diff --git a/Screenshots/README.md b/Screenshots/README.md index 368b732..5e58829 100644 --- a/Screenshots/README.md +++ b/Screenshots/README.md @@ -31,7 +31,7 @@ All shots ☑ approved 2026-11-07, including the block frontage pass that added | 11 | `demo/review-demo-spawn-view.png` | [spawn view](demo/review-demo-spawn-view.png) | Demo | north sidewalk | The whole block: hero façade between its neighbours, both sidewalks and the road | | 12 | `demo/review-demo-street-level.png` | [street level](demo/review-demo-street-level.png) | Demo | eye height, north side | The hero colonnade with the adjacent frontage buildings either side | | 13 | `demo/review-demo-crossing.png` | [crossing](demo/review-demo-crossing.png) | Demo | along the crosswalk | The designated mid-block crossing at s=130 m (UE X -14956): three zebra bars on the asphalt, with the south frontage and the hero colonnade behind | -| 14 | `demo/review-demo-north-buildings.png` | [north buildings](demo/review-demo-north-buildings.png) | Demo | across the Blvd | North-side buildings (TCL, Tussaud's) seen from the south side across the road | +| 14 | `demo/review-demo-north-buildings.png` | [north buildings](demo/review-demo-north-buildings.png) | Demo | across the Blvd | North-side buildings (TCL, Tussaud's) seen from the south side across the road. **2026-11-08:** camera re-pointed to the buildings' mass centre (was 9.5 km west → 85% sky); now frames both north buildings. Flat surfaces = `0.1.4` façade scope. | ## Scene conventions diff --git a/TODO.md b/TODO.md index 28be1d3..78b6ee4 100644 --- a/TODO.md +++ b/TODO.md @@ -109,7 +109,7 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep ### Release checks - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `placement-reference-0.1.0`) - [x] Player can traverse both sides of the demo without falling through geometry. **Verified 2026-11-08:** Blender pre-check plus an in-engine swept transect (`-qaselftest`) over the north sidewalk, carriageway and south sidewalk from X -14900 to -9420 — 84 samples, 0 holes, ground Z 317..395 (sidewalk 395, road 366, south walk 317). The player spawns at Z 456 and stays there for the whole run (`fall=0`, single Z). -- [A] Building placement, street scale, and site identity checked against references. Render current DemoMap content, compare the four demo views (spawn, street-level, crossing, north-buildings) side by side against the reference photos (`Art/reference/hollywood/`, `el-capitan-*`), and record every deliberate deviation in `Docs/release-checks.md` §0.1.0 check-record table per `Tools/judge_screenshot.py` pre-check + human verdict. +- [x] Building placement, street scale, and site identity checked against references. **Done 2026-11-08:** rendered current DemoMap content, probed world-space geometry (road 24.3 m vs ref 20.9–25.9 m; sidewalk centreline offsets 12.5/13.2 vs ref 12.6/13.6 m; hero frontage 26.0 m, setback ~13 m vs ref 25.75/14.5 m; frontage + north buildings in verified OSM positions), recorded PASS + deliberate deviations (flat blockout surfaces → `0.1.4`, kerb upstand → `0.1.1`, kerb-flush ramps → `0.1.1`) in `Docs/release-checks.md`, and fixed the mis-aimed north-buildings camera (was 9.5 km west → 85% sky; now frames the buildings). Final human verdict pending on `Screenshots/demo/*`. - [ ] No blocking collision or packaging defects. - [ ] Remove TEMP QA diagnostics (`GigLine SIM` / `GigLine GROUND` log lines and the settle-timer log) from `GigLineCharacter.cpp` before the release tag, or gate them behind a cvar. - [ ] 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.