Files
gig-line/Game
zwitschi ef06dd7d5a attribution: in-game ODbL credit via AGigLineHUD
The demo is built from OpenStreetMap data (ODbL 1.0) and needs attribution
wherever the derived work is shown. Add it to the running game, not just the
documents.

- AGigLineHUD (C++): plain AHUD::DrawText in the bottom-left draws
  '(c) OpenStreetMap contributors' and 'Data (c) OpenStreetMap contributors,
  ODbL 1.0 - openstreetmap.org/copyright', with a shadow pass for legibility
  over bright pavement and sky. No UMG widget asset, so a cook cannot drop it
  through a missing widget reference.
- AGigLineGameModeBase: HUDClass = AGigLineHUD, so the credit is on by default.
- AGigLineShotActor: screenshots are now requested with the UI shown, so the
  attribution appears in every capture under Screenshots/ and the obligation
  is provable in review rather than only described.

Docs: THIRD_PARTY_NOTICES records that the string is displayed in-game;
Screenshots/README documents the overlay; TODO marks the item done and
narrows the remaining ODbL question to the shipped-derivative-database
posture.
2026-11-07 18:42:10 +01:00
..

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 checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.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.