The sidewalk stood the full 0.15 m kerb height above the DEM at *both* edges, so the outer (building-side) lip was a 15.8 cm ledge where the walk route crossed from Terrain_DEM onto Sidewalk_South. sidewalk_z now tapers the upstand from full at the road-side edge to zero at the building-side edge (a ~3-4 % ramp, walkable and visually negligible). Pre-check: south max step 20.5 -> 13.4 cm, north 15.1 -> 7.2 cm (the residual 13.4 cm is the crossing-ramp gradient, tracked separately). Street and site rebuilt, site re-imported (7/7 meshes, collision flags intact), DemoMap rebuilt; packaged -qaselftest still PASS. README step table updated.
Game
The Unreal project lives at Game/GigLine/GigLine.uproject once created. Nothing here yet.
What gets committed
Config/— engine and project settings, including the quality presets used for release checksSource/— C++ modulesContent/—0.1.0map, materials, meshes; LFS-trackedGigLine.uproject
What does not
Binaries/, Intermediate/, Saved/, DerivedDataCache/ — all generated. .gitignore covers them; do not add exceptions.
Engine
Installed outside the repository. Its path and exact version are recorded in ../Docs/toolchain.md. Nothing in this directory may assume a machine-specific engine path; the documented build procedure is ../Docs/build.md.