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gig-line/CHANGELOG.md
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zwitschi ba680e1738 release: v0.1.0 — changelog entry, TODO pruning, notices statuses
- CHANGELOG.md: full 0.1.0 entry (added/fixed/verified/known limitations).
- TODO.md: remove the completed 0.1.0 section (goal stays in ROADMAP.md);
  generalise the release-gate wording.
- ROADMAP.md: status at a glance updated for the release.
- Screenshots/README.md: record owner approval of the regenerated set.
- THIRD_PARTY_NOTICES.md: checkbox statuses, all tools verified (owner change).
- MEMORY.md: release record.
2026-11-08 16:08:42 +01:00

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Changelog

All notable changes to this project are documented here.

Format: Keep a Changelog style, versions follow Semantic Versioning. Entries are added when a version section in TODO.md is completed.

Unreleased

Nothing yet.

0.1.0 — 2026-11-08

The first playable release: a walkable exterior demo of the 6840 Hollywood Blvd (El Capitan Entertainment Centre) block in Unreal Engine, built on OpenStreetMap layout data and USGS elevation, with the hero façade and the verified block frontage staged on a walkable street.

Added

  • Unreal project (Game/GigLine) — C++ game module, Enhanced Input, packaged Linux build, and a DemoMap that a plain launch opens directly.
  • Walkable demo level — terrain from the 3DEP DEM, Hollywood Blvd carriageway, both sidewalks and kerbs with collision, the designated mid-block crossing, and fixed daytime lighting (sun, sky light, sky atmosphere, height fog, pinned exposure).
  • Hero façade for 6840 Hollywood Blvd — six-column neoclassical elevation with three genuine portal recesses, entablature, parapet and motto band (Tools/hero_facade_build.py, Tools/ue_hero_facade_import.py).
  • Block frontage — the five verified south-side neighbours (6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806–6822, 6800 Lee Drug) and the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) placed at their OSM positions.
  • First-person player — AGigLineCharacter: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look, jump, reset (R) and pause (Escape); controls documented in Docs/controls.md and shown in-game.
  • In-game ODbL attribution — AGigLineHUD draws the OpenStreetMap credit and licence line every frame.
  • QA harness — -qaselftest (walk, reset, pause, seam transect, invisible-wall probe, frame-time capture) and Tools/input_test.py / Tools/input_emulation.py for OS-level virtual keyboard/mouse input.
  • Documentation — setup, build, toolchain, licensing, ODbL review, release checks, and arc42 architecture docs.

Fixed

  • All controls were dead in packaged and PIE builds. The mapping-context generator wrote key bindings to the deprecated mappings array; UE 5.8 reads DefaultKeyMappings.Mappings, so the cooked game had zero runtime mappings and every key resolved to nothing. Tools/ue_create_input_assets.py now populates the current field.
  • "Fall-through" was an 8 m invisible box. Terrain_DEM shipped only a bounding-box collision proxy; forcing complex-as-simple collision (UGigLineAssetTools) put the player on the actual street.
  • Reset returned the player to mid-air — the start position is now captured on the first grounded frame.
  • Plain launch opened the engine template — the default map now lives in DefaultEngine.ini and points at DemoMap.
  • Game target would not compile — removed editor-only API use (UStaticMesh::PostEditChange, AActor::GetActorLabel).
  • demo-north-buildings screenshot framed 85 % sky (camera 9.5 km west of the buildings); re-pointed to the building mass.

Verified

  • Both sides of the demo are traversable: 1456-sample seam transect, 0 holes, no blocking collision or invisible walls (-qaselftest on the packaged build).
  • Placement and street scale match the reference photography and Geo measurements (road 24.3 m, sidewalk offsets 12.5/13.2 m, hero frontage 26.0 m).
  • 414 fps average / p99 3.01 ms at 2560×1440 (Epic preset, TSR, VSync off, no frame generation) — far above the 60 fps target.
  • Fresh checkout builds and packages with the documented external engine (UE 5.8.4).

Known limitations

  • Buildings other than the hero are flat blockout volumes; façade detail, materials and Blosm style scripts are planned for 0.1.4.
  • Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and graded crossing ramps are deferred to 0.1.1; crossing ramps are kerb flushes.
  • One block only; no vehicles, NPCs, audio, or settings UI yet.