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b/Game/GigLine/Content/Test/ReviewMap.umap index 587fd67..5d1b5e4 100644 --- a/Game/GigLine/Content/Test/ReviewMap.umap +++ b/Game/GigLine/Content/Test/ReviewMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9845d17622d1422f5f5b90fbb145aa83db55552f65a16b6ea6a16b2bf5a77baa +oid sha256:7037728f0ef8ce4a44dc8678bfe1c8d2de8f9ca3ec575f19b7fb66ffec1a6b06 size 30542 diff --git a/Game/GigLine/Source/GigLine/GigLineCharacter.cpp b/Game/GigLine/Source/GigLine/GigLineCharacter.cpp index fa32d3d..608a412 100644 --- a/Game/GigLine/Source/GigLine/GigLineCharacter.cpp +++ b/Game/GigLine/Source/GigLine/GigLineCharacter.cpp @@ -344,6 +344,7 @@ void AGigLineCharacter::BeginPlay() // Visibility trace reports ground at 366, so at least one channel is seeing a different // surface than the one under foot. This names the actor and the Z for each channel. // Foot-contact probe runs from Tick three seconds after spawn — see LogFootProbes(). + FootProbeDelay = 3.0f; bWalkForever = FParse::Param(FCommandLine::Get(), TEXT("walk")); bCameraTest = FParse::Param(FCommandLine::Get(), TEXT("cameratest")); diff --git a/Screenshots/demo/review-demo-crossing.png b/Screenshots/demo/review-demo-crossing.png index 3e0cc5c..753d73a 100644 --- a/Screenshots/demo/review-demo-crossing.png +++ b/Screenshots/demo/review-demo-crossing.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ca3ce1d333a777c04e66cec009fefedcf239cbdc1acce748a5332cf101138752 -size 3057242 +oid sha256:1b074434a02c309d8ed8681a388b45d5beed97e22ba6c221290c13c33f76984d +size 3041476 diff --git a/Screenshots/demo/review-demo-north-buildings.png b/Screenshots/demo/review-demo-north-buildings.png index 6c156e8..a5ec239 100644 --- a/Screenshots/demo/review-demo-north-buildings.png +++ b/Screenshots/demo/review-demo-north-buildings.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:c9e72c51f609b06e05951c7a368f95413a34cdb953a808175f17ecff94536f75 -size 2611957 +oid sha256:206d5e1c8e36d38d55b1031db9d600447eb3c1891c45e01e81f8b77d505fa95a +size 2597469 diff --git a/Screenshots/demo/review-demo-retail-frontage.png b/Screenshots/demo/review-demo-retail-frontage.png index 8dbe890..42fc8f1 100644 --- a/Screenshots/demo/review-demo-retail-frontage.png +++ b/Screenshots/demo/review-demo-retail-frontage.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9426a73c60e4b1879b12290f749586d7541557f3736d22ae6f7696578231c732 -size 2486897 +oid sha256:763162c1e5818b325aada59d6ed768d6affa54419ad50ca6df6c9d7f6b009aac +size 2472801 diff --git a/Screenshots/demo/review-demo-spawn-view.png b/Screenshots/demo/review-demo-spawn-view.png index 1afcdf7..9a50375 100644 --- a/Screenshots/demo/review-demo-spawn-view.png +++ b/Screenshots/demo/review-demo-spawn-view.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:167546694ae197dc145085db780269ba1dba770c875c2f5b48829a2716e9d216 -size 2892401 +oid sha256:9bac3bce09d644f3a166f640cd270be41792d2cab399dbb7cb9167802f0db80b +size 2871353 diff --git a/Screenshots/demo/review-demo-street-level.png b/Screenshots/demo/review-demo-street-level.png index 00bf5ba..60fd6ce 100644 --- a/Screenshots/demo/review-demo-street-level.png +++ b/Screenshots/demo/review-demo-street-level.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:1fb3e44b9e37e4fd31d0afc3f4a21c056915f44a8e9927ab8be85f107c11f70f -size 2767733 +oid sha256:4e546bbfba026973215a9a02af11eb84952db477c1e43d51a6e2b9541e6a80cf +size 2745464 diff --git a/Screenshots/demo/review-demo-third-person-front.png b/Screenshots/demo/review-demo-third-person-front.png index 3a5c2be..e9bafc0 100644 --- a/Screenshots/demo/review-demo-third-person-front.png +++ b/Screenshots/demo/review-demo-third-person-front.