed.
| Terrain | `Art/blender/terrain/terrain_from_dem.py` | `Art/blender/terrain/terrain-*.blend` |
| Street | `Art/blender/street/street_mesh.py` | `Art/blender/street/street-*.blend` |
| Site assembly | `Art/blender/site/site_assembly.py` | `Art/blender/site/site-*.blend` |
| Site export | `Art/blender/site/export_site_fbx.py` | six FBXs, one per mesh |
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON report |
| Site export | `Art/blender/site/export_site_fbx.py` | seven FBXs, one per mesh (terrain, road, both sidewalks, both kerbs, crossing) |
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON part report |
| Block frontage | `Tools/export_block_frontage.py` | six frontage FBXs from the blockout |
| North buildings | `Tools/export_north_buildings.py` | TCL and Tussaud's FBXs from the blockout |
| Site import | `Tools/ue_import_site.py` | `/Game/Hollywood/Site/*` |
| Frontage import | `Tools/ue_import_block_frontage.py` | `/Game/Hollywood/Frontage/*` |
| North import | `Tools/ue_import_north_buildings.py` | `/Game/Hollywood/North/*` |
| Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
Every Blender exporter calls [`Tools/fbx_export_preset.py`](../Tools/fbx_export_preset.py) (`ue_metric_v1` / `ue_character_v1`) instead of repeating the FBX argument block — one place for the scale conversion, the axis mapping and `mesh_smooth_type="FACE"` (without which every Unreal import warns about missing smoothing groups and round geometry arrives faceted).
Two rules that the pipeline enforces rather than documents:
- **One conversion.** Metres to Unreal centimetres happens only in
`Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record
the result and `Geo/tools/asset_metadata.py audit` re-derives it.
- **Collision is decided at import,** not later: terrain, road and sidewalks are
complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed
street ramps straight across the kerb.
- **One conversion.** Metres to Unreal centimetres happens only in `Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record the result and `Geo/tools/asset_metadata.py audit` re-derives it.
- **Collision is decided at import,** not later: terrain, road and sidewalks are complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed street ramps straight across the kerb.
## Known engine quirks (2026-11-07)
@@ -104,4 +103,35 @@ Two rules that the pipeline enforces rather than documents:
## Packaged Linux build
- 2026-11-07: blank `Game/GigLine` Development build packaged via the command above; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine/Linux`; `GigLine.sh` launched on the desktop session, Vulkan swapchain created, 759 frames rendered across a 60 s smoke test. Controls document to be written with the first playable (`0.1.0` Gameplay section).
Current QA archive: `/run/media/system/DATA/Builds/GigLineQA`. A plain `./GigLine.sh` opens `/Game/Hollywood/DemoMap`; controls are in [controls.md](controls.md) and shown in-game bottom-right. The packaged log is written **relative to the wrapper's working directory**, i.e. `<archive>/Linux/GigLine/Saved/Logs/GigLine.log` — not into the repository.
Behaviour check without a human at the keyboard:
```bash
cd /run/media/system/DATA/Builds/GigLineQA/Linux
./GigLine.sh -windowed -ResX=1280 -ResY=720 -nosplash -qaselftest
# then read <archive>/Linux/GigLine/Saved/Logs/GigLine.log for "GigLine QA:" lines
```
`-qaselftest` walks for 2 s, resets, pauses/unpauses, sweeps a 16-row seam transect, fires a ground-referenced 21 m wall probe along the street, fires 40 m façade-occlusion traces sideways from the road centre wherever a building is staged, and writes a frame-time series to `Saved/Profiling/`. Every phase logs `... PASS`/`FAIL` and the run ends with `RESULT`.
## Traps that cost real time in `0.1.x`
| Symptom | Cause | Fix |
| --- | --- | --- |
| A builder reports success but the asset is unchanged | `.blend`/`.umap` are LFS-tracked and check out **read-only**; Blender and Unreal fail the save quietly | `chmod u+w <file>` first — `ue_build_*`/`ue_hero_facade_import` and every Blender builder need it |
| `File format is not supported` when reopening a `.blend` | `hero_facade_build.py --out` writes the **FBX**; putting the `.blend` path there overwrites it with FBX bytes | `--out /tmp/…fbx --save-blend Art/…blend --report Art/…json` |
| `Add-on not loaded: "bl_ext.blender_org.mpfb"` | `mpfb_character_export.py` needs the MPFB add-on visible to Blender | export `BLENDER_USER_SCRIPTS` (see the invocation in [../Art/blender/README.md](../Art/blender/README.md)) |
| The packaged run exits after a couple of seconds during QA | `GigLineShotActor` runs its screenshot list and quits (`bQuitWhenDone`) | it skips its rounds when `-qaselftest` is on the command line — keep that guard |
| Headless `-nullrhi` traces report no hits for everything | the null RHI has no physics scene | verify traces in the **packaged** run (`-qaselftest`), never in a commandlet |
| Import logs "No smoothing group information" for every mesh | `mesh_smooth_type="OFF"` in the FBX export | use `Tools/fbx_export_preset.py` (`FACE`) |
## PIE input test (compare editor vs packaged input intake)
Use to isolate whether the "no controls respond" bug is the packaged standalone's input intake or the Enhanced Input wiring generally.
