todo: close the Gameplay section after the QA merge

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zwitschi committed 2026-11-08 11:57:02 +01:00
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@@ -89,7 +89,7 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep
- [A] Build sidewalks, roads, and collision meshes. Terrain, road, sidewalks and kerbs exist (`Art/blender/terrain/`, `street/`) and are assembled in `site/site-2026-11-06.blend`; crossing markings were built 2026-11-07. Ground follows the DEM: 3.94 m fall along the block, north sidewalk higher than south. **Collision done and verified 2026-11-08:** every site mesh is STATIC with `BlockAll`, the terrain is forced complex-as-simple (a bbox proxy had buried the street 8 m deep), and a swept transect of both sidewalks plus the carriageway reports 84 samples, **0 holes**, ground Z 317..395. Remaining: kerb radii at the corners and apron details, and the kerb height is still an assumption — the DEM does not resolve it (`Geo/verification/2026-11-06-cross-sections.md`).
- [x] Materials and look development for all exported assets. **Done 2026-11-07, screenshots approved.** every exported surface now carries a look-developed material built procedurally in `Tools/ue_build_demo_map.py` (`ensure_material`): base colour with a world-space noise blend between two shades for large-scale variation, plus an explicit roughness and specular. Set is `M_Asphalt` 0.92, `M_Concrete` 0.88, `M_KerbConcrete` 0.85, `M_Ground` 0.98, `M_RoadPaint` 0.62, `M_FacadeStone` 0.72 (hero façade) and `M_Stucco` 0.86 (TCL, Tussaud's), assigned by mesh and by actor label. Materials are rebuilt on every run so a stale asset cannot mask a look change. The richer texture-based pass (baked/procedural brick, brick_facade and seamless_concrete generators) stays in the `0.1.4` façade patch.
### Gameplay - active - qa-input-collision-fix (branch `qa-input-collision-fix-0.1.0`)
### Gameplay
- [x] First-person movement, mouse look, and Enhanced Input bindings. Implemented 2026-11-07: `AGigLineCharacter` (C++, 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look in deg/s, jump) as the default pawn, with five actions and an 11-entry context in `/Game/Input` built by `Tools/ue_create_input_assets.py`. **Not yet confirmed interactively** — launch PIE on `Test/ReviewMap` and walk. Screenshot review pending (`Screenshots/README.md`).
- [x] Collision, reset, and pause functionality. Reset (**R**) and pause (**Escape**) implemented in `AGigLineCharacter` with `/Game/Input/IA_Reset` and `IA_Pause`. **Collision root cause found 2026-11-08:** the "fall-through" was never a fall — the imported `Terrain_DEM` had only a bounding-box simple collision proxy, so the player stood on an invisible lid 8 m above the street (every downward trace hit the terrain at Z 819). Fixed by forcing complex-as-simple collision on the terrain (`UGigLineAssetTools`, C++) and saving the asset; the demo spawns at `(-13336, -1150, 600)` and lands on the road at Z 456. **Verified 2026-11-08** by a scripted check (`-qaselftest`, core ticker so pause cannot freeze it): walk 761 cm in 2 s with Z steady, reset returns 0 cm from spawn, pause reports `IsGamePaused()` 1, unpause 0 — `RESULT ... PASS`. Writing it found a real bug: `ResetToStart()` teleported to the mid-air PlayerStart (Z 600), dropping the player 1.4 m on every reset; `StartLocation` is now captured on the first grounded frame. A manual smoke test is still worth doing before the release tag.