zwitschi 2bb1e74814 fix(collision): terrain bbox proxy buried the whole street
The player never fell through - it stood on an invisible 8 m box. The
imported Terrain_DEM carried only a bounding-box simple collision proxy,
so every downward trace in the block hit Demo_Terrain_DEM at Z 819 (the
mesh bbox max) and the road/sidewalk underneath were unreachable. The
view from up there looked plausible, which is why it read as working.

- add UGigLineAssetTools (C++): set complex-as-simple collision on a
  static mesh; UE 5.8 exposes ECollisionTraceFlag, not
  bUseComplexAsSimpleCollision, and Python cannot set it at all.
- builder forces + saves the terrain asset as complex-as-simple (the flag
  lives on the asset, so saving only the .umap loses it).
- spawn (-13336, -1150, 600): inside the carved corridor; lands on the
  road at Z 456 (feet 368 on road top 366).
- HighResShot 1280x720, not "1280 720" (that is multiplier 1280).
- keep SIM + single ground-probe diagnostics (TEMP QA).
2026-11-08 11:30:41 +01:00

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

Licensing

Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md. OSM-derived output carries "© OpenStreetMap contributors".

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