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the green **Play** (PIE) button and walk / mouse-look.
- Interpretation:
- PIE **works** -> the Enhanced Input wiring is fine and the standalone packaged build's SDL input intake is the environment-dependent bug.
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild the input config / character from scratch.
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` + `GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at `(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
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# Controls (`0.1.0` walkable demo)
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
| Action | Key | Notes |
| --- | --- | --- |
| Move forward | `W` | 4 m/s walk |
| Move back | `S` | |
| Strafe right | `D` | |
| Strafe left | `A` | |
| Look | Mouse | Captured on launch; `Escape` releases it |
| Jump | `Space` | |
| Reset to start | `R` | Returns to the grounded spawn point |
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
## Notes
- Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
## Testing input without a physical keyboard
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
```bash
python3 Tools/input_test.py --sequence move:2,look:3
```
It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.
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@@ -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.
@@ -16,14 +16,12 @@ 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.
- **ODbL posture for OSM-derived geometry.** Decided 2026-11-08: the shipped streets/footprints/sidewalks are a Produced Work of the OpenStreetMap database. Obligations held: on-screen attribution (HUD), ODbL link, and the source extract committed with provenance. Share-alike applies to the data layer only; project code and art stay CC0. Full review in [Docs/odbl-review.md](Docs/odbl-review.md).
## Provenance sources
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# ODbL review — OpenStreetMap-derived data in the shipped build
Status: **decision recorded 2026-11-08** (closes the TODO "Review ODbL obligations" item).
## 1. What OSM data the project touches
| Use | Where it lives | In the shipped build? |
| --- | --- | --- |
| Raw OSM extract (Hollywood block, 2026-11-06) | `Geo/raw/osm-api-map-2026-11-06.osm` (+2 building ways `.json`), committed | No — dev data only, not packed |
| Blosm blockout geometry (streets, building footprints, sidewalks) | Crates/site meshes derived from the extract, imported to Unreal | **Yes** — the walkable block geometry derives from OSM layout |
| USGS 3DEP DEM elevation | `Geo/raw/dem-3dep-1m-26911-2026-11-06.tif` | Yes — but public domain (US Government work), independent of ODbL |
So the shipped build contains **buildings, streets and sidewalks whose footprints come from OSM data** (layout geometry). That geometry is a **derivative database/knowledge extract** under the ODbL framing.
## 2. ODbL obligations (Open Database Licence 1.0)
ODbL = Open Database Licence (Open Data Commons, version 1.0). The OSM community contract uses it for the OpenStreetMap database.
Key obligations when you **redistribute or produce a derivative database**:
1. **Attribution** — credit the database, with a notice visible to users, and provide a link to the licence.
2. **Share-alike** — a derivative database (including a "Produced Work" from it) must be offered under ODbL, and changes must be made available.
3. **Keep the data open** — do not add technical or legal restrictions that prevent others from using the database under ODbL.
4. **No database right / extraction limits** — substantial extraction/use must follow the licence's "extraction and reuse" terms.
Important nuance: ODbL governs the **database** (the OSM data as a collection and the knowledge it encodes). **Separate creative content** — art, code, models authored by the project — is not a "database" and does not carry the share-alike obligation. The game's own code and artist-authored geometry are project-owned (CC0 per `LICENSE`).
## 3. Where the project stands
| Obligation | Held by | Evidence |
| --- | --- | --- |
| Attribution in the game | **Yes** — on-screen credit every frame | `AGigLineHUD` draws "© OpenStreetMap contributors" and "Data © OpenStreetMap contributors, ODbL 1.0 — openstreetmap.org/copyright" bottom-left (`GigLineHUD.h` lines 29/33) |
| Attribution in the repo | **Yes** — provenance + licence recorded | `THIRD_PARTY_NOTICES.md` Geographic data table; `Geo/manifests/2026-11-06-osm-api-map.md` |
| Licence text available | **Yes** — link + notice | HUD link to openstreetmap.org/copyright (ODbL); THIRD_PARTY_NOTICES points at ODbL 1.0 |
| Source data available (share-alike enabler) | **Yes** — the exact extract is committed, with bbox/date/hash | `Geo/raw/osm-api-map-2026-11-06.osm` + manifest |
| Derivative database offered under ODbL | **Recorded as a decision** — see §4 | This document |
## 4. Decision: posture for the derived geometry
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a **Produced Work / derivative database** of the OpenStreetMap database.
- The **share-alike obligation is accepted for the data layer only**. The release must carry: (a) the on-screen attribution (implemented), (b) the ODbL link (implemented), and (c) an offer of the OSM source for the geometry — satisfied by the committed raw extract plus its manifest.
- **Project creative work (code, shaders, artist-authored façades, textures) is NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no share-alike obligation. Only geometry that can be argued to encode OSM database facts (streets, building footprints, sidewalk layouts) is in scope.
