# Changelog 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 `TODO.md` is completed. ## [Unreleased] 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/v0.1.0...main [0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0