diff --git a/TODO.md b/TODO.md index 31b9afa..784e07f 100644 --- a/TODO.md +++ b/TODO.md @@ -69,7 +69,7 @@ Owner: this session. Scope: the review scene used for all visual approval — th - [x] Extend the review floor beyond the hero façade: 160 m square centred on the façade, so façade shots stand on ground instead of the horizon band. - [x] Delete retired shots: the old `first-person` frame is gone and the camera list is now a single table so a change cannot leave an orphan. -### Character development +### Character development - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep it as a standalone character/prefab, not wired into the `AGigLineCharacter` pawn. @@ -88,7 +88,7 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep - [-] 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`; collision and details (crossing markings, kerb radii, aprons) are not built. Ground must follow the DEM: 3.94 m fall along the block, ~2 % crown between the gutters at ±10–11 m from the centreline, north sidewalk higher than south. Kerb height is an unresolved assumption — the DEM does not resolve it (`Geo/verification/2026-11-06-cross-sections.md`). - [ ] Materials and look development for all exported assets. -### Gameplay - active - gig-line-gameplay +### Gameplay - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `gameplay-crossing-0.1.0`) - [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`). - [~] Collision, reset, and pause functionality. Reset (**R**) and pause (**Escape**, a real game pause that releases the cursor) are implemented in `AGigLineCharacter` with `/Game/Input/IA_Reset` and `IA_Pause`. Collision now exists — terrain, road and sidewalks import as complex-as-simple, so a simple hull cannot ramp over the kerbs. **Not verified by hand**: walk, reset and pause need a human at the keyboard. No pause menu widget yet, only the pause itself.