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>
This commit was merged in pull request #13.
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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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