- **No new obligation is created by the DEM**: 3DEP is US Government public domain and is independent of ODbL.
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial imagery are separately licensed); the project already treats OSM as layout only (`Docs/licensing.md` rule 3).
Release checklist items this lands:
- [x] In-game attribution shown (HUD).
- [x] ODbL notice + link (HUD + THIRD_PARTY_NOTICES).
- [x] Source OSM data committed with provenance (manifest: date, bbox, SHA-256).
- [x] Posture recorded here for the release gate.
## 5. Remaining (tracked separately)
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only, not distributed — must be checked once, not a release blocker for ODbL).
- Façade signage/trademarks: separate rights from the photograph, own the geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference photography" rules).
## 6. Sources checked
- ODbL text: <https://opendatacommons.org/licenses/odbl/1-0/>
- OSM licence summary: <https://www.openstreetmap.org/copyright>
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints (objective standard: attribution + produced-work offer, share-alike limited to the data layer).
Not reviewed here (out of scope for this item): engine redistribution terms (Epic), MPFB asset terms, street-prop reuse terms — all tracked in `THIRD_PARTY_NOTICES.md`.
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311,2.927
312,2.988
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632,2.185
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681,2.261
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698,2.309
699,2.732
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703,2.422
704,2.476
705,2.211
706,2.560
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710,2.284
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712,2.393
713,2.682
714,2.155
715,2.364
716,2.369
717,2.345
718,2.338
719,2.379
720,2.601
721,2.433
722,2.513
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725,2.579
726,2.513
727,2.497
728,2.268
729,2.610
730,2.122
731,2.441
732,2.628
733,2.468
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737,2.267
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742,2.281
743,2.385
744,2.297
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746,2.300
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751,2.374
752,2.385
753,2.336
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761,2.554
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763,2.310
764,2.465
765,2.402
766,2.263
767,2.688
768,2.262
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770,2.164
771,2.312
772,2.342
773,2.395
774,2.322
775,2.617
776,2.289
777,2.343
778,2.333
779,2.348
780,2.497
781,2.299
782,2.589
783,2.358
784,2.442
785,2.235
786,2.716
787,2.350
788,2.839
789,2.490
790,2.439
791,2.438
792,2.464
793,2.527
794,2.897
795,1.939
796,2.509
797,3.275
798,2.123
799,2.300
800,2.425
801,2.699
802,2.275
803,2.523
804,2.232
805,3.105
806,2.195
807,2.389
808,2.264
809,2.813
810,2.257
811,2.300
812,2.543
813,2.283
814,2.533
815,2.308
816,2.481
817,2.374
818,2.504
819,3.008
820,2.266
821,2.351
822,2.459
823,2.748
824,2.512
825,2.257
826,2.434
827,2.430
828,2.253
1 frame ms
2 0 2.419
3 1 2.502
4 2 2.360
5 3 2.395
6 4 2.174
7 5 2.539
8 6 2.421
9 7 2.322
10 8 2.455
11 9 2.345
12 10 2.510
13 11 2.076
14 12 2.287
15 13 2.345
16 14 2.398
17 15 2.451
18 16 2.358
19 17 2.303
20 18 2.322
21 19 2.325
22 20 2.370
23 21 2.277
24 22 2.591
25 23 2.312
26 24 2.333
27 25 2.281
28 26 2.453
29 27 2.351
30 28 2.348
31 29 2.452
32 30 2.402
33 31 2.271
34 32 2.314
35 33 2.304
36 34 2.377
37 35 2.443
38 36 2.589
39 37 2.267
40 38 2.554
41 39 2.075
42 40 2.406
43 41 2.395
44 42 2.509
45 43 2.291
46 44 2.370
47 45 2.278
48 46 2.531
49 47 2.289
50 48 2.345
51 49 2.459
52 50 2.495
53 51 2.319
54 52 2.310
55 53 2.528
56 54 2.266
57 55 2.134
58 56 2.413
59 57 2.479
60 58 2.307
61 59 2.343
62 60 2.343
63 61 2.313
64 62 2.317
65 63 2.437
66 64 2.618
67 65 2.316
68 66 2.275
69 67 2.355
70 68 2.496
71 69 3.997
72 70 1.704
73 71 2.353
74 72 2.285
75 73 2.434
76 74 2.389
77 75 2.356
78 76 2.330
79 77 2.531
80 78 2.477
81 79 2.260
82 80 2.493
83 81 2.136
84 82 2.432
85 83 2.324
86 84 2.498
87 85 2.430
88 86 2.364
89 87 2.346
90 88 2.374
91 89 2.370
92 90 2.469
93 91 2.394
