zwitschi 80ef80b490 attribution: in-game ODbL credit via AGigLineHUD
Completes "Geographic attribution display" for 0.1.0. The demo is built from
OpenStreetMap data (ODbL 1.0) and needs attribution wherever the derived work
is shown, so the credit now lives in the running game, not just the documents.

- AGigLineHUD (C++): plain AHUD::DrawText in the bottom-left draws
  "(c) OpenStreetMap contributors" and "Data (c) OpenStreetMap contributors,
  ODbL 1.0 - openstreetmap.org/copyright", with a shadow pass so it stays
  legible over bright pavement and sky. No UMG widget asset is involved, so a
  cook cannot drop the attribution through a missing widget reference.
- AGigLineGameModeBase: HUDClass = AGigLineHUD, so the credit is on by default
  in both the DemoMap and the ReviewMap.
- AGigLineShotActor: screenshots are requested with the UI shown, so the credit
  appears in every capture under Screenshots/ - the obligation is provable from
  the images rather than only described.

Docs:
- THIRD_PARTY_NOTICES records that the attribution is displayed in-game and
  where the code lives.
- Screenshots/README documents the overlay.
- TODO marks the item done and narrows the remaining ODbL question to the
  shipped-derivative-database posture.

Squash of branch gameplay-attribution-0.1.0 (PR #4).
2026-11-07 18:47:31 +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. OSM-derived output carries "© OpenStreetMap contributors".

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