Files
gig-line/Docs/setup.md
T
zwitschi 65fb3759c9 geo: measure block elevation and pick the DEM source
Probe 22 points with the USGS 3DEP point service: walkable surfaces span
115.65-119.59 m, a 3.94 m relief, so elevation data is required by the AGENTS
rule. Grade falls ~3.3 m eastward over the 279 m block (1.2%) and the north
sidewalk sits 0.4-0.7 m above the south. 3DEP 1 m is public domain and becomes
the chosen source; the tile itself is still to be downloaded.

Factored the shared OSM helpers into Geo/scripts/osm_common.py so the street
profile and the elevation probe read the same geometry.
2026-11-06 22:43:13 +01:00

5.1 KiB
Raw Blame History

Setup

Ordered procedure for bringing the workstation and the project to a buildable state. Status markers follow ROADMAP.md:

  • [x] done and verified
  • [-] started, not finished
  • [ ] not started

Anything marked human step needs credentials, licence acceptance, or a decision that cannot be automated. Never store Epic credentials, tokens, or licence keys in the repository.

1. System

  • [x] Update Bazzite with its supported mechanism. ujust update (or rpm-ostree upgrade) followed by a reboot. Deployment 45.20261105 is booted and default; 44.20261026 retained as rollback.
  • [x] Verify the NVIDIA driver and Vulkan from the desktop session. nvidia-smi names the RTX 5070 Ti on driver 615.78.08 and the Wayland desktop renders through it. Vulkan enumerates it as GPU0: discrete, proprietary driver 615.78.08, API 1.4.351, conformance 1.4.3.3. The integrated RADV GPU is GPU1 — watch that the engine does not select it. Evidence in environment.md.
  • [x] Install git-lfs, cmake, ninja-build, clang as an ostree layer, reboot, then git lfs install. Done: git-lfs 3.7.1, clang 23.1.4, cmake 4.3.0, ninja 1.13.2; lfs filter active, Tools/check-lfs.sh passes.

2. Engine acquisition

  • [x] Human step. Create an Epic account, accept the Unreal license. Done on 2026-11-06 with the account email recorded locally; no credentials stored in the repository.
  • [ ] Human step. Acquire one pinned engine build. Two routes:
    • Launcher build: install the Linux Epic Games Launcher, download the pinned engine version, install to the DATA volume, and disable auto-update so the pin holds.
    • Source build: clone the pinned release branch from the Epic Games GitHub organisation, then ./Setup.sh, ./GenerateProjectFiles.sh, make -j16. Budget 120–200 GB and a multi-hour first build on 16 threads. Downloaded: Linux_Unreal_Engine_5.2.0.zip, 19.59 GB, Built on 2026-11-03.
  • [ ] Record the exact engine version and build route in toolchain.md.
  • [ ] Validate that the engine editor opens and a blank project runs on Bazzite. Unreal does not support this distribution; record any workarounds.

3. Tooling pins

  • [x] Blender 5.2 LTS (Flatpak) and MPFB 2.0.18 recorded.
  • [-] Install QGIS and record its version. The flathub lts branch installed 3.28.9 on an end-of-life Qt5 runtime — not an acceptable pin. Mirror the upstream LTR instead: flatpak install flathub --user org.qgis.qgis//stable, and if that is also stale, move QGIS into a distrobox container from the Fedora package. Details in environment.md.
  • [ ] Install Blosm in Blender, record its version, and confirm it loads on Blender 5.2. Fall back to a side-by-side Blender 4.5 LTS only for the blockout step if it does not.
  • [ ] Confirm the geo tool Python environment (venv with pyproj, GDAL, shapely from the QGIS or distrobox environment) and record it.

4. Project bootstrap

  • [ ] Create the C++ Unreal project at Game/GigLine/GigLine.uproject with Enhanced Input enabled and Blueprint gameplay enabled. Commit Config/, Source/, and GigLine.uproject; leave Binaries/, Intermediate/, Saved/, and the DDC out of the repository — .gitignore already covers them.
  • [ ] Point the local Derived Data Cache at the DATA volume. Confirm the setting name and section against the pinned engine's documentation rather than copying a config snippet from another version.
  • [ ] Enable Git LFS integration in the editor before importing content, so large assets are routed to LFS on import rather than on a later re-add.
  • [ ] Package and launch a blank Linux build from the command line, so the packaging path is proven before any content exists.
  • [ ] Export one static mesh from Blender with a known metric size and import it into Unreal. Verify the 100× scale conversion (1 m → 100 uu), the pivot, normals, and material assignment.
  • [ ] Export one MPFB character with baked materials and a deform skeleton and verify it imports with the expected skeleton hierarchy and scale.
  • [ ] Commit the baseline and write the fresh-checkout build procedure into build.md.

5. Repository

git clone <remote> gig-line
cd gig-line
git lfs install          # writes filter.lfs.* into git config; required before any content commit
git lfs pull
Tools/check-lfs.sh       # fails when the lfs filter or the pointer storage is missing

Without git lfs install, adding an LFS-matched file does not error — it commits the file as a plain blob. Tools/check-lfs.sh is the guard for that.

Sizes: the engine lives outside the repository (pinned install path recorded in toolchain.md). The repository holds the Unreal project, Blender sources, geo sources, and tooling.

Known blockers

Blocker Owner Needed for
Epic account, license acceptance, engine download human All Unreal work
QGIS pin: replace the stale 3.28.9 flatpak human Geo pipeline
Blosm install and Blender 5.2 compatibility check human OSM blockouts

Closed: Bazzite update and reboot, driver and Vulkan verification, git-lfs/clang/cmake/ninja layering.