zwitschi 52e9cc80a8 fix(street): grade crossing ramps to <=8%; report step location in the pre-check
- kerb_height ramp run now derives from --max-ramp-grade (default 8%), giving
  1.63 m instead of the fixed 1.5 m (8.7%). Crossing route measures 3.4 cm at
  0.25 m sampling.
- site_assembly pre-check: coverage is independent of --sample (it used to shrink
  the route), and it now prints the grade and the s/offset location of the worst
  step so a step can be located instead of guessed.
- Documents the remaining south s=198 / north s=251 strip discontinuity as a
  finding on the 'audit collision gaps' item rather than claiming it fixed.
- Street + site rebuilt, site re-imported (7/7), DemoMap rebuilt; packaged
  -qaselftest PASS.
2026-11-08 16:17:37 +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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