zwitschi 319096d0d9 fix(vehicle): settle the chassis on the road (float 33 m -> 6 cm)
Two root causes, both in how the chassis box was authored:

1. The box centre was -Extent.Z*0.25, below the root bone, so the box sat under the
   ground and the suspension pushed the whole vehicle up. The skeletal mesh imports
   ROLLED (height along Y, width along Z) while the armature is unrolled, so the box is
   now built with swapped axes (length from mesh X, width from mesh Z, height from mesh
   Y) and centred at the rolled mesh's mid-height (Bounds.Origin.Y). The vehicle now
   settles at Z 6 cm instead of floating at 33 m.

2. A left-over diagnostic stopped the movement component at 2.5 s whenever the pawn
   ticked, which cut the drive test (throttle runs 1-4 s). It is now gated on the vehicle
   actually having zero wheels.

Remaining: the drive test still reports ~0 forward speed, so the throttle does not yet
move the car - the wheels rest ~2 cm above the ground because the suspension rest
position is measured against the root bone while the box sits at the centre of mass.
2026-11-10 21:33:14 +01:00
2026-11-10 17:55:06 +01:00
2026-11-10 19:57:56 +01:00
2026-11-10 19:57:56 +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.

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