release: v0.2.0 — third-person body, animation, stride capture
Writes the 0.2.0 changelog entry with the measured numbers, removes the completed section from TODO.md (its goal stays in ROADMAP.md) and updates the roadmap status. Release checks: 8/8 shots verify with 6, 7 and 8 approved; 1440p at 2.64 ms average (379 fps); -qaselftest passes walk, reset, pause, transect, wall and facade probes; 82 tool tests pass. Known limitations are listed rather than hidden: splayed fingers, a swept base rotation and unproven camera collision, all marked for later patches.
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@@ -8,6 +8,44 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
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Nothing yet.
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## [0.2.0] — 2026-11-09
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Third-person body. The pawn gains a visible, animated body and a third-person camera, so the walk cycle is finally something a player can see rather than a clip in an asset list.
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### Added
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- **`Tools/character_anim_build.py`**: `GigLine_Idle` (60 frames) and `GigLine_Walk` (30 frames) at 30 fps, authored as parametric cycles so the loop closes by construction. Limb axes were **measured** on the rig — a probe rotated `upperleg01.L` by 0.5 rad on each axis and read `foot.L`, which showed X swings the limb fore/aft while Y twists and Z abducts.
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- **Third-person rig** (`ADR-9`): a visible skeletal body, a `USpringArmComponent` with collision testing, and a **V** toggle. One pawn carries both rigs; first person stays the shipped default.
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- **Walk capture harness**: a per-shot `ShotFollow` mode that re-places the review camera every frame in the pawn's frame, plus `SetReviewWalk` / `ReturnToStartForReview`, so a stride is captured deterministically and the fixed-camera shots still find the pawn at spawn.
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- **Review shots 6, 7 and 8** — third-person back, front and mid-stride — embedded in `Screenshots/README.md`.
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### Changed
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- Character export preset now **bakes animation** (`bake_anim`, all actions). Without it the exporter wrote a static bind pose and Unreal imported a mesh with no clips and no error.
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- `Docs/controls.md` documents the V toggle and the review switches; the in-game HUD line reads `WASD move · Mouse look · Space jump · V view · R reset · Esc pause`.
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### Fixed
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- **`PlayAnimation` on a hidden component never took effect.** The body is hidden at construction and only unhidden by the toggle, so the first call could land before the component was ready; the code now sets `AnimationSingleNode`, calls `SetAnimation` + `Play`, and re-asserts while the instance is missing.
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- **The animation switch restarted the clip every frame**, freezing the body on frame 0.
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- **The importer silently refused to replace the existing assets.** Changing the arm rotation and rebuilding returned the identical bone quaternion every time; `replace_existing` and `delete_asset` both failed because the pawn's constructor hard-references the clips. Importing under a new name (`CharacterV2`) finally landed the change — that is what unblocked the pose after a dozen failed rebuilds.
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- **The review runner copied stale screenshots** from `Saved/`, so a shot retired from the camera list reappeared with byte-identical content from an older run. The folder is cleared before each capture.
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- **Walking was never enabled for the stride shot**: the call sat in the shot sequencer's `BeginPlay`, which runs before the player pawn exists, so the cast silently found nothing and `speed` stayed at 0.
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### Verified
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- **8 review shots verify**; shots 6, 7 and 8 approved by the owner.
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- **1440p, 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 — about 2 % over `0.1.5` and 6.3× the 60 fps floor. Series: `Docs/perf/0.2.0-walk-frametimes.csv`.
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- `-qaselftest`: walk, reset 0 cm from spawn, pause/unpause, transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9 — all PASS.
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- 82 tool tests pass.
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### Known limitations
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- **The fingers splay** — the bind's finger spread carries into the pose. Deferred to `0.2.2`.
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- **The arms-down rotation was found by sweeping**, not derived: 0.55 rad puts the arms at the sides, 0.65 against the hip, 0.75 into the torso. A derived pose is a `0.2.2` job.
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- **Camera collision is implemented but unproven** — the spawn point has open space behind it, so no shot exercises the boom shortening.
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- The third-person body has no head or hand IK and no turn-in-place; it is a first playable, not a finished character.
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## [0.1.6] — 2026-11-09
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Retail frontage. The two retail buildings beside the hero are modelled from their own photograph instead of the generic kit, and the photograph is treated as evidence: an analysis is written before any geometry, and every dimension the image does not resolve is carried into the part report as an assumption.
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@@ -8,7 +8,7 @@ Development roadmap for this project: milestone goals, scope, decisions, and rel
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## Status at a glance — 2026-11-08 15:30
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Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **Next:** `0.2.0` (player body, third-person camera, animation).
