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gig-line/Docs/setup.md
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zwitschi 8c73d16a39 docs: record git-lfs/clang/cmake/ninja install and flag the stale QGIS flatpak
git-lfs 3.7.1 with an active lfs filter, clang 23.1.4, cmake 4.3.0, ninja
1.13.2. The flathub lts branch installed QGIS 3.28.9 on an EOL Qt5 runtime, so
it is recorded as an invalid pin with the replacement path.
2026-11-06 21:41:16 +01:00

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# 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](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
- `[ ]` **Human step.** Create an Epic account, accept the Unreal license, and join the Epic Games GitHub organisation if the source route is used. Record the account email and the date of acceptance here; record no credentials.
- `[ ]` **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.
- `[ ]` Record the exact engine version and build route in [toolchain.md](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](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](build.md).
## 5. Repository
```bash
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.