The portal detail shot failed for a modelling reason, not a camera reason: the doors were 0.1 m panels on a solid plinth, so they read as shading. The plinth is now four piers plus a lintel band, with a 1.2 m reveal, stone jambs and lintels standing 0.10 m proud and three mullions per opening. review-06 frames them from 8 m at eye height. Two defects fixed while doing it: the jamb boxes hung 0.15 m below the pavement, so the facade imported with min Z -15 cm; and a rebuild run against a read-only .blend silently skipped the save, which is why screenshots kept showing the old geometry.
465 lines
29 KiB
Markdown
465 lines
29 KiB
Markdown
# ROADMAP.md
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Living roadmap for this project. This file is the single source of truth for current progress.
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## Status at a glance — 2026-11-07 09:45
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Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. Remaining `0.1.0` work is geo detailing, asset production, gameplay, and release checks.
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| Area | State |
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| --- | --- |
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| Workstation | Bazzite `45.20261105`, driver `615.78.08`, Vulkan good, `git-lfs`/`clang`/`cmake`/`ninja` installed |
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| Tooling | Blender 5.2 + MPFB 2.0.18 + Blosm 2.7.28 working headless; QGIS 4.2.3; PROJ 9.9.0; Unreal 5.8.4 installed |
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| Geo | extract, address + footprints + bounds, CRS + origin, 3DEP DEM, street profile, cross-sections — all verified and committed |
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| Engine | 5.8.4 installed and validated: headless + Vulkan GUI editor launch pass on the RTX 5070 Ti |
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| Blender | blockout (87 meshes), terrain, street (road/kerbs/sidewalks), site assembly — all in one frame, walk-checked |
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| Reference | 72 images local, uncommitted; hero entrance located; inherited eight-step claim overturned |
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| Unreal project | bootstrap complete: C++ project builds, blank Linux build packaged + launch-tested, scale test and MPFB skeletal character accepted |
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**Next up:** model the hero façade and block frontage from the reference set, then first-person traversal on the site terrain. **Release gate:** `v0.1.0` is tagged only on the owner's explicit go-ahead once the release checks pass — not automatically when the checkboxes close.
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**Open decision:** whether shipped builds carry a derived OSM database (ODbL posture).
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## 0.1.0 — Local setup and walkable Hollywood block (weeks 1–6)
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### Environment setup
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Status detail in [Docs/setup.md](Docs/setup.md); pins in [Docs/toolchain.md](Docs/toolchain.md). The workstation audit is local only.
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- [x] Update Bazzite using its supported mechanism; verify NVIDIA driver and Vulkan operation.
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- [x] Register an Epic account and accept the Unreal license; obtain a pinned Linux engine build or build from Epic's authorized source repository.
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- [x] Validate Unreal runs on Bazzite before asset production (not an officially supported distribution). 2026-11-07: headless `-NullRHI` smoke test **and** full editor GUI launch with the Vulkan RHI passed — device `NVIDIA GeForce RTX 5070 Ti`, Vulkan loader 1.4.350, `VULKAN_SM5`, map check 0 errors. Only benign log noise (Android Turnkey status, telemetry DNS failures).
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- [x] Install the engine-required compiler/SDK, Git, Git LFS, and an editor; use Distrobox for isolated CLI dependencies where useful. clang 23.1.4 / cmake 4.3.0 / ninja 1.13.2 installed; this engine build bundles no Linux clang, so the system compiler is the toolchain. **Accepted 2026-11-07:** the first C++ game-module compile and link (`libUnrealEditor-GigLine.so`) succeeded with system clang.
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- [x] Pin Blender, MPFB, Blosm, and QGIS versions; confirm add-on compatibility; record in `docs/toolchain.md`. Done: Blender 5.2.0 LTS, MPFB 2.0.18, Blosm 2.7.28, QGIS 4.2.3 with PROJ 9.9.0 (stale `lts` removed 2026-11-07), Unreal 5.8.4 finalized as pin after the editor GUI launch.
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- [x] Create repository structure (`Game/`, `Art/`, `Geo/`, `Tools/`, `Docs/`) with LFS tracking and ignore rules applied.
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- [x] Keep project and Derived Data Cache on SSD storage; reserve several hundred GB for engine, assets, caches, builds.