94 92 2.653
95 93 2.326
96 94 2.441
97 95 2.285
98 96 2.397
99 97 2.411
100 98 2.333
101 99 2.582
102 100 2.372
103 101 2.375
104 102 2.631
105 103 2.965
106 104 3.026
107 105 2.361
108 106 2.379
109 107 2.281
110 108 2.321
111 109 2.503
112 110 2.532
113 111 2.646
114 112 2.486
115 113 2.462
116 114 2.115
117 115 2.502
118 116 2.149
119 117 2.329
120 118 2.306
121 119 2.578
122 120 2.298
123 121 2.323
124 122 2.318
125 123 2.307
126 124 2.482
127 125 2.383
128 126 2.470
129 127 2.285
130 128 2.392
131 129 2.402
132 130 2.455
133 131 2.296
134 132 2.294
135 133 2.577
136 134 2.288
137 135 2.537
138 136 2.214
139 137 2.279
140 138 2.664
141 139 2.348
142 140 2.444
143 141 2.430
144 142 2.269
145 143 2.317
146 144 2.392
147 145 2.350
148 146 2.333
149 147 2.558
150 148 2.401
151 149 2.335
152 150 2.203
153 151 2.473
154 152 2.471
155 153 2.677
156 154 1.980
157 155 2.721
158 156 2.139
159 157 2.277
160 158 2.348
161 159 2.312
162 160 2.412
163 161 2.498
164 162 2.372
165 163 2.421
166 164 2.249
167 165 2.525
168 166 2.750
169 167 2.465
170 168 2.560
171 169 2.400
172 170 2.310
173 171 2.423
174 172 2.274
175 173 2.482
176 174 2.581
177 175 2.375
178 176 2.285
179 177 2.325
180 178 2.386
181 179 2.379
182 180 2.344
183 181 2.424
184 182 2.635
185 183 2.188
186 184 2.378
187 185 2.258
188 186 2.361
189 187 2.445
190 188 2.280
191 189 2.589
192 190 2.373
193 191 2.349
194 192 2.514
195 193 2.153
196 194 2.271
197 195 2.519
198 196 2.469
199 197 2.509
200 198 2.293
201 199 2.324
202 200 2.317
203 201 2.569
204 202 2.400
205 203 2.527
206 204 2.406
207 205 2.347
208 206 2.361
209 207 2.414
210 208 2.320
211 209 2.481
212 210 2.462
213 211 2.333
214 212 2.306
215 213 2.334
216 214 2.377
217 215 2.447
218 216 2.465
219 217 2.431
220 218 2.304
221 219 2.551
222 220 2.308
223 221 2.373
224 222 2.286
225 223 2.389
226 224 2.524
227 225 2.309
228 226 2.367
229 227 2.358
230 228 2.512
231 229 2.235
232 230 2.320
233 231 2.581
234 232 2.308
235 233 2.410
236 234 2.531
237 235 2.322
238 236 2.585
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241 239 2.279
242 240 2.464
243 241 2.336
244 242 2.282
245 243 2.487
246 244 2.557
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249 247 2.535
250 248 2.234
251 249 2.220
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253 251 2.446
254 252 2.356
255 253 2.296
256 254 2.502
257 255 2.400
258 256 2.255
259 257 2.592
260 258 2.288
261 259 2.310
262 260 2.443
263 261 2.326
264 262 2.392
265 263 2.414
266 264 2.332
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268 266 2.381
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270 268 2.355
271 269 2.331
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274 272 2.625
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296 294 2.344
297 295 2.532
298 296 2.309
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310 308 2.409
311 309 2.321
312 310 2.395
313 311 2.927
314 312 2.988
315 313 2.479
316 314 2.328
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319 317 1.912
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321 319 2.569
322 320 2.505
323 321 2.299
324 322 2.310
325 323 2.414
326 324 2.342
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829 827 2.430
830 828 2.253
+125 -9
View File
@@ -30,17 +30,133 @@ 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
| Version | Check | Result | Evidence | Date |
| --- | --- | --- | --- | --- |
| `0.1.0` | Traversal, both sides | — | — | — |
| `0.1.0` | Placement vs references | — | — | — |
| `0.1.0` | Collision and packaging | — | — | — |
| `0.1.0` | 60 FPS at 1440p | — | — | — |
| `0.1.0` | Fresh checkout build | — | — | — |
| `0.1.0` | Packaged Linux build | — | — | — |
| `0.1.0` | Attribution display | — | — | — |
| `0.1.0` | Traversal, both sides | PASS — Blender pre-check + in-engine swept transect, 0 holes, ground Z 317..395 | `-qaselftest`, TODO 0.1.0 notes | 2026-11-08 |
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
## `0.1.0` — Placement vs references — record (2026-11-08)
Checked against the reference photography (`Art/reference/`) and the Geo measurements (`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via `Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions probed from the DemoMap (commandlet, 2026-11-08).
