- New 'Toolchain - end-to-end asset check (done 2026-11-10)' section: what the e2e command runs, the last PASS, and the seven steps that got it there. Two items stay open - the judge is not trustworthy yet (0/11 on shots the owner approved) and the driver joins the release checks only once it is. - Hero facade tasks rewritten as done/verified where they are: cameras checked, detail seated on the wall, blank lintel band removed, grilles, courses and balustrade added, sandstone authored per slot, banner proportions corrected. What stays open is the generated albedo actually rendering, the inscription and medallions, the banner lettering, and the three review shots. - Vehicle physics: the task list now leads with the two facts that matter (the same pawn falls correctly on ReviewMap's floor; in DemoMap the transform is written directly at any height, with the mover, overlaps, collision and gravity all ruled out by measurement) and the next probe - a fresh map plus staged content group by group. - 0.3.0: the road/sidewalk reconciliation is marked solved - the 2 m 'lid' was an auto-generated convex hull over a 279 m strip, not the geometry, and the cross-section is now continuous at 158 cm. The Chaos vehicle item is marked deferred, pointing at the own-task section.
Gig Line
A Linux-first Unreal Engine game about walking and driving through a real city. The first release, 0.1.0, is a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, covering the south-side frontage between Highland Avenue and Orange Drive plus the north-side frontage within 50 m of the boulevard.
Status
0.1.0 is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable DemoMap exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.
Current tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in MEMORY.md.
Layout
| Path | Contents |
|---|---|
Game/ |
Unreal project, configuration, source, game-ready content |
Art/ |
Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library |
Geo/ |
Source manifests, permitted geographic data, and every geographic tool |
Tools/ |
Unreal-side importers, level builders, and reference gathering |
Docs/ |
Setup, toolchain pins, build and content pipeline, licensing, release checks |
Screenshots/ |
Rendered review captures and their approval state |
Getting started
git lfs install # required: content, images, audio, and geo files are LFS-tracked
git lfs pull
Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers
The engine is installed outside the repository and pinned in Docs/toolchain.md. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.
Documents
- TODO.md — living task list, source of truth for progress
- ROADMAP.md — development plan: milestone goals, scope, and release gates
- MEMORY.md — shared session memory: discoveries, traps, decisions
- AGENTS.md — contributor and agent rules
- PLAN.md — scope, stack, release policy, timeline
- Docs/toolchain.md · Docs/environment.md — pins and workstation audit
- Docs/build.md — fresh-checkout build and content pipeline
- Docs/release-checks.md — release gates
- Docs/licensing.md · THIRD_PARTY_NOTICES.md — licensing
- CHANGELOG.md — release history
Licensing
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.