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### Project bootstrap
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- [x] Create a C++ Unreal project with Blueprint gameplay iteration and Enhanced Input. Created 2026-11-07 at `Game/GigLine/GigLine.uproject` (primary game module + default game mode, Enhanced Input plugin + input classes in `Config/DefaultInput.ini`); `GigLineEditor` target compiles clean with system clang (UBT: Result Succeeded).
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- [x] Package and launch a blank Linux build. 2026-11-07: UAT `BuildCookRun` (cook + build + stage + pak, Development config) succeeded in 56 s; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine` (outside the repo, uncommitted). `GigLine.sh` launched on the desktop session, created a Vulkan swapchain, and rendered 759 frames across a 60 s test. Known minor: one handled `PSOPrecache` ensure fires at exit only; not blocking, watch it in `0.1.x`.
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- [x] Export one static mesh from Blender and import into Unreal; verify scale and materials. 2026-11-07: calibration scene (three 1 m cubes at origin / +10 m east / +10 m north) exported from Blender with preset `ue_metric_v1` (`Tools/scale_test_export.py`) and imported headless via `Tools/ue_scale_test_import.py`. Measured in UE: cubes exactly 100.00 cm, origin preserved, material imported. Axis mapping: **east → +X, north → −Y, up → +Z** (the Y mirror is inherent to the right-handed→left-handed conversion; importer handles winding).
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- [x] Export one MPFB character with baked materials and deform skeleton; verify import. 2026-11-07: MPFB 2.0.18 generated human (19 158 verts, 1.66 m tall) + standard rig with weights (137 bones) + v2 skin baked to a 1024² diffuse texture (`Tools/mpfb_character_export.py`, export preset `ue_character_v1`). Imported headless (`Tools/ue_character_import.py`) into `/Game/Test/Character`: `SkeletalMesh` + 138-bone `Skeleton` + `Material` with the baked `Texture2D` assigned to slot 0. Quirks recorded: 5.8 Interchange skips materials for skeletal FBX imports (finished in script); Blender 5.2 dropped the FBX `armature_nla` option; the baked image needs `image.filepath` set for FBX to reference it.
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- [x] Document initial setup in `Docs/`: engine install, project checkout, fresh-checkout build procedure. 2026-11-07: `Docs/setup.md` reconciled with reality (all engine/bootstrap items marked done with evidence); `Docs/build.md` completed with the fresh-checkout build, packaging, and headless-content-check procedures plus known engine quirks.
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### Geographic data
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Tools ported 2026-11-07: every geographic script now lives in `Geo/tools/` with `Geo/README.md` listing its purpose, and the Blender-side builders moved next to their outputs in `Art/blender/*/`, importing the shared helpers and the single unit conversion from `Geo/tools/osm_common.py`.
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| Tool | Purpose |
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| --- | --- |
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| `osm_common.py` | parse `.osm`, stitch/clip streets, PROJ projection, **the only metres→centimetres conversion** |
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| `block_report.py` | streets, boundary intersections, building set by side |
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| `block_height_report.py` | every block building with its height source; 3 of 15 are placeholder guesses |
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| `street_profile.py` | carriageway from crossings, sidewalk offsets, setbacks |
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| `street_section.py` | DEM cross-sections, crown and gutters |
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| `elevation_probe.py` | 3DEP relief sampling |
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| `dem_stats.py` | stdlib tiled-GeoTIFF reader (GDAL does not run on this host) |
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| `asset_metadata.py` | writes and audits the `<asset>.geo.json` sidecars |
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- [x] Save a versioned OSM extract; document date, bounds, and source in `Geo/`.
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- [x] Acquire separately licensed elevation data if needed. Needed and acquired: USGS 3DEP 1 m DEM in EPSG:26911, public domain, NAVD88, 984 KB committed (`Geo/manifests/2026-11-06-3dep-dem.md`); measured relief 3.94 m.
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- [x] Download the 3DEP 1 m DEM for the demo bounds, reproject it to EPSG:26911 with the recorded origin and vertical datum, and record the source, clip bounds, and checksum in `Geo/`.
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- [x] In QGIS, set a suitable local projected CRS (e.g. EPSG:26911) and record a local origin. EPSG:26911, origin and projected easting/northing are recorded in `Geo/manifests/local-origin.md` with PROJ 9.9.0 control points; QGIS 4.2.3 is installed for the DEM reprojection step.
