feat(hero): v0.1.2 — scale calibration, façade detail, export preset refactor (#28)
Merged PR #28: v0.1.2 — scale calibration, façade detail, export preset Co-authored-by: Zwitschi <zwitschi82@gmail.com>
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@@ -95,6 +95,15 @@ Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselfte
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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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- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking
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height toward each frontage, required only where the map stages a building (the
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spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`).
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Result **0/9 directions without a blocking wall** — the player cannot walk
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through the hero or the frontage. This probe found the hero façade had **no
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simple collision** at all (complex-only, so traces and capsule sweeps passed
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through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were
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tried first and rejected: on a 95-part, 26 m façade they bulged into the street
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(the wall probe went 0/35 → 2/35).
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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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