zwitschi 32dff056c3 fix(blockout): regenerate with --origin; frontage back on the verified spans
The 0.1.2 blockout regeneration ran without --origin, so Blosm centred on the
extract instead of fitting the project frame. The frontage shifted ~119 m in X and
~2.4 m in Y and the hero fell outside the 6902/6838 gap - the verified placement
was silently undone, while every render still looked like a plausible block.

- Blockout regenerated with --origin 34.101545,-118.338718 (affine residual 0.0 cm);
  frontage and north buildings re-exported and re-imported.
- Verified spans restored: 6922 -24276..-17700, 6902 -17749..-14591, hero
  -14644..-12028 between them, theatre -12082..-8210, TCL -22889..-18442,
  Tussaud's -27071..-22799.
- ue_apply_facade_kit now uses get_actor_bounds() (world space). It had used the
  static mesh bounding box, which is building-line-local, so every kit piece was
  placed ~12 km east of its building in empty ground.
- ue_import_north_buildings.py was missing 'import sys' (NameError, exit 255,
  import silently skipped) - the same trap as the hero importer.
- Kit re-applied: 625 pieces across eight buildings; packaged QA still PASS
  (walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
2026-11-08 19:32:47 +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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