Commit Graph
159 Commits
Author SHA1 Message Date
zwitschi 03af8146a6 fix(rig): curl the fingers, derive the arm angle
Two defects from the 0.2.0 review, both fixed and both measured.

- Fingers splayed because the bind is an A-pose hand. All three joints of all five
  fingers per hand are curled in the standing base (0.28/0.34/0.22 rad), with the
  curl axis probed on the rig first. The front shot now shows relaxed hands.
- The arms-down rotation is derived on every build instead of hard-coded: the
  builder sweeps candidate angles and returns the one whose bone direction points at
  the target (0.60 rad, direction dot 1.000 this build). The old 0.55 was a
  hand-swept constant.
- Base bones are keyed in both clips, so a clip that only animates the limbs cannot
  drop the standing offset.

Regression, recorded rather than hidden: the stride shot shows a standing pose again
after this change. The probe had shown the walk clip playing (speed=28
clip=GigLine_Walk) before it, and pinning the clip to a quarter cycle did not restore
the stride, so the cause needs a fresh look. The shot is retired rather than shipped
broken, and the known-issues table now points at it.
2026-11-09 12:48:40 +01:00
zwitschi 30e4d65743 todo: claim 0.2.1 rig fixes — splayed fingers, derived standing pose 2026-11-09 12:43:25 +01:00
zwitschi bc2e9c3b8e 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).
2026-11-09 12:41:01 +01:00
zwitschi 12272d6b96 release: v0.2.0 — third-person body, animation, stride capture
Writes the 0.2.0 changelog entry with the measured numbers, removes the completed
section from TODO.md (its goal stays in ROADMAP.md) and updates the roadmap status.

Release checks: 8/8 shots verify with 6, 7 and 8 approved; 1440p at 2.64 ms average
(379 fps); -qaselftest passes walk, reset, pause, transect, wall and facade probes;
82 tool tests pass. Known limitations are listed rather than hidden: splayed fingers,
a swept base rotation and unproven camera collision, all marked for later patches.
v0.2.0
2026-11-09 12:30:49 +01:00
zwitschi 56e104f5f3 todo: close the 0.2.0 animation check, leaving only the tag
Both clips play and advance (idle proved by the single-node instance's asset time,
walk by shot 8), the body carries its skin material and the QA self-test passes.
The two cosmetic defects — splayed fingers and a base rotation that was swept rather
than derived — stay open as 0.2.2 items and are named in the check.
2026-11-09 12:30:00 +01:00
zwitschi 8e880ed09d perf: 0.2.0 re-measured at 1440p — 379 fps average, 6.3x the floor
-qaselftest at 2560x1440, TSR on, VSync off, no frame generation: 759 frames,
avg 2.64 ms (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms. The body, skin
material and animation add about 2 % over 0.1.5's 2.61 ms.

The same run passed every QA check: walk, reset 0 cm from spawn, pause/unpause,
transect 1456 samples with 0 holes, wall probe 0/35, facade probe 0/9.

Series committed as Docs/perf/0.2.0-walk-frametimes.csv and the result recorded in
the release-checks table next to the 0.1.0 and 0.1.5 numbers.
2026-11-09 12:29:46 +01:00
zwitschi 9ce7011389 docs(input): the V toggle, the harness switches, and the HUD line
Docs/controls.md documented the 0.1.0 bindings only, so the camera toggle added with
0.2.0 was undocumented for the player-facing set and the review switches were
undocumented everywhere. Adds the V row, a changes-since-0.1.0 note that first person
stays the default, and a table for -thirdperson / -walk / -qaselftest with the note
that the walking capture is driven per shot rather than by the switch.

The in-game HUD line gains 'V view' so the packaged build documents it too.
2026-11-09 12:21:11 +01:00
zwitschi f5e7e66127 docs: remove the 0.1.4 review record and the 0.1.0 packaged capture
Both were owner-requested removals. Nothing else referenced the review file except a
MEMORY entry, which now says the per-shot Approved column of Screenshots/README.md is
the only and authoritative record; release-checks keeps the 0.1.0 packaged-build
measurement as numbers and notes that its capture is no longer in the repository.
2026-11-09 12:20:36 +01:00
zwitschi dbb177da6f feat(walk): the stride is captured — walking shot 8, traversal check closed
Shot 8 shows the body mid-stride in profile: legs apart, arms counter-swinging. The
traversal release check for 0.2.0 is closed with that evidence.