### Placement and scale (in-engine ↔ reference)
| Quantity | In-engine (probed world-space) | Reference | Match |
| --- | --- | --- | --- |
| Road (Hollywood Blvd carriageway) | Y −13.82..+10.47 m → **24.3 m** | crossing ways 20.9–25.9 m | ✓ within range |
| South sidewalk strip | 7.3 m (bbox incl. kerb apron); built walkable strip 4.0 m per `Art/blender/README.md` | 12.6 m centreline offset; strip width from setback arithmetic | ✓ offset 12.5 m ≈ ref 12.6 m |
| North sidewalk strip | 8.6 m (bbox); built strip 5.3 m | 13.6 m centreline offset | ✓ offset 13.2 m ≈ ref 13.6 m |
| Kerbs | 3.3 m apron face to 0.13 m upstand | 0.15 m assumption; photo check pending (`0.1.1` Kerb height item) | ≈ (recorded deviation) |
| Hero façade (6840 El Capitan Ent. Ctr.) | X −146.38..−120.34 m (26.0 m frontage), Y +13.0..+25.6 m from road centre (13.0 m deep) | 6840 setback 14.5 m; 25.75 m frontage (resolved) | ✓ frontage; setback ~1.5 m deeper than ref (recorded) |
| El Capitan Theatre (6838) | X −120.82..−82.10 m, Y +13.4..+68.5 m | theatre east of 6840 | ✓ east |
| South frontage run (6922, 6902, 6838, 6822, 6806, 6800) | X −242.76..−14.37 m, all Y +12..+68 m | verified OSM footprints in place | ✓ |
| North buildings TCL / Tussaud's | TCL X −228.9..−184.4, Y −94.3..−18.0; Tussaud's X −270.7..−228.0, Y −75.9..−18.9 | north of the Blvd, west of hero (per OSM) | ✓ placed north (−Y) across the road |
### Visual comparison (demo views vs references)
| Shot | Reference(s) used | Verdict | Notes |
| --- | --- | --- | --- |
| `review-demo-spawn-view` | `hollywood/el-capitan-facade-day-*` (CC BY 2.0), `el-capitan-entrance/*` | PASS | Facade frontage, column rhythm and neighbour massing match; camera frames the whole block from the north sidewalk. |
| `review-demo-street-level` | `hollywood/el-capitan-theatre-blade-sign-*`, `premiere-staging-*` | PASS | Street-level colonnade + frontage neighbours; sidewalk depth consistent with the blade-sign frame. |
| `review-demo-crossing` | street-profile crossing s=130.1 m | PASS | Zebra markings visible along the crosswalk; kerb flushed at the crossing. |
| `review-demo-north-buildings` | north-side OSM positions; TCL/Tussaud's `Art/reference/north-*` | PASS | Camera re-pointed 2026-11-08 (was 9.5 km west → 85% sky); buildings now framed. Flat blockout surfaces are the `0.1.4` scope. |
### Deliberate deviations recorded
- **North/south building surfaces are flat blockouts** (bloblike, no façade detail). Detail texturing/façade style is the planned `0.1.4` (Proper building façades) work; placement and massing are what this check verifies.
- **Kerb upstand 0.13 m as built vs 0.15 m assumed**; the DEM cannot resolve a kerb — tracked in `0.1.1` (Kerb height assumption).
- **Sidewalk surface detail** (railings, pavers, domes) not modelled — outside `0.1.0` scope.
- **Crossing ramps are kerb flushes, not graded ramps** — the `0.1.1` Crossing ramp gradient item.
- Site identity (the neoclassical hero with motto band) matches the 2009 façade photograph and the 1922 Masonic elevation within blockout fidelity.
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified flat surfaces as "unexpected" — those flags are the deliberate deviations above, not placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
## `0.1.0` — Collision and packaging — audit note (2026-11-08)
Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselftest`.
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3 lane centres; the seam rows are what this check adds.)
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above the local ground, along the road and both seam rows. Result **0/35 blocking hits inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking height toward each frontage, required only where the map stages a building (the spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`). Result **0/9 directions without a blocking wall** — the player cannot walk through the hero or the frontage. This probe found the hero façade had **no simple collision** at all (complex-only, so traces and capsule sweeps passed through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were tried first and rejected: on a 95-part, 26 m façade they bulged into the street (the wall probe went 0/35 → 2/35). (First pass used a fixed Z 160 start; the street is at Z ~366, so the probe started inside the earth and reported every row as a dist-0 blocker. Grounding the probe fixed that measurement bug.)
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause `IsGamePaused()=1`, unpause 0 — all PASS.
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits cleanly. The `GigLineShotActor` screenshot rounds are suppressed under `-qaselftest` so they cannot quit the run before the audit phases.
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge artifacts of the widened extent, not walkable holes — the walkable corridor is continuous (walk + transect both PASS).
## `0.1.0` — 60 FPS at 1440p — record (2026-11-08)
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5, NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at 3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3, sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3, sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**, default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable** (`r.Streamline.FrameGeneration.Mode` absent → -999).
**Route:** the deterministic `-qaselftest` traversal — spawn `(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are captured every frame over that route (829 frames), not a single sample.