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- [x] Verify the address, building footprints, and demo boundaries for 6840 Hollywood Blvd against source data.
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- [~] Import OSM blockouts through Blosm; clean and detail them in Blender. Imported 2026-11-06 and re-framed to EPSG:26911. Tooling for the cleaning pass is now in `Geo/tools/` (height provenance, block report) and `Art/blender/blockout/blosm_blockout.py`. **Still open:** 3 of 15 block buildings carry no height data and render at a placeholder 6.4 m, roofs and facades are untextured, and Blosm `setupScript` façade styles are unused. Earlier: (`Art/blender/blockout/blockout-2026-11-06.blend`, 86 meshes, scale 1:1 against OSM, re-framed into EPSG:26911 with a 0.0 cm affine residual); cleaning and detailing not started.
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- [x] Preserve geographic coordinates in metadata; define explicit meter→centimeter conversion to local Unreal coordinates. Done 2026-11-07: the conversion lives in exactly one function (`Geo/tools/osm_common.py::to_unreal_local`) and every exporter must call it; `<asset>.geo.json` sidecars carry position, source, and assumptions for **hero-facade, terrain, street, and blockout**, written and audited by `Geo/tools/asset_metadata.py`, which recomputes each centre from the origin and fails a sidecar that disagrees. Props follow the same schema when they are imported. The frame is defined (`Geo/manifests/local-origin.md`: EPSG:26911, origin Hollywood × Highland, X east / Y north / Z up) and the ×100 conversion is now **verified** by the 2026-11-07 scale test, with the axis mapping recorded (north realizes as UE −Y). Left: build the production export preset for the actual site meshes using these settings.
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### Review scene and player placement - active - gig-line-review-placement
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Owner: this session. Scope: the review scene used for all visual approval — the staging, the character's relationship to the ground, and the camera list. Nothing in `Asset production` or `Gameplay` continues until these pass.
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- [x] Put the character on the ground rather than floating. The floor was a 5 cm slab centred 50 cm down; it is now a 90 m x 90 m x 10 cm slab with its top face at Z 0, and the character measures Z 0..83 cm — feet on the plane (`Screenshots/README.md`).
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- [x] Split the scale cubes: one resting on the floor as the ground-contact and scale reference, one held at 2 m so its cast shadow separates from the body.
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- [x] Point the scale-cubes camera at both cubes instead of the retired three-cube row.
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- [x] **Character placement shot**: `review-03-player-placement` shows the pawn (`AGigLineCharacter`) staged by `Tools/ue_build_review_map.py` with a cube behind it. Note: the pawn's capsule renders invisible in `-game` because the character has no visible mesh, so the shot shows where the player lands relative to the scene rather than the body.
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- [x] **Ground-contact detail shot**: `review-04-ground-contact`, knee height, close on the feet — the soles meet the floor and the shadow joins them.
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- [x] **Shadow-comparison detail shot**: `review-05-shadow-compare`, both cubes in one frame from a low angle; the floating cube's shadow is detached, the grounded one's touches.
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- [x] **Detail shot of the hero façade portals**: `review-06-hero-portals` from 8 m at eye height now fills the frame with all three doorways. The camera alone was not enough: the doors were flat panels on a solid face, so they were rebuilt as three genuine recesses — plinth split into four piers plus a lintel band, 1.2 m reveal, stone jambs and lintels standing 0.10 m proud, three mullions each. Facade bounds are now exactly Z 0..14.50 m; a jamb overhang had been sinking the model 0.15 m into the ground.
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- [x] Document the shot list, camera positions, and what each shot is evidence for in `Screenshots/README.md`; nine shots, each with an approval line.
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- [x] Extend the review floor beyond the hero façade: 160 m square centred on the façade, so façade shots stand on ground instead of the horizon band.
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- [x] Delete retired shots: the old `first-person` frame is gone and the camera list is now a single table so a change cannot leave an orphan.
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### Character development - open
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Follow-on work on the player avatar, after the review scene passes. None of it is `0.1.0` scope unless a release check requires it.
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- [ ] Decide what the `0.1.0` player is: first-person-only, or a body that is visible in third person. The `0.2.0` milestone adds the MPFB body and camera toggle; `0.1.0` currently ships a capsule with a camera and no visible body.
