Researched the sibling project's tooling discipline (tools/README inventory, tools/tests with stdlib unittest, check_docs gate, clean-worktree rule, paid-API tools human-triggered) and encoded it for this repository: AGENTS.md gains two sections. - 'Python and shell tooling': fix the tool not the artefact; improve over fork; one script one job; fail loudly; result files for Unreal commandlets; absolute paths into sandboxes; clean worktree for generators (.blend/.umap are read-only on checkout); network/paid tools human-triggered with 429 back-off; measure don't assert; document every tool in the README inventory; test the pure parts. - 'Architecture documentation': Docs/Architecture is arc42 in Markdown; a table mapping each kind of change to the section that must be updated; describe what exists, ADRs append-only, keep architecture.md in sync, prettier --check. Made the referenced scaffolding real rather than aspirational: - Tools/tests/ (README + __init__) with 12 passing unittest tests covering input_emulation's ioctl/key-code encoding and block_height_report's height classification. - requirements-tools.txt (requests). - Extracted classify_height() out of block_height_report.main() so the roof/ shelter rule is testable — the rule itself came from the v0.1.2 finding. - Tools/README: tests section, input-injection rows, and the removed TEMP-QA row replaced by the real cvar/self-test description. - Docs/Architecture 05 + architecture.md: tools table extended (input injection, tests) and a link to the tool rules; kept in sync per the new rule.
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
- TODO.md — living task list, source of truth for progress
- ROADMAP.md — development plan: milestone goals, scope, and release gates
- MEMORY.md — shared session memory: discoveries, traps, decisions
- AGENTS.md — contributor and agent rules
- PLAN.md — scope, stack, release policy, timeline
- Docs/toolchain.md · Docs/environment.md — pins and workstation audit
- Docs/build.md — fresh-checkout build and content pipeline
- Docs/release-checks.md — release gates
- Docs/licensing.md · THIRD_PARTY_NOTICES.md — licensing
- CHANGELOG.md — release history
Licensing
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.