**Result at 2560×1440:**
| Metric | Value |
| --------------- | --------------------- |
| Frames captured | 829 |
| Average | **2.42 ms → 414 fps** |
| p50 | 2.38 ms |
| p95 | 2.71 ms |
| p99 | 3.01 ms (≈332 fps) |
| Max | 4.00 ms |
**Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS target without frame generation.
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another game instance / busy compositor overlapped the capture; repeated clean runs (windowed and fullscreen, Wayland and X11 drivers, window focused) all measured ~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
**Reproduce:**
```bash
# from Game/…/Saved: the run writes Profiling/perf-walk-frametimes.csv
./GigLine.sh -fullscreen -ResX=2560 -ResY=1440 -nosplash -qaselftest \
-ExecCmds="sg.ViewDistanceQuality 3,sg.ShadowQuality 3,sg.GlobalIlluminationQuality 3,sg.ReflectionQuality 3,sg.PostProcessQuality 3,sg.TextureQuality 3,sg.EffectsQuality 3,sg.FoliageQuality 3,sg.ShadingQuality 3"
```
Committed frame-time series: `Docs/perf/0.1.0-walk-frametimes.csv`.
## `0.1.0` — Fresh checkout build — record (2026-11-08)
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean directory with no prior state:
```bash
git clone https://git.allucanget.biz/zwitschi/gig-line.git /tmp/fresh-check
cd /tmp/fresh-check && git lfs install && git lfs pull
Tools/check-lfs.sh # -> "LFS check OK: 130 LFS-tracked file(s)"
cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/Linux/Build.sh GigLineEditor Linux Development \
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
```
- Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE package content, not a pointer).
- `GigLineEditor` → **Result: Succeeded** (28.2 s); produced `/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
- `GigLine` (game) → **Result: Succeeded** (26.9 s).
- Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4` (UE 5.8.4), system clang; no machine-specific paths beyond the documented `-project=` argument.
**Verdict: PASS.**
## `0.1.0` — Packaged Linux build + documented controls — record (2026-11-08)
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development -cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA` → `EXIT=0` (Success).
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) → `LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens the walkable demo directly (the default-map fix holds in a package, not just the editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
**Controls documented and shown in-game:**
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus how to test input headlessly.
- `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause".
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px (a single right-aligned line), attributed text bottom-left. Screenshot: `Docs/perf/0.1.0-packaged-hud-controls.png`.
**Verdict: PASS.**
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# `0.1.4` façade review — signoff
Four demo-map captures from the `facades-0.1.4` branch, after the module kit, the textured materials and the theatre marquee went in. **All seven items signed off 2026-11-09** (owner review of the local renders).
Reference photographs to compare against: `Art/reference/hollywood/` and `Art/reference/el-capitan-*` (local, not committed). Regenerate the set with `Tools/render_screenshots.sh --verify`; measure it with `python3 Tools/visual_loop.py --compare --iteration 5`.
## Signoff
- [x] **1. Block from the north sidewalk** — hero between its neighbours, sidewalk and road read correctly
- [x] **2. Street level** — colonnade, shopfronts and window rhythm hold up at eye height
- [x] **3. Crossing** — zebra bars, kerb line and the frontage behind
- [x] **4. North buildings** — TCL and Tussaud's framed across the boulevard
- [x] **5. Materials** — stone reads as coursed stone, glazing as glass, not flat colour
- [x] **6. Theatre trim** — marquee and blade sign proportions believable at street level
- [x] **7. Approve** `v0.1.4` (kit + materials + theatre trim); remaining geometry moves to the next version
## 1. Block from the north sidewalk
![Block from the north sidewalk](../../Screenshots/demo/review-demo-spawn-view.png)
Expected: the neoclassical hero façade between its neighbours, both sidewalks and the road in the foreground. _Metric: 0.68 similarity, edges 0.28× reference._
## 2. Street level
![Street level](../../Screenshots/demo/review-demo-street-level.png)
Expected: the hero colonnade with adjacent frontage buildings either side, shopfronts at pavement level, 4.96 m bay rhythm. _Metric: 0.33, edges 0.27×._
## 3. The designated crossing
![Crossing](../../Screenshots/demo/review-demo-crossing.png)
Expected: continental zebra bars on the asphalt at s=130 m, south frontage and colonnade behind. _Metric: 0.42, edges 0.34×._
## 4. North-side buildings
![North buildings](../../Screenshots/demo/review-demo-north-buildings.png)
Expected: TCL Chinese Theatre and Madame Tussaud's across Hollywood Blvd, full height in frame. _Metric: 0.34, edges 0.14×._
---
## Appendix — what was checked, and what was broken
### Verified
- **Behaviour**, packaged build, `-qaselftest`: walk 761 cm in 2 s (Z steady 456), reset 0 cm, pause/unpause, seam transect 1456 samples / **0 holes**, wall probe **0/35**, façade occlusion probe **0/9** — all PASS. Run twice: the harness is time-based and one loaded run reported a false failure (`walk 246 cm`, `pause FAIL`), an immediate re-run passed — re-run before believing a single FAIL.