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- [ ] Give the MPFB character asset a standing idle pose so review and gameplay shots show a person, not an A-pose bind (`/Game/Test/Character/character`).
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- [ ] Bake a second skin tone or clothing layer, so the character does not read as a grey mannequin in shots.
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- [ ] Add the character's collision capsule in the demo map and confirm the camera does not clip the head at the 1.60 m eye height.
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### Asset production
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- [x] Establish a consistent scale test, named export presets, and repeatable import settings. Scale test = the three-cube calibration scene (`Art/blender/scaletest/`, regenerable via `Tools/scale_test_export.py`); named export preset `ue_metric_v1` (FBX settings in that script); named import preset `ue_metric_v1` (`FbxImportUI` settings in `Tools/ue_scale_test_import.py`). Both scripts are the templates for production asset export/import.
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- [-] Collect reference photography for manual façade work. Local only, never committed: `Art/reference/` is gitignored. **72 images in eleven folders**: hero façades to 4k, the El Capitan Theatre exterior series, premiere-night staging, Ovation Hollywood, the north side, and the Lee Drug neighbour. Gaps largely closed by the Flickr/web-search pass: the hero entrance is now documented (three portals with individual short flights — the inherited "eight steps, 12 m wide" is overturned), and the 6806–6822 retail run appears in an oblique 2013 frame. Still missing: a clean isolated frame of the door recess and a night frame of 6840 itself.
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- [x] Download reference photography for the two north-side buildings inside the 50 m buffer — TCL Chinese Theatre (OSM way 424105908, 6925 Hollywood Blvd) and Madame Tussaud's (way 424105889, 6933 Hollywood Blvd). Done 2026-11-06 with `Tools/commons_fetch.py` against the Wikimedia Commons API: eleven frames in the local `Art/reference/north-chinese/` and `Art/reference/north-tussauds/`, provenance in each `sidecar.json`, nothing committed.
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- [x] Model hero façade for the El Capitan Entertainment Centre site. **Second pass built 2026-11-07** (proportions recalibrated from the 2009 photograph: entablature 3.4 m, parapet 2.2 m, architrave and cornice bands, square pedestals — the first pass had 5.7 m of blank wall above the capitals and read as a warehouse). **First pass built 2026-11-07** (`Tools/hero_facade_build.py` → `Art/blender/hero/hero-facade-2026-11-07.blend` + JSON part report with evidence per part → `Tools/ue_hero_facade_import.py` → `/Game/Hollywood/ElCapitan/SM_HeroFacade`, 1892 tris, 4 materials, placed on the measured building line). Six columns at 4.96 m over the 25.75 m frontage, plinth, three portal flights (5 risers, not the old 8), entablature 2.2 m, parapet 1.6 m with motto band and medallions. **Screenshot review pending** (`Screenshots/review-04`, `review-05`). Next pass: portal recesses read from the street, banner and window placement, then materials.
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- [ ] Model surrounding block frontage.
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- [ ] Model simplified background buildings directly across Hollywood Boulevard.
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- [-] Build sidewalks, roads, and collision meshes. Terrain, road, sidewalks and kerbs exist (`Art/blender/terrain/`, `street/`) and are assembled in `site/site-2026-11-06.blend`; collision and details (crossing markings, kerb radii, aprons) are not built. Ground must follow the DEM: 3.94 m fall along the block, ~2 % crown between the gutters at ±10–11 m from the centreline, north sidewalk higher than south. Kerb height is an unresolved assumption — the DEM does not resolve it (`Geo/verification/2026-11-06-cross-sections.md`).
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- [ ] Materials and look development for all exported assets.
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### Gameplay
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- [-] First-person movement, mouse look, and Enhanced Input bindings. Implemented 2026-11-07: `AGigLineCharacter` (C++, 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look in deg/s, jump) as the default pawn, with five actions and an 11-entry context in `/Game/Input` built by `Tools/ue_create_input_assets.py`. **Not yet confirmed interactively** — launch PIE on `Test/ReviewMap` and walk. Screenshot review pending (`Screenshots/README.md`).
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- [ ] Collision, reset, and pause functionality.
