feat(hud): F3 debug overlay — FPS, frame time, worst frame, state
A top-left readout for performance work: smoothed FPS and frame time, the worst frame in a rolling two-second window, the active view, player speed, a frame counter and the player's position in metres from the project origin. - F3 toggles it, through the console variable gigline.Debug so a packaged build can be checked without a rebuild (IA_ToggleDebug). - On automatically for -perf and -qaselftest, so a performance capture never depends on pressing a key first; off in the built demo, because a player should not see an FPS counter over Hollywood Boulevard. - The first two seconds are a warm-up window excluded from the worst-frame figure. Without it the readout showed "worst 400 ms" for a healthy run: the startup shader and streaming hitches dominated the rolling maximum. Measured cost on the self-test route at 1440p: 2.64 to 2.77 ms average, about 5 %, still 6x the floor. The release-check number stays the overlay-off run; the overlay-on series is committed beside it as Docs/perf/0.2.0-walk-frametimes-overlay.csv. Docs: controls (F3 row, overlay section, switch table), release checks (cost row), architecture building block view (HUD and input list).
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@@ -20,12 +20,12 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
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| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
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| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
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| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
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| `AGigLineHUD` | HUD text overlay | `DrawText` every frame: ODbL attribution bottom-left, controls bottom-right, and an F3 debug readout top-left (`gigline.Debug`, on for `-perf`/`-qaselftest`) |
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| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
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| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
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| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
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Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, bound in `IMC_Default`.
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Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, `IA_ToggleDebug`, bound in `IMC_Default`.
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Player-facing bindings: **WASD** move, **mouse** look, **Space** jump, **R** reset, **Escape** pause, **V** swap first/third person. The camera and body work landed with `0.2.0` (see ADR-9): the shipped default view stays first person, and `-thirdperson` starts the pawn in the third-person rig — used by the screenshot run so the review is reproducible.
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@@ -164,12 +164,12 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
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| --- | --- | --- |
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| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
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| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
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| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
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| `AGigLineHUD` | HUD text overlay | `DrawText` every frame: ODbL attribution bottom-left, controls bottom-right, and an F3 debug readout top-left (`gigline.Debug`, on for `-perf`/`-qaselftest`) |
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| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
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| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
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| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
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Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, bound in `IMC_Default`.
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Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, `IA_ToggleDebug`, bound in `IMC_Default`.
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Player-facing bindings: **WASD** move, **mouse** look, **Space** jump, **R** reset, **Escape** pause, **V** swap first/third person. The camera and body work landed with `0.2.0` (see ADR-9): the shipped default view stays first person, and `-thirdperson` starts the pawn in the third-person rig — used by the screenshot run so the review is reproducible.
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