qa(collision): no-blocking-collision release check — seam + wall audit (#13)
Merged PR #13: no-blocking-collision release check Co-authored-by: Zwitschi <zwitschi82@gmail.com>
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@@ -38,7 +38,7 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
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| ------- | ----------------------- | ------ | -------- | ---- |
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| `0.1.0` | Traversal, both sides | — | — | — |
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| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
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| `0.1.0` | Collision and packaging | — | — | — |
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| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
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| `0.1.0` | 60 FPS at 1440p | — | — | — |
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| `0.1.0` | Fresh checkout build | — | — | — |
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| `0.1.0` | Packaged Linux build | — | — | — |
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@@ -83,3 +83,26 @@ probed from the DemoMap (commandlet, 2026-11-08).
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Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified
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flat surfaces as "unexpected" — those flags are the deliberate deviations above, not
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placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
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## `0.1.0` — Collision and packaging — audit note (2026-11-08)
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Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselftest`.
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- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the
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kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and
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X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3
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lane centres; the seam rows are what this check adds.)
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- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above
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the local ground, along the road and both seam rows. Result **0/35 blocking hits
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inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
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(First pass used a fixed Z 160 start; the street is at Z ~366, so the probe
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started inside the earth and reported every row as a dist-0 blocker. Grounding
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the probe fixed that measurement bug.)
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- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause
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`IsGamePaused()=1`, unpause 0 — all PASS.
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- Packaging: the packaged build launches, reaches gameplay, and the QA run quits
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cleanly. The `GigLineShotActor` screenshot rounds are suppressed under
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`-qaselftest` so they cannot quit the run before the audit phases.
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- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge
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artifacts of the widened extent, not walkable holes — the walkable corridor is
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continuous (walk + transect both PASS).
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@@ -266,10 +266,18 @@ void AGigLineCharacter::StartQASelfTest()
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UWorld* W = GetWorld();
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int32 Holes = 0, Samples = 0;
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float Lowest = 1.0e9f, Highest = -1.0e9f;
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static const float Lanes[] = {-1400.0f, -167.0f, 1000.0f}; // N walk, road, S walk
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for (float LaneY : Lanes)
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// Probed world-space (2026-11-08): N sidewalk -1912..-1053, kerb
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// -1382..-1053, road -1382..+1047, kerb +718..+1047, S sidewalk
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// +718..+1447. Rows include the kerb/road/sidewalk boundary Ys so
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// seam gaps are sampled, not just lane centres.
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static const float Rows[] = {
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-1750.0f, -1500.0f, -1382.0f, -1280.0f, -1053.0f, -900.0f,
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-167.0f, 0.0f, 300.0f, 800.0f, 1047.0f, 900.0f, 718.0f,
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900.0f, 1250.0f, 1447.0f
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};
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for (float LaneY : Rows)
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{
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for (float X = -14900.0f; X <= -9420.0f; X += 200.0f)
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for (float X = -20000.0f; X <= -2000.0f; X += 200.0f)
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{
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FHitResult Hit;
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FCollisionQueryParams Q(TEXT("GigLineTransect"), false, this);
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@@ -289,6 +297,52 @@ void AGigLineCharacter::StartQASelfTest()
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UE_LOG(LogTemp, Log,
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TEXT("GigLine QA: transect %d samples, %d holes, ground Z %.0f..%.0f -> %s"),
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Samples, Holes, Lowest, Highest, Holes == 0 ? TEXT("PASS") : TEXT("FAIL"));
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// Invisible-wall / blocking-mesh probe: at each sample, first find
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// the ground under the start point (vertical raycast), then run a
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// horizontal trace 160 cm ABOVE that ground along the street row.
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// A clean street should let the 30 m trace run clear; a short hit
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// flags an invisible or misplaced blocker. Starting the horizontal
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// trace at a fixed Z (e.g. 160) is wrong: the street is at Z ~366
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// there, so a 160 cm probe starts inside the earth (dist 0).
