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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

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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.