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- [ ] Walkable sidewalks and a designated street crossing. Crossing chosen: mid-block signalised crossing, OSM way 385648319, at 130 m along the block (`Geo/verification/2026-11-06-street-profile.md`).
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- [ ] Fixed daytime lighting and basic ambience.
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- [ ] Geographic attribution display ("© OpenStreetMap contributors" + license link).
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### Repository publication
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- [x] Remove confirmed private documents and bundled skills from publishable history while preserving local copies; validate all refs and LFS objects. Rewritten 2026-11-07; original history is in a separate private local backup.
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- [x] Scan all reachable Git history and the publication changes with Gitleaks 8.28.0. Removed an Android File Server security token from history and disabled the unused server; the rescans found no leaks.
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- [x] Review Unreal asset provenance via the generation/import scripts and inspect all 18 reachable Unreal asset versions for recognizable private-reference paths. No such paths were found; this is not a full binary-content audit.
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- [x] Review OSM source distribution notices: original data retains attribution and licence metadata, and the repository links directly to ODbL 1.0.
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- [ ] Review ODbL obligations for each shipped derivative database or produced work before public release.
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- [x] Validate Gitea LFS support. The first push succeeded on 2026-11-07; a separate clone fetched all 26 historical LFS objects and passed integrity checks.
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- [x] Commit and review the publication preparation changes before pushing. Initial publication commit: `101db3f`.
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### Release checks
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- [ ] Player can traverse both sides of the demo without falling through geometry. Blender pre-check passes: 0 raycast holes along both sidewalks and the designated crossing; worst seam step 15.8 cm at the sidewalk's outer edge (`Art/blender/README.md`). Engine traversal still to be tested.
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- [ ] Building placement, street scale, and site identity checked against references.
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- [ ] No blocking collision or packaging defects.
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- [ ] 60 FPS at 1440p on the dev workstation (Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB) using a documented quality preset; record upscaling state; report performance without frame generation.
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- [ ] Fresh project checkout builds with the documented external engine installation.
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- [ ] Package Linux build with documented controls.
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- [ ] Tag `v0.1.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.1.1 — Collision fixes (patch)
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### Patch tasks
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- [ ] Audit and fix any collision gaps or fall-through geometry found in `0.1.0`.
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- [ ] Regression-test traversal on both sides of the demo.
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- [ ] Verify no new packaging defects.
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- [ ] Tag `v0.1.1` and write `CHANGELOG.md` entry; then remove this section.
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## 0.1.2 — Scale and façade corrections (patch)
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### Patch tasks
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- [ ] Correct building scale and street proportions flagged against references.
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- [ ] Refine hero façade details where reference photography shows discrepancies.
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- [ ] Tag `v0.1.2` and write `CHANGELOG.md` entry; then remove this section.
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## 0.1.3 — Packaging and setup fixes (patch)
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### Patch tasks
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- [ ] Fix any packaging or build issues encountered in `0.1.x`.
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- [ ] Update `Docs/` setup instructions for anything that changed.
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- [ ] Tag `v0.1.3` and write `CHANGELOG.md` entry; then remove this section.
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## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)
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### Character setup
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- [ ] Generate MPFB human base mesh; export baked materials and deform skeleton.
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- [ ] Import character into Unreal; validate skeleton, scale, and materials.
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- [ ] Create basic idle/walk animation set.
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- [ ] Verify animation plays correctly on the imported rig.
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### Camera and controls
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- [ ] Add third-person camera following the player body.
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- [ ] Add first/third-person toggle.
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- [ ] Add camera collision to prevent clipping through geometry.
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- [ ] Document any input changes.
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### Release checks
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- [ ] Third-person traversal works end-to-end in the demo area.
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- [ ] No blocking animation or rig defects.
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- [ ] Performance target still met at 1440p.
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- [ ] Tag `v0.2.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.2.1 — Rig fixes (patch)
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### Patch tasks
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- [ ] Fix skeletal/rigging defects reported after `0.2.0`.
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- [ ] Tag `v0.2.1` and write `CHANGELOG.md` entry; then remove this section.
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## 0.2.2 — Skin and hair tuning (patch)
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### Patch tasks
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- [ ] Tune skin shading and hair materials on the player character.
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- [ ] Tag `v0.2.2` and write `CHANGELOG.md` entry; then remove this section.
