diff --git a/TODO.md b/TODO.md index 887a555..ae49aa0 100644 --- a/TODO.md +++ b/TODO.md @@ -33,7 +33,7 @@ Actionable task list for this project. This file is the single, central place fo ### Release checks - [x] Third-person traversal works end-to-end in the demo area. **Walking is captured and verified 2026-11-09**: `demo-third-person-walk` shows the body mid-stride in profile (legs apart, arms counter-swinging), and the run logs `walk=1 speed=28 clip=GigLine_Walk`. Getting there needed two harness fixes, both found by probing rather than guessing: the camera must track the pawn (`ShotFollow`), and the call that enables walking had to move out of the sequencer's `BeginPlay` — it ran before the player pawn existed, so the cast silently found nothing and `speed` stayed 0 while the probe reported `clip=Idle` every frame. -- [ ] No blocking animation or rig defects. +- [x] No blocking animation or rig defects. Both clips play and advance (idle verified by probing the single-node instance's asset time, walk by shot 8), the body carries its skin material, and the QA self-test passes every check. **Two cosmetic defects are deferred, not fixed:** the fingers splay because the bind's finger spread carries into the pose, and the idle base rotation was found by sweeping rather than derived. Both are `0.2.2` items. - [x] Performance target still met at 1440p. Measured 2026-11-09 at **2560×1440, no frame generation, VSync off**: **759 frames, avg 2.64 ms (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms** — 6.3× the 60 fps floor. Body, skin material and animation cost about 2 % against `0.1.5`'s 2.61 ms. Series: `Docs/perf/0.2.0-walk-frametimes.csv`. The same run passed every QA check: walk, reset 0 cm, pause/unpause, transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9. - [ ] Tag `v0.2.0` and write `CHANGELOG.md` entry; then remove this section.