The reason earlier attempts froze on one pose was not the clip. A probe of the
single-node instance showed the clip advancing normally (assetTime 0.19 -> 1.03,
rate 1.0, playing) while the pawn's speed stayed 0 and the clip stayed Idle: the
call that enables walking sat in the shot sequencer's BeginPlay, which runs before
the player pawn exists, so the cast found nothing and silently did nothing. Moved
into the per-frame follow update, the same run logs walk=1 speed=28 clip=GigLine_Walk
and the stride appears.

Also: the walk expectation was missing from visual_targets.json after the earlier
retirement, so --verify was checking 7 shots while 8 were captured. Restored; 8/8
verify.
2026-11-09 12:18:22 +01:00
zwitschi eeeabe56b1 feat(review): deterministic walking capture, and the defect it exposed
The shot actor can now photograph a moving pawn: a per-shot ShotFollow flag re-places
the camera every frame at a fixed offset in the pawn's frame, and the walk is driven
per shot (SetReviewWalk) with the pawn returned to spawn after a follow shot, so the
fixed-camera shots later in the list still find it in place. With that, the capture
stopped depending on where a 4.5 m/s pawn happened to be.

Two further bugs fixed on the way:
- the engine's screenshot folder is cleared before each run. The collect step copies
  every review-*.png it finds in Saved/, so a shot retired from the camera list kept
  reappearing with byte-identical content from an older run - which is how a walk shot
  that was never captured looked like a captured one.
- UpdateBodyAnimation no longer calls SetAnimation every frame. Re-setting the same
  clip restarts it, which freezes the body on frame 0.

What the deterministic capture then exposed: the walk clip is applied but does not
advance - every walking frame shows the same pose (arms forward, legs together). The
stride shot is retired again rather than shipped, and TODO.md names the next step:
log GetCurrentAssetTime across frames and check the imported PlayRate. The harness
stays wired for when the clip plays.

Shots 6 and 7 were re-rendered after these changes and still pass; 7/7 verify.
2026-11-09 12:11:24 +01:00
zwitschi f84093adba feat(walk): a -walk harness flag, and the honest reason the stride shot is not in
Screenshots 6 and 7 are approved, so the remaining 0.2.0 work is the traversal
release check. This adds the piece of harness it needs - `-walk` holds forward input
from the first frame, so the pawn actually crosses the sidewalk while the third-person
rig follows it - and records what that check still lacks.

A stride shot was attempted three times and removed: a fixed review camera cannot
catch a pawn moving at 4.5 m/s. Each attempt framed it at a different distance and
the last two missed it entirely, so shipping it would have been a broken shot with a
green verification. The TODO item now says the blocker is the capture harness (a
camera that tracks the pawn), not the game, and names where the shot goes back in.

The flag stays because it is what the traversal check will drive.
2026-11-09 11:50:07 +01:00
zwitschi 0e0aed02d6 review: tick shot 6 in the status row too 2026-11-09 11:43:29 +01:00
zwitschi 7ea3c1999c review: owner approves the two third-person shots (6 and 7) 2026-11-09 11:43:23 +01:00
zwitschi 46b84884b8 fix(character): the arms hang at the sides — and why that took so long
The character now stands naturally: arms at its sides with a soft elbow bend, hands
at the hips, feet flat. Both character shots confirm it, front and back.

The root cause was not the pose. The FBX importer had been silently refusing to
replace the existing assets: after changing the arm base from 1.55 rad to 0.55 rad
and rebuilding, the imported clip returned the IDENTICAL bone quaternion
(+0.006, +0.002, -0.179, -0.984). replace_existing=True was set and delete_asset
returned False even after chmod u+w, because the pawn's constructor hard-references
the clips. Importing under a new name (CharacterV2) created fresh assets and the
same probe then returned (+0.439, +0.898) — the rotation had landed. Every earlier
attempt had been invisible for this reason.

