qa: package + document controls (0.1.0 release check PASS)

- Docs/controls.md: full binding table + headless input-test note.
- AGigLineHUD: draw a control legend bottom-right every frame
  (WASD move / Mouse look / Space jump / R reset / Esc pause).
- Verified on the packaged Development build: launches straight into DemoMap, no
  missing-asset or linker errors; controls text confirmed in the capture
  (bottom-right bbox 426x12 px). Evidence in Docs/release-checks.md +
  Docs/perf/0.1.0-packaged-hud-controls.png.
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# Controls (`0.1.0` walkable demo)
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame
(`AGigLineHUD`), and the packaged Linux build ships with these bindings.
| Action | Key | Notes |
| --- | --- | --- |
| Move forward | `W` | 4 m/s walk |
| Move back | `S` | |
| Strafe right | `D` | |
| Strafe left | `A` | |
| Look | Mouse | Captured on launch; `Escape` releases it |
| Jump | `Space` | |
| Reset to start | `R` | Returns to the grounded spawn point |
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
## Notes
- Movement is relative to where you are looking (controller yaw), so the capsule
stays upright on the sloped street.
- The mouse is captured on launch, so looking works without clicking first.
`Escape` toggles the capture as part of pause.
- Bindings are Enhanced Input actions in `/Game/Input` built by
`Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
## Testing input without a physical keyboard
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual
`/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
```bash
python3 Tools/input_test.py --sequence move:2,look:3
```
It drives the focused game window exactly like real hardware, which is how the
controls were regression-tested on the packaged build.
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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 |
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Packaged Linux build | — | — | — |
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
## `0.1.0` — Placement vs references — record (2026-11-08)
@@ -180,3 +180,25 @@ Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
`-project=` argument.
**Verdict: PASS.**
## `0.1.0` — Packaged Linux build + documented controls — record (2026-11-08)
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development
-cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA`
→ `EXIT=0` (Success).
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) →
`LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens
the walkable demo directly (the default-map fix holds in a package, not just the
editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
**Controls documented and shown in-game:**
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus
how to test input headlessly.
- `AGigLineHUD` now draws a control legend bottom-right every frame:
"WASD move · Mouse look · Space jump · R reset · Esc pause".
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px
(a single right-aligned line), attributed text bottom-left. Screenshot:
`Docs/perf/0.1.0-packaged-hud-controls.png`.
**Verdict: PASS.**