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Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **`v0.2.0` released 2026-11-09**: visible animated body, third-person camera with a V toggle, idle and walk clips, and a deterministic stride capture. Two cosmetic character defects (splayed fingers, a swept-not-derived base rotation) are deferred to `0.2.2`. **Next:** `0.3.0` (Chaos vehicle, enter/exit, closed driving route).
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| Area | State |
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| --- | --- |
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@@ -9,34 +9,6 @@ Actionable task list for this project. This file is the single, central place fo
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- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
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- Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
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## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)
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### Character setup - active - session-5598ce7e-27e3-4c64-bb49-c04a4a31ee58 (branch `anim-body-0.2.0`)
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- [x] Generate MPFB human base mesh; export baked materials and deform skeleton. Done in bootstrap: idle-pose 19 158-vert human with a 137-bone standard rig, `Tools/mpfb_character_export.py` (now `--pose idle` + warm `make_diffuse`).
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- [x] Import character into Unreal; validate skeleton, scale, and materials. Done: `/Game/Test/Character` — `SkeletalMesh` (138 bones), `Skeleton`, warm `M_Character_Export` material with baked `T_Character_Diffuse`.
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- [x] Promote the character asset into a reusable NPC prefab (visible body, collision capsule, idle pose) ready for pedestrians (`0.5.0`) once the third-person body lands. Done 2026-11-07: `AGigLineNPCPerson` (see the 0.1.0 Character-development item); `0.5.0` reuses it as the pedestrian base.
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- [x] Create basic idle/walk animation set. Done 2026-11-09: `Tools/character_anim_build.py` authors `GigLine_Idle` (60 f) and `GigLine_Walk` (30 f) at 30 fps from parametric cycles, and `Tools/ue_character_anim_import.py` imports them. Both AnimSequences verified in `/Game/Test/Character`: Idle 1.967 s, Walk 0.967 s. Limb axes were **measured** on the rig, not assumed — the probe rotated `upperleg01.L` 0.5 rad per axis and read `foot.L`, which showed X is the fore/aft swing (Y twists, Z abducts).
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- [x] Verify animation plays correctly on the imported rig. **Fixed 2026-11-09; the character stands with its arms at its sides** (shots 6 and 7). Three defects, each proven by measurement:
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- `PlayAnimation` on a hidden component never took effect — the code sets `AnimationSingleNode`, calls `SetAnimation` + `Play`, and re-asserts while the single-node instance is missing.
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- The arms-down rotation had to live in the **clips**, not the bind: every bind experiment was impossible on the shape-keyed MPFB mesh or left Unreal showing the old bind.
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- **The importer had been silently refusing to replace the existing assets.** Rebuilding with a different arm angle returned the identical clip quaternion every time; importing under a new name (`CharacterV2`) finally landed it. The rotation itself was measured by sweeping it in Blender and reading the bone direction: 0.55 rad gives arms down and clear of the body, 0.75 rad drives them into the torso. Remaining polish, for `0.2.2`: the fingers splay slightly, and the walk clip has still not been captured in motion.
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- [x] Capture the body from a second angle so a front-facing pose defect is visible. `demo-third-person-front` added to the shot list and to `Screenshots/README.md`; the third-person shot alone only showed the pawn's back.
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### Camera and controls
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- [x] Add third-person camera following the player body. Done 2026-11-09: `USpringArmComponent` + camera on the capsule, boom 340 cm, lag 8, and the body is the animated skeletal mesh with the skin material. Review shot 5 (`demo-third-person`, `Screenshots/README.md`) shows the rig; the shipped default view stays first person.
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- [x] Add first/third-person toggle. **V**, via `IA_ToggleCamera`; the toggle swaps the active camera and the body's visibility. `-thirdperson` on the command line starts in third person so the review is reproducible.
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- [x] Add camera collision to prevent clipping through geometry. The spring arm's collision test (`bDoCollisionTest`, probe 12 cm on `ECC_Camera`) shortens the boom instead of letting the camera pass through a wall. **Not yet exercised against a wall in a shot** — the spawn point has open space behind it, so this is implemented but unproven.
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- [x] Document any input changes. `Docs/controls.md` gains the **V** first/third-person toggle (first person stays the default), a "changes since 0.1.0" note, and a table of the review harness switches (`-thirdperson`, `-walk`, `-qaselftest`). The in-game HUD line now reads `WASD move · Mouse look · Space jump · V view · R reset · Esc pause`.
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### Release checks
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- [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.
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- [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.
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- [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.
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- [ ] Tag `v0.2.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.2.1 — Rig fixes (patch)
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### Patch tasks
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