The rotation itself is measured, not inherited: sweeping it in Blender gives 0.55 rad
for arms down and clear of the body, 0.65 for straight down against the hip, 0.75 for
past vertical and into the torso. It lives in the clamp keys, not in the bind: every
bind experiment was impossible on this shape-keyed MPFB mesh or left Unreal showing
the old bind.

Remaining, for 0.2.2: the fingers splay from the bind, and the walk clip has still
not been captured in motion.
2026-11-09 11:42:36 +01:00
zwitschi 8993fd83c4 feat(body): pose the arms down, add a front-angle shot
The character now stands with its arms at its sides instead of in a bind A-pose,
and there is a second camera to prove it: the third-person shot only ever showed
the pawn's back, so a front-facing pose defect was invisible in review.

  demo-third-person-front  camera on the road, ~6 m in front, looking back north
                           at the pawn; embedded in Screenshots/README.md as shot 7.

The pose work itself is a chain of measured findings, all recorded in TODO.md:

- clip data is exported relative to the REST pose, so arms-down offsets held only in
  the keys arrived as a ±20 degree swing around an A bind;
- a rest-pose bake alone does not move the mesh: the MPFB mesh has shape keys, the
  armature modifier cannot be applied while they exist, and the vertices stayed in
  the A shape (X span unchanged at 1.051 m). Clearing the shape keys, baking the
  deformation into the vertices and re-binding is what made bind and clips agree.

Not settled, and left as an open item rather than a claim: the base pose uses
inverted signs to compensate for the FBX axis mapping, the upper arms clip into the
torso, and the fingers splay. An aim-based pose module was written and then removed
- applied without the vertex bake it produced arms raised in a V, and a half-working
shared module is worse than none. The proper solve is 0.2.2: apply the standing pose
at character creation, then author clips against that bind.
2026-11-09 11:28:29 +01:00
zwitschi a1f5989cbb fix(anim): the clip now drives the body — two causes, both measured
The body stood in an A-pose while the log said the clip was playing. Two
independent defects, found by querying the imported asset instead of guessing:

1. PlayAnimation needs the component in AnimationSingleNode with a live
   single-node instance. The body is hidden at construction and only unhidden by
   the camera toggle, so the first call could land before the component was ready,
   and the Wanted == PlayingAnimation guard then returned forever. UpdateBodyAnimation
   now sets the mode, calls SetAnimation + Play, and re-asserts while the instance
   is missing.
2. The arms-down offsets lived only in the clip keys. The exporter writes clip data
   relative to the rest pose, so they arrived as a ±20 degree swing around an
   A-posed bind - which is exactly what the pose probe measured. apply_base_pose now
   bakes them into the rest pose before any clip is authored, the same trick
   mpfb_character_export.py --pose idle uses. The table is applied with inverted
   signs: as written, the FBX axis mapping produced arms raised in a V.

Shot 6 confirms it: the arms hang at the sides. Still open and recorded - the idle
pose reads awkwardly (arms forward, hands splayed) and the walk clip has no shot in
motion; both are marked in TODO.md and Screenshots/README.md.

Instrumentation removed; the diagnostics that remain are behind
gigline.SetupLogs.
2026-11-09 10:56:43 +01:00
zwitschi d0f94dff4e memory: record the bind-pose defect and the FBX that is not the cause
Re-importing the exported FBX gives two actions with 1379 f-curves over 137 bones,
so the animation is baked; the defect is engine-side. Records that PlayAnimation
needs AnimationSingleNode mode and that the clip-name log line proves intent, not
effect.
2026-11-09 10:45:07 +01:00
zwitschi 50e023f15d merge: bring main (v0.1.6) into anim-body-0.2.0
Conflicts resolved by union, not by picking a side:

- AGENTS.md keeps the stronger visual-review rule (README updated with every visual
  change; a stale section is a defect).
- render_screenshots.sh keeps the absolute engine path from main and adds
  -thirdperson from this branch - both were needed and neither alone worked.
- Screenshots/README.md now lists six shots, retail and third-person both embedded;
  the known-issues tables merged, with the animation defect and unproven camera
  collision added to main's rows.
- visual_targets.json carries both expectations.
- Architecture docs: ADR-8 (realistic buildings) and ADR-9 (third-person body) both
  present and in numeric order; ADR-8 was mis-placed before the Quality Requirements
  heading in the combined document by an earlier edit, now fixed.
- Binary conflicts resolved to main's content, since the retail trim only exists
  there.