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## 0.2.3 — Camera clipping fixes (patch)
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### Patch tasks
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- [ ] Fix remaining camera clipping cases in `0.2.x`.
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- [ ] Tag `v0.2.3` and write `CHANGELOG.md` entry; then remove this section.
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## 0.3.0 — Chaos vehicle, enter/exit, closed driving route (weeks 10–13)
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### Vehicle production
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- [ ] Model one vehicle in Blender with collision meshes; export to Unreal.
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- [ ] Set up Chaos Vehicle with wheel and physics configuration.
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- [ ] Implement enter/exit interaction.
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- [ ] Build a closed driving route with boundaries.
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- [ ] Tune basic handling to a drivable state.
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### Release checks
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- [ ] Player can enter, drive the closed route, and exit without defects.
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- [ ] No blocking vehicle collision or packaging defects.
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- [ ] Performance target still met at 1440p.
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- [ ] Tag `v0.3.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.3.1 — Handling tuning (patch)
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### Patch tasks
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- [ ] Refine vehicle handling feel based on `0.3.0` feedback.
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- [ ] Tag `v0.3.1` and write `CHANGELOG.md` entry; then remove this section.
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## 0.3.2 — Vehicle collision fixes (patch)
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### Patch tasks
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- [ ] Fix vehicle collision defects (mesh/physics mismatches).
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- [ ] Tag `v0.3.2` and write `CHANGELOG.md` entry; then remove this section.
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## 0.3.3 — Input fixes (patch)
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### Patch tasks
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- [ ] Fix vehicle/character input issues in `0.3.x`.
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- [ ] Tag `v0.3.3` and write `CHANGELOG.md` entry; then remove this section.
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## 0.4.0 — Small connected neighborhood and map streaming (weeks 14–17)
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### World expansion
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- [ ] Extend geo pipeline to a small connected neighborhood beyond the demo block.
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- [ ] Produce modular buildings, sidewalks, and roads for the expanded area.
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- [ ] Set up World Partition with streaming cells.
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- [ ] Configure HLOD for distant buildings.
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- [ ] Verify no seams or popping between streamed cells during traversal.
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### Release checks
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|
||
- [ ] Continuous walking (and driving) across the expanded area works.
|
||
- [ ] Streaming does not introduce blocking defects.
|
||
- [ ] Performance target re-validated at 1440p with streaming active.
|
||
- [ ] Tag `v0.4.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.4.1 — Seam fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix visible seams between streamed cells.
|
||
- [ ] Tag `v0.4.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.4.2 — Streaming corrections (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Correct streaming/loading issues found in `0.4.x`.
|
||
- [ ] Tag `v0.4.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.4.3 — HLOD tuning (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Tune HLOD quality and distance settings.
|
||
- [ ] Tag `v0.4.3` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.5.0 — Pedestrians, crosswalk behavior, ambient traffic (weeks 18–21)
|
||
|
||
### Simulation
|
||
|
||
- [ ] Add pedestrian characters with navigation.
|
||
- [ ] Implement crosswalk behavior (pedestrians use the designated crossing).
|
||
- [ ] Add limited ambient traffic on the street network.
|
||
- [ ] Optimize simulation cost to stay within frame budget.
|
||
|
||
### Release checks
|
||
|
||
- [ ] Pedestrians and traffic behave without blocking defects.
|
||
- [ ] Performance target re-validated at 1440p.
|
||
- [ ] Tag `v0.5.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.5.1 — Navigation fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix pedestrian navigation issues.
|
||
- [ ] Tag `v0.5.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.5.2 — Crossing fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix crosswalk behavior defects.
|
||
- [ ] Tag `v0.5.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.5.3 — Simulation optimization (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Optimize pedestrian/traffic simulation cost.
|
||
- [ ] Tag `v0.5.3` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.6.0 — Visual/audio pass and evening lighting preset (weeks 22–24)
|
||
|
||
### Look and sound
|
||
|
||
- [ ] Create an evening lighting preset.
|
||
- [ ] Complete a visual polish pass across the neighborhood.
|
||
- [ ] Add ambient audio (city ambience, traffic, basic SFX).
|
||
- [ ] Verify licenses for all added audio files.
|
||
|
||
### Release checks
|
||
|
||
- [ ] Both day and evening presets render without defects.