- **Placement**, probed from the live map against `Geo/verification/2026-11-06-el-capitan-block.md`: 6922 −24276…−17700, 6902 −17749…−14591, **hero −14644…−12028 between them**, theatre −12082…−8210, 6822 / 6806 / 6800 −7854…−1437, TCL −22889…−18442, Tussaud's −27071…−22799. Blockout affine residual **0.0 cm**.
- **Budgets**: hero 148 parts / 3 044 tris · kit 16 meshes × 12 tris · 625 kit actors ≈ 7 500 tris · 8 × 512² textures (196 KB) · 67 tool tests pass.
- **Topology**: every kit piece manifold, no loose geometry.
### Defects found this cycle
Every one of these rendered convincingly; the placement ones were caught by coordinate probes, not by looking.
| Sev | Defect | Root cause |
| --- | --- | --- |
| Blocker | Frontage shifted ≈119 m X / 2.4 m Y, hero outside its gap | Blockout regenerated without `--origin` |
| Blocker | Kit placed ~12 km from its buildings | Used mesh-local bbox; actors carry the offset |
| Blocker | Marquee on the far side of the boulevard | Blender +Y is Unreal −Y |
| Major | Marquee canopy 5 cm above the pavement | Absolute Z; pavement is 4.56 m above datum |
| Major | Window bays invisible, inside the solid wall | Piece modelled entirely at +Y |
| Major | Glazing wasn't glass | Grey `M_Kit_*` from the FBX import, never overridden |
| Major | Hero windows floated 1.44 m in front of the wall | Wrong Y in the builder |
| Major | Parapet medallions were discs on the coping | Built with the Z-axis cylinder helper |
| Major | Hero had no usable collision | Complex-only; traces use simple |
| Minor | "No smoothing group information" on every import | `mesh_smooth_type="OFF"` in six exporters |
| Minor | `save_map()` returned False silently | LFS `.umap` read-only, importer never chmod'd |
| Minor | North-buildings import silently no-op | Missing `import sys` |
| Minor | Kit folder held 24 assets (8 orphan materials) | No stale-asset sweep |
| Minor | Edge-density metric counted PIL's border ring | `FIND_EDGES` leaves a 128 ring |
| Minor | QA wall probe grazed the theatre wall | Scan row 1 cm from the building line |
### Limitations worth knowing
- Kit pieces are boxes; dentil spacing, abacus and plinth dimensions are recorded assumptions, not measurements.
- Textures are generated, not authored — no decals, signage text or weathering.
- The vision pre-check stays advisory: it has rejected shots the owner approved.
- The low edge ratios in the metrics are partly structural — a wide block view against a tight façade crop always scores low. Weigh the images, not the scores.
- Performance has not been re-measured since `0.1.0`; the 625 kit actors are unmeasured (tracked in `TODO.md` under `0.1.5`).
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@@ -21,25 +21,20 @@ 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
- `[x]` Update Bazzite with its supported mechanism.
`ujust update` (or `rpm-ostree upgrade`) followed by a reboot. Deployment `45.20261105` is booted and default; `44.20261026` retained as rollback.
- `[x]` Verify the NVIDIA driver and Vulkan from the desktop session.
`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.
- `[x]` Install `git-lfs`, `cmake`, `ninja-build`, `clang` as an ostree layer, reboot, then `git lfs install`.
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.
- `[x]` Update Bazzite with its supported mechanism. `ujust update` (or `rpm-ostree upgrade`) followed by a reboot. Deployment `45.20261105` is booted and default; `44.20261026` retained as rollback.
- `[x]` Verify the NVIDIA driver and Vulkan from the desktop session. `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.
- `[x]` Install `git-lfs`, `cmake`, `ninja-build`, `clang` as an ostree layer, reboot, then `git lfs install`. 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.
## 2. Engine acquisition
- `[x]` **Human step.** Create an Epic account, accept the Unreal license.
Done on 2026-11-06 with the account email recorded locally; no credentials stored in the repository.
- `[x]` **Human step.** Create an Epic account, accept the Unreal license. Done on 2026-11-06 with the account email recorded locally; no credentials stored in the repository.
- `[x]` **Human step.** Acquire one pinned engine build. Two routes:
- **Launcher build**: install the Linux Epic Games Launcher, download the pinned engine version, install to the DATA volume, and disable auto-update so the pin holds.
- **Source build**: clone the pinned `release` branch from the Epic Games GitHub organisation, then `./Setup.sh`, `./GenerateProjectFiles.sh`, `make -j16`. Budget 120–200 GB and a multi-hour first build on 16 threads.
**5.8.4** downloaded to `/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.8.4.zip`: 39 819 212 076 bytes (37.08 GiB), ZIP central directory present with 299 959 entries, `Engine/Build/Build.version` reports **5.8.4**, changelist 58902052, `++UE5+Release-5.8`.
- **Source build**: clone the pinned `release` branch from the Epic Games GitHub organisation, then `./Setup.sh`, `./GenerateProjectFiles.sh`, `make -j16`. Budget 120–200 GB and a multi-hour first build on 16 threads. **5.8.4** downloaded to `/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.8.4.zip`: 39 819 212 076 bytes (37.08 GiB), ZIP central directory present with 299 959 entries, `Engine/Build/Build.version` reports **5.8.4**, changelist 58902052, `++UE5+Release-5.8`.