Checks: 82 tool tests, prettier clean, six embeds resolve.
2026-11-09 10:43:00 +01:00
zwitschi e487655e2f Merge pull request #33: 0.1.6 — retail frontage (Lee Drug, 6806–6820)
Patch release v0.1.6: retail frontage modelled from its own photograph, 0.9.0 realistic-buildings milestone planned, screenshots embedded inline.
2026-11-09 10:41:10 +01:00
zwitschi 304c1e9afd docs(review): embed every demo shot inline, record the rule in AGENTS
Screenshots/README.md on this branch still used the path-only table, so a reviewer
had to open six PNGs to judge a pass. Every shot now has its own section with the
image embedded, its view, expected content and both verdicts, plus a status table
at the top that links to them.

The known-issues list becomes a table of issue -> version and item that owns it:
pale hero stone, hero entrance doors, the bind-pose animation defect, unproven
camera collision and the terrain-as-pavement strip all point at their TODO owner.
Two stale entries removed: the theatre marquee exists (six trim actors staged) and
'materials not yet created' contradicted the scene conventions.

AGENTS.md now says the README is updated with every visual change, that the image
is embedded inline, and that approval ticks both the section and the table row.

Also removed an orphan: review-demo-retail-frontage.png had been re-copied into
this branch by the capture step although its geometry only exists on
facade-retail-0.1.6.
2026-11-09 10:35:44 +01:00
zwitschi 05c1488c00 feat(camera): third-person rig, V toggle, visible body
One pawn, both rigs (ADR-9): a skeletal body hidden in first person, a
collision-tested spring arm, and a toggle that swaps the active camera and the
body's visibility. Shipped default stays first person; -thirdperson starts the
pawn in the third-person rig so the review shot is reproducible, and the
screenshot run passes it.

Three defects found and two fixed:
- The skin material had no SkeletalMesh usage flag, so Unreal silently substituted
  the default grey. That is why the body rendered as clay.
- render_screenshots.sh still called ./Engine/... on this branch (the fix lives on
  the facade branch and never reached main); applied here so the shots generate.
- OPEN: the idle clip is bound and PlayAnimation is called - the run logs the clip
  name - but the body still renders in bind pose, arms out. Recorded with that
  evidence in TODO.md rather than called done.

Shot 5 (demo-third-person) added and documented; camera collision is implemented
but unproven, since the spawn has open space behind it.
2026-11-09 10:33:06 +01:00
zwitschi 96238bdb6a feat(anim): idle and walk clips on the MPFB rig
Two parametric cycles authored at 30 fps instead of hand-keyed poses, so the loop
closes by construction: GigLine_Idle (60 f, breathing sway, feet planted) and
GigLine_Walk (30 f, one stride, hip 0.45 rad / knee 0.55 / arm 0.32, arms
counter-phased, torso counter-rotation).

The limb axes were measured, not assumed: a probe rotated upperleg01.L by 0.5 rad
on each axis and read foot.L, which moved -0.022 -> +0.362 in Y on X, twisted on Y
and abducted on Z. Using the wrong axis here would have produced a character
scissoring sideways, which no import error would have caught.

The character export preset now bakes animation. Without bake_anim the exporter
writes a static bind pose and Unreal imports a mesh with no AnimSequence and no
error, so the importer asserts a clip exists and prints VERDICT: PASS/FAIL.

Verified in /Game/Test/Character: Idle 1.967 s and Walk 0.967 s, both AnimSequences,
skeleton intact. Playback on a possessed pawn is not yet verified: the demo pawn has
no visible body, so that check belongs with the third-person camera item.
2026-11-09 10:14:05 +01:00
zwitschi 817313aabd todo: claim 0.2.0 character setup on branch anim-body-0.2.0 2026-11-09 10:11:10 +01:00
zwitschi 744bf8f357 release: v0.1.6 — retail frontage changelog entry, TODO pruning
Writes the 0.1.6 entry, removes the completed section from TODO.md (its goal stays
in ROADMAP.md per the convention), and updates the roadmap status line.

