qa: swept ground transect closes the traversal release check

84 samples across the north sidewalk, carriageway and south sidewalk
(X -14900..-9420) come back with 0 holes and ground Z 317..395, so the
block is traversable rather than merely spawnable.

TODO: sidewalks/collision item now records the collision state and what
is genuinely left (kerb radii, aprons, kerb-height assumption); the
traversal release check is ticked with the measurement.
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zwitschi committed 2026-11-08 11:54:25 +01:00
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@@ -51,3 +51,10 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| --- | --- |
| `render_screenshots.py` / `render_screenshots.sh` | Rebuilds the review map, runs the game, captures the shot list into `Screenshots/` |
| `judge_screenshot.py` | Vision-model pre-check: judges a screenshot against an expected-scene description (`--image` + `--expect`, or `--shots` for every shot in the README). Reads `OPENROUTER_API_KEY` from `.env` (ignored). Optional helper — a human must still approve. |
## Gameplay QA
| Command | Purpose |
| --- | --- |
| `UnrealEditor <uproject> /Game/Hollywood/DemoMap -game -qaselftest` | Headless behaviour check: drives forward input for 2 s, then resets and pauses. Logs `GigLine QA: ... PASS/FAIL` lines and a final `RESULT`. Runs only with `-qaselftest`, so normal play is unaffected. |
| `GigLine SIM` / `GigLine GROUND` log lines | Emitted every second by `AGigLineCharacter` (TEMP QA): position, fall state, movement mode, and what the ground probe hits underneath. Remove before release. |