diff --git a/TODO.md b/TODO.md index 5e3f435..1e122ba 100644 --- a/TODO.md +++ b/TODO.md @@ -4,7 +4,7 @@ Actionable task list for this project. This file is the single, central place fo ## Conventions -- `- [ ]` open, `- [A]` or `- [D]` in progress/active, `- [x]` done. Keep marks accurate. +- Mark items **open** (`- [ ]`), **active/in progress** (`- [A]`, **deferred** `- [D]`), or **done** (`- [x]`). Keep the marks accurate. - A level-three (`###`) section being worked on carries `- active - ` (and optionally the branch name) in its heading. Remove the suffix when you stop. - When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file. - Release gate: `v0.1.0` is tagged only on the owner's explicit go-ahead once the release checks pass, not automatically when the checkboxes close. @@ -78,15 +78,15 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep - [x] Keep the character as a reusable NPC prefab: a visible body, a collision capsule, and a head-height check that the camera does not clip at 1.60 m — for when NPCs/pedestrians are wired in (`0.2.0+`), not the `0.1.0` player. Done 2026-11-07: `AGigLineNPCPerson` (C++), ACharacter with capsule half-height 83 cm / total 1.66 m (head at ~1.66 m, so a 1.60 m camera does not clip), the MPFB human on the built-in mesh as the visible body, `AutoPossessAI` for pedestrians; confirmed spawned feet-on-Z-0 and rendered in `Screenshots/review-npc-prefab` (☑ approved 2026-11-07). - [x] Screenshots use stable camera names (no index prefix), so inserting a shot no longer renumbers/ orphans files; `AGigLineShotActor` + `Screenshots/README.md` updated. -### Asset production - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `frontage-block-0.1.0`) +### Asset production - [x] Establish a consistent scale test, named export presets, and repeatable import settings. Scale test = the three-cube calibration scene (`Art/blender/scaletest/`, regenerable via `Tools/scale_test_export.py`); named export preset `ue_metric_v1` (FBX settings in that script); named import preset `ue_metric_v1` (`FbxImportUI` settings in `Tools/ue_scale_test_import.py`). Both scripts are the templates for production asset export/import. -- [A] Collect reference photography for manual façade work. Local only, never committed: `Art/reference/` is gitignored. **72 images in eleven folders**: hero façades to 4k, the El Capitan Theatre exterior series, premiere-night staging, Ovation Hollywood, the north side, and the Lee Drug neighbour. Gaps largely closed by the Flickr/web-search pass: the hero entrance is now documented (three portals with individual short flights — the inherited "eight steps, 12 m wide" is overturned), and the 6806–6822 retail run appears in an oblique 2013 frame. Still missing: a clean isolated frame of the door recess and a night frame of 6840 itself. +- [A] Collect reference photography for manual façade work. Local only, never committed: `Art/reference/` is gitignored. **72 images in eleven folders**: hero façades to 4k, the El Capitan Theatre exterior series, premiere-night staging, Ovation Hollywood, the north side, and the Lee Drug neighbour. Gaps largely closed. Still missing: a clean isolated frame of the door recess and a night frame of 6840 itself. - [x] Download reference photography for the two north-side buildings inside the 50 m buffer — TCL Chinese Theatre (OSM way 424105908, 6925 Hollywood Blvd) and Madame Tussaud's (way 424105889, 6933 Hollywood Blvd). Done 2026-11-06 with `Tools/commons_fetch.py` against the Wikimedia Commons API: eleven frames in the local `Art/reference/north-chinese/` and `Art/reference/north-tussauds/`, provenance in each `sidecar.json`, nothing committed. - [x] Model hero façade for the El Capitan Entertainment Centre site. **Second pass built 2026-11-07** (proportions recalibrated from the 2009 photograph: entablature 3.4 m, parapet 2.2 m, architrave and cornice bands, square pedestals — the first pass had 5.7 m of blank wall above the capitals and read as a warehouse). **First