Release checks: 5/5 shots verify, scene audit 0 failures, 82 tool tests, LFS check
clean, owner approval recorded for the retail shot.
v0.1.6
2026-11-09 10:10:50 +01:00
zwitschi c72bc41af1 review: owner approves the 0.1.6 retail frontage shot
Shot 5 approved 2026-11-09 (second pass). All five demo shots verified and approved;
the --verify item in 0.1.6 is closed. Only the tag remains.
2026-11-09 10:09:40 +01:00
zwitschi 803e77473c docs: give every known cosmetic issue a version, move blocked work out of 0.1.6
Screenshots/README.md's known-issues list had no tickets, so the same defects kept
resurfacing as surprises. It is now a table with the issue, the version and item
that owns it, and a state.

Two entries were stale and are removed: the El Capitan Theatre marquee and blade
sign have been staged since ue_stage_theatre_trim.py landed (six trim actors in the
demo map), and 'materials are not yet created' contradicted the scene conventions
in the same file.

Moved out of 0.1.6, which is a patch and cannot carry new scope:
- wall lettering decal, moulded parapet profile, tower stepping and portrait
  panels as textures -> 0.9.0 per-building models
- 6822 Budget (blocked: no photograph exists) -> 0.9.0 photography gap
The patch keeps what a patch can do: the trim that reads, the verified shot, the tag.

Filed with their proper owners: hero entrance doors and central-bay positioning ->
0.9.0 hero item; pale hero stone -> 0.9.0 measured material library; pavement
between kerb and building line -> 0.6.0 visual polish.

The 0.1.6 claim is released: nothing left on this branch but the owner's approval
and the tag.
2026-11-09 10:07:27 +01:00
zwitschi 3942e9a215 feat(facades): 0.1.6 retail second pass — relief, material mapping, framing
What the first pass got wrong, and what changed:

- The mural plates were placed 0.20 m INSIDE the solid blockout volume, so they
  never rendered. Nothing can be recessed into a solid we do not cut: the inset is
  now faked by a proud frame with a near-flush plate, and the row reads.
- Detail sat 0.05 m off the wall, under a pixel of depth at 40 m. Trim planes now
  stand 0.10-0.20 m proud, and the parapet became two tiers with deeper reveals.
- 6806's parapet started at 0.62 H and left a 4.6 m blank band; the window storey
  and parapet moved up to follow the photograph.
- Security bars on the upper windows, twelve fluted fins on the corner tower.
- The trim's stucco/white/glass slots are mapped onto the demo's look materials, so
  the walls sit in the same noise/texture family as the rest of the block; the
  colour slots sampled from the photograph stay as authored.
- Review camera pulled back and widened to 66 deg so the east end is in frame.
- The scene audit caught duplicate RetailTrim_ actors: the demo builder's clear list
  did not include the new label, so every rebuild stacked another copy.

Still open and not fixable by geometry: wall lettering. A plate at 0.10 m does not
read at 40 m, so it moves to the 0.9.0 decal route (TODO.md, Screenshots/README.md).
2026-11-09 09:54:33 +01:00
zwitschi 4132f42ca1 plan: give realistic buildings their own minor milestone (0.9.0)
The facade work started as a patch (0.1.4) and the 0.1.6 retail pass showed what
that costs: a patch has no release gate of its own, so a first pass that does not
yet read as the building can sit inside a done patch series. Realism is also the
leading quality goal, which a patch cannot carry.

New 0.9.0 - Realistic buildings, before the feature freeze: facade system with more
than one order, a profile library, storefront types, signage as decals, per-building
photo-matched models, a measured material library with a texel-density rule, and
LODs plus collision proxies. Former 0.9.0 freeze/beta/audit becomes 0.10.0 with
patches 0.10.1-0.10.3; 1.0.0 moves to weeks 39-44.

