Files
gig-line/Game
zwitschi 1b22d551fe feat(geo): adopt Mapbox building calibration (3.1 m per level)
Owner decision: adopt the two findings from the Mapbox cross-check.

- LEVEL_HEIGHT 3.2 -> 3.1 m in block_height_report.py and the Blosm
  --level-height default; every levels-derived building drops ~0.6 m per 6
  levels, matching Mapbox.
- HEIGHT_OVERRIDES for the three rear building=yes/apartments structures that
  Mapbox gives as single storey (3.0 m) where our 2-level fallback rendered
  6.4 m blocks.
- classify_height() takes an optional way_id so overrides apply; the Mapbox
  cross-check passes it and now reports 66 match / 6 non-building / 0 disagree.
- Geometry follows: blockout regenerated at 3.1 (frontage object names
  preserved, 6/6 exported), frontage re-imported, DemoMap rebuilt, packaged
  -qaselftest PASS (walk, reset, pause, transect 0 holes, wall probe 0/35).
- Docs: Art/blender/README scale table + a note that Blosm adds ~1.9 m roof mass
  above levels x levelHeight; TODO item closed; MEMORY records the gotcha that
  blockout regeneration must re-verify the element.* frontage mapping.
2026-11-08 16:38:04 +01:00
..

Game

The Unreal project lives at Game/GigLine/GigLine.uproject once created. Nothing here yet.

What gets committed

  • Config/ — engine and project settings, including the quality presets used for release checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.uproject

What does not

Binaries/, Intermediate/, Saved/, DerivedDataCache/ — all generated. .gitignore covers them; do not add exceptions.

Engine

Installed outside the repository. Its path and exact version are recorded in ../Docs/toolchain.md. Nothing in this directory may assume a machine-specific engine path; the documented build procedure is ../Docs/build.md.