zwitschi fd2ad4b391 test(review): judge every shot from the targets file, and record that all nine fail
--shots was parsing a table shape the README no longer has, so it silently found nothing.
It now reads Tools/visual_targets.json, the same file the render gate uses, and reports one
line per shot with the model's verdict and reasoning.

The result is not good news and is committed as such: 0 of 9 shots judged 'yes'. Shot 7 shows
the scene itself wrong - a disassembled car floating over a blank surface with no street or
buildings in frame - and the others fail for missing detail rather than for a broken frame.
visual_loop --verify still reports 9/9, because it only measures exposure and size.

A warning now sits at the top of Screenshots/README.md: treat every image there as stale until
the scene is fixed. The cause is not yet identified - the map builder's recent changes are 15
lines of vehicle staging, which does not explain a missing street.
2026-11-09 16:55:59 +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.

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