Recorded as ADR-8 (append-only) with a measurable gate BR-1..BR-5 in the quality
requirements, mirrored into the combined architecture.md. The 0.1.6 item now says
which of its gaps move to 0.9.0 and why more geometry cannot close them.
2026-11-09 09:54:15 +01:00
zwitschi c53386fcf4 docs(review): embed every screenshot inline so the review happens in the file
Each shot now has its own section with the image embedded, its view, expected
content and both verdicts, plus a status table at the top that links to them.
A path alone was not a review: the owner had to open five PNGs to judge a pass.

Also recorded in AGENTS.md (a path is not a review; approval ticks both the section
and the table row), the two retail assets and tools in the arc42 building block
view and the combined architecture.md, and prettier-formatted the changed files.
2026-11-09 09:33:23 +01:00
zwitschi 2614d259aa feat(facades): 0.1.6 retail frontage first pass — Lee Drug and 6806-6820
Models the two retail buildings beside the hero from their own photograph rather
than the generic kit: bronze cornice, mural row, lettering band, stepped Deco
parapet and rounded corner tower on 6800 Lee Drug; burgundy fascia, pilasters,
white-framed windows and banded parapet on 6806-6820. Reference analysis written
before any geometry (Art/blender/retail/ref-analysis.md), every unmeasured
proportion carried into the part report as an assumption.

6822 Budget is deferred, not guessed: no photograph of it exists and the 6.0 x 5.5 m
sliver cannot be read out of the neighbour shot.

Pipeline fixes found on the way:
- render_screenshots.sh called ./Engine/... for the capture step while every
  commandlet used the absolute path; set -e killed the script at 127 *after* the
  maps were rebuilt, so screenshots silently stayed a day old.
- the facade kit applies to every Frontage_*/North_* actor, so it pasted its own
  language over the new modelled facades; it now skips them, and the trim stages as
  RetailTrim_*.
- pure bay arithmetic moved to Tools/_common.py so it is unit-testable without
  Blender (4 new tests, 82 total pass).

Known gaps recorded in Screenshots/README.md, not hidden: the parapet reads as a
blank band, murals and lettering do not resolve at review distance, the tower is a
plain cylinder, and the review camera crops the east end.
2026-11-09 09:10:49 +01:00
zwitschi 4e703fcfd9 todo: claim 0.1.6 retail frontage on branch facade-retail-0.1.6 2026-11-09 08:59:07 +01:00
zwitschi 73aca9db80 feat(facades): 0.1.5 — hero detail, scene audit, material orphaning fixed (#32)
Merged PR #32: 0.1.5 — hero detail, scene audit, material orphaning fixed

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
v0.1.5
2026-11-08 22:56:08 +01:00
zwitschi 743a290ac9 Merge pull request 'docs(arch): realism leads the quality list; performance moves to the end' (#31) from arch-quality-priority into main
Reviewed-on: #31
2026-11-08 20:49:20 +01:00
zwitschi 71c7ca734b docs(arch): realism leads the quality list; performance moves to the end
Owner decision: prioritise realism, keep the performance target but put it last.
Re-applied on a branch after the first attempt landed directly on main (reverted
there; see b8209ce).

- Quality goals (01 + combined architecture.md): 1 visual realism, 2 geographic
  fidelity, 3 walkability/usability, 4 reproducibility/portability, 5 provenance,
  6 performance efficiency.
- Quality requirements (10 + combined) reordered to match, with two realism
  requirements added (a façade reads like the photographs; placement within ~1 m)
  and the scenarios renumbered so QS-1 is the reference comparison, QS-9 the frame
  rate.
- Guard on both documents so the order cannot become an excuse: performance is a
  floor, not a preference - 60 FPS at 1440p without frame generation must be met at
  every release; if realism cannot fit, cut the realism scope deliberately and
  record it, never the frame rate. Walkability outranks realism in one direction: a
  block you fall through is not a demo.
- Solution strategy and 'quality achievement' lead with realism and describe
  performance as a budget, not a driver.
- Docs/release-checks.md: the performance check is the last section and the per-
  version check list now opens with realism and closes with performance.
- ROADMAP gains a 'Quality priority' section; AGENTS.md gains the tie-break rule
  beside the existing scope-cutting rule.
2026-11-08 20:37:32 +01:00
zwitschi b8209ce82b Revert "docs(arch): realism leads the quality list; performance moves to the end"
This reverts commit a1d52aa583.
2026-11-08 20:37:19 +01:00
zwitschi a1d52aa583 docs(arch): realism leads the quality list; performance moves to the end
Owner decision: prioritise realism, keep the performance target but put it last.

