Files
gig-line/README.md
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zwitschi e48a0cd82b docs: bring every document in line with the current build
README rewritten around the actual state (walkable DemoMap, blockout facades,
planned patches); Tools/README now lists all seventeen tools by role; build.md
gains the content pipeline table and the two enforced rules (one unit conversion,
collision decided at import). Setup gains a content-pipeline row, the toolchain
state notes the demo level exercises the engine path, release checks record the
Blender pre-check that backs traversal, PLAN points at ROADMAP/MEMORY/Screenshots,
and THIRD_PARTY_NOTICES gains rows for the hero facade and the candidate props.

Also fixed the last stale reference to Geo/scripts in MEMORY.md - a sweep found
old paths in six documents after the tool move, which the memory entry now warns
about.
2026-11-07 13:21:10 +01:00

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Markdown

# 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 state is in [ROADMAP.md](ROADMAP.md); what was learned the hard way is in [MEMORY.md](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
```bash
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](Docs/toolchain.md). Setup is in [Docs/setup.md](Docs/setup.md); building and the content pipeline are in [Docs/build.md](Docs/build.md).
## Documents
- [ROADMAP.md](ROADMAP.md) — living task list, source of truth for progress
- [MEMORY.md](MEMORY.md) — shared session memory: discoveries, traps, decisions
- [AGENTS.md](AGENTS.md) — contributor and agent rules
- [PLAN.md](PLAN.md) — scope, stack, release policy, timeline
- [Docs/toolchain.md](Docs/toolchain.md) · [Docs/environment.md](Docs/environment.md) — pins and workstation audit
- [Docs/build.md](Docs/build.md) — fresh-checkout build and content pipeline
- [Docs/release-checks.md](Docs/release-checks.md) — release gates
- [Docs/licensing.md](Docs/licensing.md) · [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md) — licensing
- [CHANGELOG.md](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](Docs/licensing.md). OSM-derived output carries "© OpenStreetMap contributors".