docs: convert all architecture .adoc sections to markdown, prettier-format all .md
- Converted 13 individual .adoc section files to .md via asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside the .adoc sources in Docs/Architecture/ - Rebuilt architecture.md from the individual section .md files - Ran prettier --write on all .md in the repo (23 files changed): normalised table column alignment, trailing whitespace, line breaks - Added .agents/ to .prettierignore (vendored third-party content) - All .md now passes prettier --check
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# Runtime View
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## Walk the block
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1. Player launches game → `AGigLineGameModeBase` spawns `AGigLineCharacter` at `PlayerStart` `(-13336, -1150, 600)`.
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2. Character falls 144 cm to road surface (Z 456) and begins walking. `StartLocation` captured on first grounded frame.
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3. Player holds W → `IA_Move` fires → `ApplyMove(1, 0)` → `AddMovementInput(ForwardVector, 1)` → capsule moves at 450 cm/s.
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4. Mouse move → `IA_Look` fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).
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5. Player presses R → `ResetToStart` → teleport to `StartLocation`/`StartRotation`, `StopMovementImmediately`, reset control rotation.
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6. Player presses Escape → `TogglePause` → `SetPause(true)`, switch to `FInputModeUIOnly`, show cursor. World timers stop; core tickers continue.
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7. Player presses Escape again → `TogglePause` → `SetPause(false)`, switch to `FInputModeGameOnly`, hide cursor.
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## Screenshot capture
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1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
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2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
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3. On last camera, requests engine quit. PNGs are copied to `Screenshots/` and committed.
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## QA self-test (`-qaselftest`)
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1. Core ticker starts at `BeginPlay` (not a world timer — world timers freeze on pause).
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2. 1.0 s: begin driving forward input.
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3. 3.0 s: stop, measure displacement (> 200 cm = PASS).
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4. 3.5 s: call `ResetToStart`.
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5. 4.0 s: measure distance from spawn (< 100 cm = PASS).
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6. 4.5 s: call `TogglePause`, check `IsGamePaused()` (= true = PASS).
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7. 5.5 s: call `TogglePause`, check `IsGamePaused()` (= false = PASS).
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8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.
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9. 7.0 s: final verdict logged.
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## Build and import pipeline
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1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
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2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
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3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
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