- Quality goals reordered (01 + combined architecture.md): 1 visual realism,
  2 geographic fidelity, 3 walkability/usability, 4 reproducibility/portability,
  5 provenance, 6 performance efficiency.
- Quality requirements (10 + combined) reordered to match, with two new realism
  requirements (façade reads like the photographs; placement within ~1 m) and the
  quality scenarios renumbered so QS-1 is the reference comparison and QS-9 the
  frame rate.
- Both documents carry the same guard so the order cannot become an excuse:
  performance is a floor, not a preference - 60 FPS at 1440p without frame
  generation must be met at every release; if realism cannot fit, the realism scope
  is cut deliberately and recorded, never the frame rate. Walkability outranks
  realism in one direction: a block you fall through is not a demo.
- Solution strategy and 'quality achievement' now lead with realism and describe
  performance as a budget rather than a driver.
- Docs/release-checks.md: the performance check is the last check, with that reason
  stated; ROADMAP gains a 'Quality priority' section; AGENTS.md gains the tie-break
  rule beside the existing scope-cutting rule.
2026-11-08 20:37:03 +01:00
zwitschi 5e2c5e29c0 feat(facades): 0.1.4 — module kit, textured materials, theatre trim (#30)
Merged PR #30: 0.1.4 — facade module kit, textured materials, theatre trim

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
v0.1.4
2026-11-08 20:29:11 +01:00
zwitschi d6d3d54810 fix(tools): importers clear the read-only LFS bit before saving; 0.1.3 docs refresh (#29)
Merged PR #29: v0.1.3 packaging and setup fixes

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
v0.1.3
2026-11-08 18:53:48 +01:00
zwitschi ba68dcfdbc 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>
v0.1.2
2026-11-08 18:48:33 +01:00
zwitschi 640bff9631 screenshots: re-render the whole set after the 0.1.2 height calibration (review) (#27)
Merged PR #27: 0.1.2 screenshot set (approved)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:44:00 +01:00
zwitschi 5ffe62f6aa feat(geo): adopt Mapbox building calibration (3.1 m per level) (#26)
Merged PR #26: adopt Mapbox building calibration

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:38:28 +01:00
zwitschi 81f7cd3991 feat(geo): cross-check block heights against Mapbox building data (#25)
Merged PR #25: Mapbox building-height cross-check

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:31:39 +01:00
zwitschi 68d8745534 docs(agents): tooling + architecture-upkeep rules, with tool tests (#24)
Merged PR #24: tooling + architecture-upkeep rules, tool tests

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:25:35 +01:00
zwitschi 420f863999 fix(geo): the three "guessed" block heights are a roof, a roof and a bus shelter (#23)
Merged PR #23: block height classification + hero proportions recorded

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:20:46 +01:00
zwitschi 6a778dbc63 release: v0.1.1 — changelog entry, TODO pruning (#22)
Merged PR #22: v0.1.1 release prep

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
v0.1.1
2026-11-08 16:19:30 +01:00
zwitschi e75e5500a7 fix(street): 0.1.1 collision patch — flush sidewalk edge, graded crossing ramps (#21)
Merged PR #21: 0.1.1 collision patch (flush sidewalk edge, graded ramps)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:19:11 +01:00
zwitschi 0dd4a55c87 release: v0.1.0 — changelog, TODO pruning, notices statuses (#20)
Merged PR #20: v0.1.0 release prep

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
v0.1.0
2026-11-08 16:08:48 +01:00
zwitschi 88b0149bfa screenshots: regenerate set after placement release check (review pending) (#15)
Merged PR #15: regenerated screenshot set (approved)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:08:14 +01:00
zwitschi 47bf3a2415 docs: fill the traversal row in the 0.1.0 check-record table (#19)
Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:22:57 +01:00
zwitschi 3a1db78473 qa: package + document controls (0.1.0 release check PASS) (#18)
Merged PR #18: package + document controls

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:22:34 +01:00