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int32 Walls = 0, WallSamples = 0;
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static const float TraceYs[] = {-1400.0f, -167.0f, 1000.0f, -1382.0f, 1047.0f};
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for (float WallY : TraceYs)
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{
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for (float X0 = -19500.0f; X0 <= -3000.0f; X0 += 2500.0f)
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{
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FHitResult GroundHit;
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FCollisionQueryParams GQ(TEXT("GigLineWallGround"), false, this);
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if (!W->LineTraceSingleByChannel(GroundHit,
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FVector(X0, WallY, 3000.f), FVector(X0, WallY, -1000.f),
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ECC_Visibility, GQ))
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{
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continue; // no ground under start -> skip
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}
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const float ProbeZ = GroundHit.ImpactPoint.Z + 160.f;
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FHitResult Hit;
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FCollisionQueryParams Q(TEXT("GigLineWallProbe"), false, this);
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const bool bHit = W->LineTraceSingleByChannel(Hit,
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FVector(X0, WallY, ProbeZ),
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FVector(X0 + 3000.f, WallY, ProbeZ),
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ECC_Visibility, Q);
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++WallSamples;
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if (!bHit) { continue; } // 30 m clear -> good
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// Starting just above the ground, a hit within 21 m = blocker.
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if (Hit.Distance < 2100.f)
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{
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++Walls;
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UE_LOG(LogTemp, Log,
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TEXT("GigLine QA: wall probe short-hit at X %.0f Y %.0f dist %.0f actor=%s"),
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X0, WallY, Hit.Distance,
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Hit.GetActor() ? *Hit.GetActor()->GetName() : TEXT("none"));
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}
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}
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}
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UE_LOG(LogTemp, Log,
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TEXT("GigLine QA: wall probe %d/%d traces with blocking hit inside 21 m -> %s"),
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Walls, WallSamples,
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Walls == 0 ? TEXT("PASS") : TEXT("FAIL"));
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}
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// 7.0: verdict, then stop ticking.
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@@ -21,6 +21,14 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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// QA mode: the -qaselftest run owns the process (it walks, resets, pauses,
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// transects, then quits on its own). Skip the screenshot rounds so the game
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// does not exit mid-test via bQuitWhenDone.
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if (FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
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{
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return;
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}
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if (bWaitingForSettle)
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{
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SettleCountdown -= DeltaSeconds;
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@@ -304,3 +304,18 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
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- Getting actor world bounds: spawn at loc(0,0,0) means static mesh bbox IS the
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world footprint (FBX carries the geo offset). Probe by loading the level
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explicitly (load_level) — a fresh commandlet starts on Untitled otherwise.
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## 2026-11-08 — collision/seam audit done; QA self-test extended
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- `-qaselftest` transect widened from 84 samples (3 lane centres) to **1456
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samples / 16 rows** including kerb/road/sidewalk seam Ys (probed: N side
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-1912..-1053, kerb -1382..-1053, road -1382..+1047, kerb +718..+1047, S side
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+718..+1447). 0 holes.
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- **New wall probe:** ground-referenced horizontal 30 m trace at +160 cm. First
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attempt used a fixed Z 160 and started INSIDE the earth (street is at Z ~366)
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-> every row reported a dist-0 blocker. Always ground the probe first.
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- **Guard:** GigLineShotActor must skip rounds under `-qaselftest`, else
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bQuitWhenDone closes the game before the transect phase (observed: game exited
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at t=2s with "ShotActor: done (4 shots)" + RequestExit).
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- Results on packaged build: walk 761cm/2s, reset 0cm, pause/unpause, transect
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0 holes, wall 0/35 -> all PASS. Evidence recorded in Docs/release-checks.md.
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@@ -106,11 +106,11 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep
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- [x] Commit and review the publication preparation changes before pushing. Initial publication commit: `101db3f`.
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- [x] Review ODbL obligations for each shipped derivative database or produced work before public release. **Done 2026-11-08** — full review recorded in `Docs/odbl-review.md`: the shipped streets/footprints/sidewalks are a Produced Work of the OpenStreetMap database; obligations held are on-screen attribution (`AGigLineHUD`), the ODbL link, and the committed source extract with provenance; share-alike applies to the data layer only (project code/art stay CC0). THIRD_PARTY_NOTICES and `Docs/licensing.md` updated.
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### Release checks - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `placement-reference-0.1.0`)
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### Release checks - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `collision-seams-0.1.0`)
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- [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).
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- [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/*`.
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- [ ] No blocking collision or packaging defects.
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- [x] No blocking collision or packaging defects. **Done 2026-11-08:** extended `-qaselftest` — transect now 1456 samples / 16 rows including the kerb/road/sidewalk seam Ys (0 holes), plus a ground-referenced 30 m wall probe (0/35 blocking hits; no invisible walls). Walk/reset/pause all PASS on the packaged build; `GigLineShotActor` now skips under `-qaselftest`. Evidence in `Docs/release-checks.md` §`0.1.0` audit note.
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- [ ] 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.
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- [ ] 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.
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- [ ] Fresh project checkout builds with the documented external engine installation.
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