zwitschi eb199ccce6 qa wip: collide site meshes, spawn cap above grade (still investigating fall-through)
- ue_import_site.py: auto_generate_collision=True so FBX static meshes get
  real collision geometry (they imported with none -> complex-as-simple had
  nothing to use, player fell through).
- ue_build_demo_map.py: PlayerStart cap raised to Z300 so the capsule feet
  start above the ~Z99-138 terrain surface there (an embedded spawn point is
  rejected -> 'NO PLAYERSTART with positive rating' -> origin fallback).
- Re-imported site meshes + rebuilt DemoMap with the above.

KNOWN-UNRESOLVED: packaged plain launch still spawns the capsule around
Z-123 and falls; downward trace finds no geometry. Map assets are all present
in the pak and referenced; runtime collision behavior needs a visual/interactive
check (headless commandlet traces are unreliable). Investigate on this branch;
do not merge to main.
2026-11-08 10:33:40 +01:00

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 tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in 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

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. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.

Documents

Licensing

Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md. OSM-derived output carries "© OpenStreetMap contributors".

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