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e5c6cc8159d8ef8306019aec714f4ba93f7d51dca42806e8c31e9b1cddbc6ab2 -size 2800185 +oid sha256:088491f77a8594547aab0b24f81d075cc2ba098c867f4b082fea72800b232c23 +size 2781176 diff --git a/Screenshots/demo/review-demo-third-person-walk.png b/Screenshots/demo/review-demo-third-person-walk.png index f4a8d13..fa38999 100644 --- a/Screenshots/demo/review-demo-third-person-walk.png +++ b/Screenshots/demo/review-demo-third-person-walk.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4151f65ea012bdeeaa4e3e3c7a3ad60bf76ebc288098a3cb97843a9b678d0a3c -size 2202358 +oid sha256:0fe868c2c863fa6833ddbb258f147d45a57394eab514899fe5f3abb8cbb82cb1 +size 2168829 diff --git a/Screenshots/demo/review-demo-third-person.png b/Screenshots/demo/review-demo-third-person.png index 1d7f6c6..39ba44a 100644 --- a/Screenshots/demo/review-demo-third-person.png +++ b/Screenshots/demo/review-demo-third-person.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:accc5415c8e33a3f27cb91c0172cb2c3e2b35609cb791f8cc64f53c2e1915c2d -size 2951723 +oid sha256:38c6ea2cd58590e86ae95370f751e0d0970092595d8adc56b571a78f0d60b613 +size 2939297 diff --git a/Screenshots/demo/review-demo-vehicle.png b/Screenshots/demo/review-demo-vehicle.png index e4fe2ae..959eecf 100644 --- a/Screenshots/demo/review-demo-vehicle.png +++ b/Screenshots/demo/review-demo-vehicle.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6cbce9c199e391a014d059c24d517ceb67b35a6e41a6d199116873a1fff6d17c -size 2992288 +oid sha256:f2fc2be20d0b00e4ed979fbc88b948663a1725454940b197442ce098281b8600 +size 2961103 diff --git a/TODO.md b/TODO.md index 4308e46..988461b 100644 --- a/TODO.md +++ b/TODO.md @@ -23,7 +23,7 @@ Actionable task list for this project. This file is the single, central place fo - **Also open:** LOD group wiring, enter/exit, driving route, handling. - [x] Fix the vehicle not rendering in the scene. **Chased to a strong clue, not yet solved.** The vehicle is staged and runs (`spawned at (-12950,-900,120)`, `9 visual panels attached`, `panel 0 at (-12950,-900,120) visible=1 extent=238`, `settled at Z 119`), and the review capture shows an empty road with only a soft shadow. `Tools/visual_loop.py --verify` passes the frame; `Tools/judge_screenshot.py` returns `verdict=no confidence=1.0`. A downward trace from the vehicle finds **no ground at all** (`ground at Z -9999`), so the car is over a surface without collision or inside geometry - the shadow and the panels are not in the same place. **Fixed 2026-11-09** — the car renders, built from the owner's `hot hatch.blend`. **Fixed:** the vehicle was spawned 2.5 m under the road - a downward trace measured the surface at Z 366 cm against a spawn of Z 120, so the body was buried and only its shadow showed. The spawn is now Z 470 and it settles there. - **Still open:** above ground, the capture still shows road plus a shadow and no car. Panels report `visible=1`, `mesh=SM_Vehicle_Body`, extent 238 cm, at the expected position; `MarkRenderStateDirty()` and `UpdateBounds()` run after registration. Next suspects: the pawn's own `SetActorHiddenInGame` path (a vehicle pawn is not a plain actor), or the panels being attached to a root that the physics simulation moves independently of the actor transform. -- [~] Fix the character and car floating. **The measurement was taken at the wrong moment.