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).
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. OSM-derived output carries "© OpenStreetMap contributors".