- `[x]` Verify the archive end to end before extracting. `unzip -tq` on 2026-11-06: "No errors detected", exit 0.
- `[x]` Extract to the DATA volume and record the install path. Done 2026-11-07: `/run/media/system/DATA/Engines/UE_5.8.4`, 73 GiB on disk, extraction verified by full headless editor start.
- `[x]` Resolve the engine version: **5.8.4 pinned** (see the decision below). The 5.2.0 archive (19.59 GiB, CL 25360045) remains on disk as a fallback only and should be deleted once the pin is trusted.
@@ -88,13 +83,24 @@ Without `git lfs install`, adding an LFS-matched file does not error — it comm
Sizes: the engine lives outside the repository (pinned install path recorded in `toolchain.md`). The repository holds the Unreal project, Blender sources, geo sources, and tooling.
**Fresh checkout not yet tested end to end.** The build procedure in [build.md](build.md) was produced from a working tree, not from a clean clone. Exercise it before `v0.1.0` is tagged — it is a release check on the board.
**Fresh checkout verified 2026-11-08.** A clean clone of `main` with `git lfs pull` built both `GigLineEditor` and `GigLine` against the documented external engine (recorded in [release-checks.md](release-checks.md)). Re-run it before a release tag if the engine pin or the module's dependencies change.
### Optional keys (local only)
Two tools talk to paid services and read their keys from the gitignored `.env`:
| Variable | Used by | Needed for |
| --- | --- | --- |
| `OPENROUTER_API_KEY` | `Tools/judge_screenshot.py`, `Tools/facade_detail_concepts.py` | vision pre-check and AI concept plates |
| `MAPBOX_ACCESS_TOKEN` | `Geo/tools/mapbox_buildings.py` | the second building-height source |
Nothing in the build, the tests or the release path needs either key. Never commit `.env`; `git check-ignore .env` should succeed.
## Known blockers
| Blocker | Owner | Needed for |
| --- | --- | --- |
| Delete the fallback 5.2.0 engine archive (`/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.2.0.zip`) once the 5.8.4 pin is trusted through asset production | agent | Disk hygiene (19.6 GiB), pin safety |
| Fresh-checkout build exercised against the documented procedure | agent | `v0.1.0` release check |
| ~~Fresh-checkout build exercised against the documented procedure~~ | — | Done 2026-11-08 |
Closed 2026-11-07: Epic account and engine download, QGIS `lts` removal, Blosm and MPFB on Blender 5.2 (headless invocation fix in `Art/blender/README.md`), engine validation on Bazzite, full project bootstrap. Earlier closed: Bazzite update and reboot, driver and Vulkan verification, `git-lfs`/`clang`/`cmake`/`ninja` layering.
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[/Script/EngineSettings.GameMapsSettings]
GlobalDefaultGameMode="/Script/GigLine.GigLineGameModeBase"
; The runnable map is the walkable demo, so a plain launch opens it (not the
; engine template nor the review staging scene).
GameDefaultMap=/Game/Hollywood/DemoMap
EditorStartupMap=/Game/Hollywood/DemoMap
ServerDefaultMap=/Game/Hollywood/DemoMap
TransitionMap=/Game/Hollywood/DemoMap
[/Script/Engine.RendererSettings]
; Dynamic-only lighting. With static lighting allowed, the stationary sun and
@@ -9,6 +15,11 @@ GlobalDefaultGameMode="/Script/GigLine.GigLineGameModeBase"
; static lighting outright — nothing to build, no warning.
r.AllowStaticLighting=False
[ConsoleVariables]
; Dev diagnostics (spawn/input setup logs) are off by default in shipped builds.
; Re-enable at runtime: `gigline.SetupLogs 1`.
gigline.SetupLogs=0
[URL]
GameName=GigLine
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@@ -7,9 +7,14 @@ CopyrightNotice=
BuildConfiguration=PPBC_Development
FullRebuild=False
UsePakFile=True
; Runtime-loaded content must ship even when nothing statically references it.
; The Enhanced Input assets are only soft-loaded by AGigLineCharacter at
; BeginPlay; without this the cooker prunes them from the pak (observed: the
; cook ReferencedSet had zero /Game/Input entries, so inputs were all nil and
; no keys worked). Always cook the demo map + input. Keep both maps listed so
; EditorStartupMap/GameDefaultMap selection stays flexible.
+DirectoriesToAlwaysCook=/Game/Input
+DirectoriesToAlwaysCook=/Game/Hollywood
+DirectoriesToAlwaysCook=/Game/Test
[/Script/EngineSettings.GameMapsSettings]
; Temporary default while the demo map is being built; GameMapsSettings in
; DefaultEngine.ini still names the game mode only.
GameDefaultMap=/Game/Test/ReviewMap
EditorStartupMap=/Game/Test/ReviewMap
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