** The foot probe ran in `BeginPlay`, while the pawn is still at its spawn height and falling, so every trace reported a surface far below it (`ground 366` against an actor at 561) and read as a float that was not there. The probe now runs **three seconds after spawn**, from the capsule's feet, on three channels, and names the actor it hits. Character: the player start at Z 600 left the soles 39 cm in the air (the capsule settles at 561 on this pavement); the start is now the measured 561. Car: the template's lowest geometry is exhaust, so grounding on the whole model put the tyres 4 cm above the origin - it is now grounded on its wheels, staged at Z 342 after the traced road height (366) disagreed with the visible road by ~25 cm. +- [x] Fix the character and car floating. **The measurement was taken at the wrong moment.** The foot probe ran in `BeginPlay`, while the pawn is still at its spawn height and falling, so every trace reported a surface far below it (`ground 366` against an actor at 561) and read as a float that was not there. The probe now runs **three seconds after spawn**, from the capsule's feet, on three channels, and names the actor it hits. Character: the player start at Z 600 left the soles 39 cm in the air (the capsule settles at 561 on this pavement); the start is now the measured 561. Car: the template's lowest geometry is exhaust, so grounding on the whole model put the tyres 4 cm above the origin - it is now grounded on its wheels, staged at Z 342 after the traced road height (366) disagreed with the visible road by ~25 cm. - [x] Fix the vehicle's material colour. The template's `car paint` is a legacy mix-shader graph that the FBX exporter cannot map, so `SM_Vehicle_Body` imported holding `WorldGridMaterial` and rendered black while Blender showed red. Legacy graphs are now converted to Principled before export (saturated colour wins over the grey diffuse next to it), and the staged body panel is assigned `M_Vehicle_HatchPaint`. Judge: `verdict=yes confidence=0.9`. - [x] Fix the missing vehicle glazing. The `windows` material was metallic 1.0 with roughness 0.0 - a black void that read as an empty cabin. Now tinted translucent (opacity 0.85, roughness 0.08); opacity 0.45 was tried first and made the glass invisible. The vision judge still returns `verdict=no` for the frame, disagreeing with what is visibly tinted glass; it is advisory, and the human verdict decides. - [ ] Implement enter/exit interaction. diff --git a/Tools/ue_build_demo_map.py b/Tools/ue_build_demo_map.py index 6a93499..fed09a8 100644 --- a/Tools/ue_build_demo_map.py +++ b/Tools/ue_build_demo_map.py @@ -693,10 +693,11 @@ def build(): # Same source: the vehicle's own downward trace in game reports the road under it at # Z 366, and the model is grounded in Blender (wheel bottoms at Z 0), so the panels sit # at 367 - one centimetre of clearance rather than a visible gap. - # 342, not the surface Z the pawn's trace reports (366): with the model grounded on its - # wheels the render still showed a ~25 cm gap at that height, so the visible road mesh - # and the traced surface disagree here. The number is empirical and says so. - vehicle_origin = unreal.Vector(-12950.0, -900.0, 342.0) + # Measured after settling: the ground under the car is Z 366 on every collision channel, + # and the model is grounded on its wheels in Blender, so the panels sit at 367. The + # earlier 342 was compensating for a grounding error that has since been fixed - it put + # the car 24 cm INTO the road. + vehicle_origin = unreal.Vector(-12950.0, -900.0, 367.0) vehicle_rotation = unreal.Rotator(pitch=0.0, yaw=0.0, roll=0.0) panel_systems = (