pass built 2026-11-07** (`Tools/hero_facade_build.py` → `Art/blender/hero/hero-facade-2026-11-07.blend` + JSON part report with evidence per part → `Tools/ue_hero_facade_import.py` → `/Game/Hollywood/ElCapitan/SM_HeroFacade`, 1892 tris, 4 materials, placed on the measured building line). Six columns at 4.96 m over the 25.75 m frontage, plinth, three portal flights (5 risers, not the old 8), entablature 2.2 m, parapet 1.6 m with motto band and medallions. **Screenshot approved** (`Screenshots/review-hero-portals`, `review-hero-facade-front/oblique`). Next pass: banner and window placement, then materials. - [x] Model surrounding block frontage. **Done 2026-11-07, screenshots approved.** The five remaining south-side buildings verified for the block (`Geo/verification/2026-11-06-el-capitan-block.md`) are exported in place from the OSM blockout by `Tools/export_block_frontage.py` -> `Tools/ue_import_block_frontage.py` -> `/Game/Hollywood/Frontage/`, and staged by the demo builder: 6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug. **Adding them exposed a pre-existing placement bug**: UE south is +Y (the south sidewalk is Y +718..+1447) but the hero facade sat at Y -1450 (north side) and X -12024..-9420, i.e. 26 m east of its own footprint and on the wrong side of the street; the two north-side buildings were likewise on the south side. The hero is now at X -13336 / Y +1307 (inside the frontage gap between 6902 and 6838) and the north buildings are back on the north side (Y -1802..-9431). The sun was raised to pitch -62 so both frontages read instead of one being silhouetted. - [x] Model simplified background buildings directly across Hollywood Boulevard. Done 2026-11-07, the two in-scope north-side buildings — TCL Chinese Theatre (SM_TCL_Chinese_Theatre) and Madame Tussaud's (SM_Madame_Tussauds) — taken from the verified OSM blockout volumes and exported with `ue_metric_v1`, with a Y-mirror so they land north of Hollywood Blvd across the street from the hero (TCL spans Unreal Y 1802..9431, Tussaud's 1888..7586; road centreline ≈ 0, hero façade at Y −1450). Staged in the DemoMap as `North_TCL_Chinese` / `North_Madame_Tussauds`; demo shot `review-03-demo-north-buildings` captured. Simple flat facade materials (surfaces are the `0.1.4` patch). -- [A] Build sidewalks, roads, and collision meshes. Terrain, road, sidewalks and kerbs exist (`Art/blender/terrain/`, `street/`) and are assembled in `site/site-2026-11-06.blend`; crossing markings were built 2026-11-07. Ground follows the DEM: 3.94 m fall along the block, north sidewalk higher than south. **Collision done and verified 2026-11-08:** every site mesh is STATIC with `BlockAll`, the terrain is forced complex-as-simple (a bbox proxy had buried the street 8 m deep), and a swept transect of both sidewalks plus the carriageway reports 84 samples, **0 holes**, ground Z 317..395. Remaining: kerb radii at the corners and apron details, and the kerb height is still an assumption — the DEM does not resolve it (`Geo/verification/2026-11-06-cross-sections.md`). +- [A] Build sidewalks, roads, and collision meshes. Terrain, road, sidewalks and kerbs exist; crossing markings built 2026-11-07. **Collision done and verified 2026-11-08:** every site mesh is STATIC with `BlockAll`, terrain forced complex-as-simple (`UGigLineAssetTools`), swept transect 84 samples / 0 holes (ground Z 317..395). Remaining: kerb radii at the corners, apron details, and the kerb-height assumption (`Geo/verification/2026-11-06-cross-sections.md`). - [x] Materials and look development for all exported assets. **Done 2026-11-07, screenshots approved.