|
||
- [ ] Audio plays without gaps or licensing issues.
|
||
- [ ] Performance target re-validated at 1440p.
|
||
- [ ] Tag `v0.6.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.6.1 — Lighting fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix lighting defects in day/evening presets.
|
||
- [ ] Tag `v0.6.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.6.2 — Material corrections (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix material errors found in `0.6.x`.
|
||
- [ ] Tag `v0.6.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.6.3 — Audio balancing (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Balance audio levels across the scene.
|
||
- [ ] Tag `v0.6.3` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.7.0 — Settings, control rebinding, save/load, accessibility (weeks 25–27)
|
||
|
||
### Systems
|
||
|
||
- [ ] Build settings menu (graphics and audio options).
|
||
- [ ] Implement control rebinding with persistence.
|
||
- [ ] Implement save/load for player state.
|
||
- [ ] Add accessibility basics (e.g. FOV, subtitle, colorblind options as applicable).
|
||
|
||
### Release checks
|
||
|
||
- [ ] Settings, rebinding, and save/load all persist across restarts.
|
||
- [ ] No blocking UI defects.
|
||
- [ ] Tag `v0.7.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.7.1 — Save fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix save/load defects.
|
||
- [ ] Tag `v0.7.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.7.2 — UI fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix UI issues in `0.7.x`.
|
||
- [ ] Tag `v0.7.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.7.3 — Input persistence fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix rebinding persistence issues.
|
||
- [ ] Tag `v0.7.3` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.8.0 — Performance budgets and broader Linux hardware testing (weeks 28–30)
|
||
|
||
### Performance
|
||
|
||
- [ ] Define performance budgets (frame time, VRAM) and document them.
|
||
- [ ] Profile the full neighborhood; fix budget violations.
|
||
- [ ] Test on broader Linux hardware and VRAM configurations; document results.
|
||
- [ ] Re-validate the 1440p quality preset with upscaling state recorded.
|
||
|
||
### Release checks
|
||
|
||
- [ ] Performance budgets met on documented hardware matrix.
|
||
- [ ] No blocking compatibility defects.
|
||
- [ ] Tag `v0.8.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.8.1 — VRAM reductions (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Reduce VRAM usage where profiling shows excess.
|
||
- [ ] Tag `v0.8.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.8.2 — Frame-time fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix frame-time spikes found in `0.8.x`.
|
||
- [ ] Tag `v0.8.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.8.3 — Compatibility fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix compatibility issues from the hardware testing matrix.
|
||
- [ ] Tag `v0.8.3` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.9.0 — Feature freeze, public beta, license and build audit (weeks 31–34)
|
||
|
||
### Freeze and audit
|
||
|
||
- [ ] Freeze features; document the freeze in `CHANGELOG.md`.
|
||
- [ ] Produce a public beta build for testers.
|
||
- [ ] Complete license audit: `THIRD_PARTY_NOTICES.md`, all MPFB assets, textures, animations, vehicles, audio.
|
||
- [ ] Review ODbL obligations for any distributed derived geographic database.
|
||
- [ ] Review Epic distribution requirements before publishing.
|
||
- [ ] Verify a fresh checkout builds and packages reproducibly.
|
||
|
||
### Release checks
|
||
|
||
- [ ] Beta feedback triaged; blockers logged for `0.9.x`.
|
||
- [ ] Tag `v0.9.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.9.1 — Blocker fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix blockers reported during the public beta.
|
||
- [ ] Tag `v0.9.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.9.2 — Regression fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix regressions introduced by `0.9.x` fixes.
|
||
- [ ] Tag `v0.9.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.9.3 — Documentation fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Update all `Docs/` for accuracy before `1.0.0`.
|
||
- [ ] Tag `v0.9.3` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 1.0.0 — Stable neighborhood-scale walking/driving release (weeks 35–40)
|
||
|
||
### Final release
|
||
|
||
- [ ] Complete final acceptance sweep across all `0.x` features.
|
||
- [ ] Confirm the stable, agreed game scope is met (neighborhood-scale walking and driving).
|
||
- [ ] Final build, documentation, and licensing verification.
|
||
- [ ] Tag `v1.0.0` and write `CHANGELOG.md` entry; then remove this section.
|