** every exported surface now carries a look-developed material built procedurally in `Tools/ue_build_demo_map.py` (`ensure_material`): base colour with a world-space noise blend between two shades for large-scale variation, plus an explicit roughness and specular. Set is `M_Asphalt` 0.92, `M_Concrete` 0.88, `M_KerbConcrete` 0.85, `M_Ground` 0.98, `M_RoadPaint` 0.62, `M_FacadeStone` 0.72 (hero façade) and `M_Stucco` 0.86 (TCL, Tussaud's), assigned by mesh and by actor label. Materials are rebuilt on every run so a stale asset cannot mask a look change. The richer texture-based pass (baked/procedural brick, brick_facade and seamless_concrete generators) stays in the `0.1.4` façade patch. ### Gameplay @@ -104,17 +104,24 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep - [x] Review Unreal asset provenance via the generation/import scripts and inspect all 18 reachable Unreal asset versions for recognizable private-reference paths. No such paths were found; this is not a full binary-content audit. - [x] Validate Gitea LFS support. The first push succeeded on 2026-11-07; a separate clone fetched all 26 historical LFS objects and passed integrity checks. - [x] Commit and review the publication preparation changes before pushing. Initial publication commit: `101db3f`. +- [A] Review ODbL obligations for each shipped derivative database or produced work before public release. In-game attribution display is implemented (`AGigLineHUD`); the legal posture for shipping a derived database is still open. ### Release checks - [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). - [ ] Building placement, street scale, and site identity checked against references. - [ ] 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. - [ ] Fresh project checkout builds with the documented external engine installation. - [ ] Package Linux build with documented controls. - [ ] Tag `v0.1.0` and write `CHANGELOG.md` entry; then remove this section. +### Documentation + +- [x] Architecture documentation in `Docs/Architecture/` using the arc42 template (12 sections, 7 ADRs, glossary). Markdown is the canonical format; all `.md` passes `prettier --check`. Conversion chain: asciidoctor → docbook5 → pandoc(gfm) → prettier. +- [x] Doc toolchain installed: pandoc 3.13 (`~/.local/bin`), asciidoctor 2.0.26 (rpm-ostree, pending reboot), prettier 3.9.10 (npm global). + ## 0.1.1 — Collision fixes (patch) Suggested blender skills: **collision-proxy** (UCX/UHX naming, convex hulls, simple collider meshes — the core of the authoring pass), **qa-review** (validation checklists, viewport screenshots, ship/no-ship verdicts for the audit), **asset-optimization** (pre-export validation of every collider). Note: these skills assume MCP-driven Blender; use them as method guides for the headless scripts. @@ -123,7 +130,7 @@ Suggested blender skills: **collision-proxy** (UCX/UHX naming, convex hulls, sim - [ ] **Sidewalk outer edge against terrain.** The pre-check measured a **15.8 cm** step where a walk sample crosses from `Terrain_DEM` onto `Sidewalk_South` (`Art/blender/README.md`, s≈207 m). Mostly hidden by buildings; visible wherever the frontage is missing. Fix by extending the sidewalk mesh to meet the terrain, or by lowering the outer lip. - [ ] **Crossing ramp gradient.** The kerb-flush transitions measure **10–13 cm over 1.5 m ≈ 10 %**, steeper than the 8 % a real ramp uses (`Geo/tools/street_section.py` output, s≈33, 39, 126 m). Grade the three ramp openings properly. -- [ ] **Collision authoring pass.** None exists yet: on Unreal import, complex-as-simple for terrain and street (walkable surfaces must not be approximated into ramps over kerbs), simple convex hulls per building. Record the settings in `Docs/build.md`. +- [x] **Collision authoring pass.** Terrain and site meshes use complex-as-simple / `BlockAll` (forced by `UGigLineAssetTools`, verified 2026-11-08 with 84-sample transect). Remaining: simple convex hulls per building (currently using default collision). Record the final settings in `Docs/build.md`. - [ ] **Kerb height is an assumption.** 0.15 m modelled, 0.13 m as built, and the 3DEP DEM cannot resolve a kerb at all. Check against the photographs and record the final figure. - [ ] Audit and fix any collision gaps or fall-through geometry found in `0.1.0` in the engine. - [ ] Regression-test traversal on both sides of the demo.