Commit Graph
133 Commits
Author SHA1 Message Date
zwitschi 040cdb6bd6 docs(review): cut the review to intro, signoff list and embedded images
249 -> 43 lines. Short intro, a seven-item signoff checklist, and the four demo
captures embedded inline with one line of expected content and the current metric
each. The long defect/evidence tables move to Docs/qa/0.1.4-facade-qa.md and the
git history, where they belong.

All four image links verified to resolve.
2026-11-08 20:23:38 +01:00
zwitschi 567ca0e4c7 docs(review): comprehensive 0.1.4 review for the owner
Consolidates the branch: what changed (9 commits, 89 files), the evidence that
holds up (packaged -qaselftest, coordinate probes, budgets, 67 tests), all 15
defects found this cycle with severity/root cause/how each was caught, the
iteration toolchain and its current measurements, known limitations, and an
explicit list of what is NOT verified and needs a human.

Also records two things the earlier QA doc did not: the QA self-test is time-based
and can flake (one run reported walk 246 cm and pause FAIL; an immediate re-run
reported 761 cm and PASS with identical content), and the visual-loop scores are a
trend across iterations rather than an absolute quality number, because a wide
block view compared with a tight facade crop always scores low on edge similarity.
2026-11-08 20:21:10 +01:00
zwitschi ec5545b265 feat(theatre): marquee canopy and blade sign; fix two placement bugs
Tools/theatre_trim_build.py builds the El Capitan Theatre's signature features in
world coordinates - projecting marquee (12.0 x 2.60 m canopy, 4.60 m soffit),
illuminated fascia, recessed soffit, vertical blade sign (1.30 x 5.20 m) with frame
and bracket - with a JSON part report. Tools/ue_stage_theatre_trim.py imports and
stages one actor per piece with site materials, clearing a previous run first.

Two bugs, neither visible in a render:
- Axis sign: Blender +Y is Unreal -Y, so the theatre face at Unreal Y +1001 is
  Blender Y -10.01; using +10.01 mirrored the marquee across the boulevard.
- Absolute Z: trim heights ignored the 4.56 m pavement, leaving the canopy 5 cm above
  the ground. GROUND_Z now offsets every height.

QA wall probe: the Y 1000 scan row sat ~1 cm from the building line and grazed the
theatre wall after the kit's proud shopfronts; rows now sample the street envelope
only. Packaged QA back to PASS (transect 0 holes, wall probe 0/35, facade probe 0/9).
Screenshots re-rendered and verified 4/4.
2026-11-08 20:03:34 +01:00
zwitschi bd1f8a9c2e feat(qa): reference-vs-render iteration loop; screenshots are demo-only
Tools/visual_loop.py:
- --verify gates every capture against its expectation in Tools/visual_targets.json
  (missing, blank, tone-less or wrong-size shots fail), so 'each screenshot shows
  what was expected' is checked rather than assumed.
- --compare measures luminance, RMS contrast, edge density, palette distance and a
  3x3 luma grid against the reference photograph, with a 0-1 similarity score.
- --iteration N writes Art/reference/iterations/N/{metrics.json,feedback.md}; the
  feedback names the skill to consult (blender-modeler, archviz, materials, lookdev,
  camera-cinematography), so the next modelling pass starts from a measurement.
- Iterations are gitignored until the owner confirms a shot; only confirmed shots
  are promoted into Screenshots/.

Screenshots/ holds demo-map captures only now: render_screenshots.sh renders just
DemoMap, collects the shots and runs the verification gate (--verify); the review
staging map is no longer rendered for review and its PNGs are removed. The README
is rewritten around the four demo shots with per-shot expected content and a
verified column, and no longer claims the review staging set.

Tests: 67 pass (13 new) covering metrics on synthetic images, comparison scoring,
the feedback rules and the target spec (including that every target is a demo shot
and that iterations are gitignored).
2026-11-08 19:52:25 +01:00
zwitschi ad5bb25009 qa(0.1.4): verdict document with budgets, evidence and defect severities
Per the qa-review skill: explicit verdict, measured budgets, the screenshots that
carry the claim, defects by severity and what remains unverified.

Verdict SHIP WITH NOTES - geometry/placement/budgets verified by measurement, the
visual half explicitly pending human review (the vision pre-check is unreliable on
this content and was not used as evidence).

Also fixes the last QA finding: kit pieces kept the grey M_Kit_* material the FBX
import creates, so glazing was not glass and shopfronts were not stone. Assembly now
assigns M_FacadeGlass to glazing, M_FacadeStone to surrounds, M_FacadeStoneShadow to
doors and M_FacadeBanner to fascias (6/6 materials resolved), and the importer
deletes the unused M_Kit_* materials (Kit folder now exactly 16 SM_ meshes).

Packaged QA re-verified after the change: walk, transect 0 holes, wall probe 0/35,
facade probe 0/9, RESULT PASS.
2026-11-08 19:44:17 +01:00
zwitschi 1b069188a2 refactor(kit): SM_ asset naming and topology validation per the modeling checklist
- Kit pieces export as SM_Kit_* (Unreal static-mesh convention) while the Blender
  objects keep their readable names; the kit loader strips the prefix so layout
  still addresses pieces by short name.
- facade_kit_build.py validates each piece before handoff (non-manifold edges,
  loose vertices, triangle count) and records the result in the part report:
  16 pieces, all manifold, no loose geometry, 12 tris each.
- ue_import_facade_kit.py removes kit assets the current build no longer produces,
  so a rename cannot leave two generations of the same piece behind.
- Kit re-imported and re-applied (625 pieces); packaged QA still PASS.
2026-11-08 19:38:29 +01:00
zwitschi 32dff056c3 fix(blockout): regenerate with --origin; frontage back on the verified spans
The 0.1.2 blockout regeneration ran without --origin, so Blosm centred on the
extract instead of fitting the project frame. The frontage shifted ~119 m in X and
~2.4 m in Y and the hero fell outside the 6902/6838 gap - the verified placement
was silently undone, while every render still looked like a plausible block.

- Blockout regenerated with --origin 34.101545,-118.338718 (affine residual 0.0 cm);
  frontage and north buildings re-exported and re-imported.
- Verified spans restored: 6922 -24276..-17700, 6902 -17749..-14591, hero
  -14644..-12028 between them, theatre -12082..-8210, TCL -22889..-18442,
  Tussaud's -27071..-22799.
- ue_apply_facade_kit now uses get_actor_bounds() (world space). It had used the
  static mesh bounding box, which is building-line-local, so every kit piece was
  placed ~12 km east of its building in empty ground.
- ue_import_north_buildings.py was missing 'import sys' (NameError, exit 255,
  import silently skipped) - the same trap as the hero importer.
- Kit re-applied: 625 pieces across eight buildings; packaged QA still PASS
  (walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
2026-11-08 19:32:47 +01:00
zwitschi c9d603f754 feat(kit): façade module kit at the 4.96 m bay, assembled onto eight buildings
- Tools/facade_kit_build.py: the reusable kit (pilaster, sill, lintel, window bay,
  shopfront bay, door bay, cornice, parapet + coping) at the measured 4.96 m bay
  and 3.10 m storey; 16 meshes exported per object through the shared preset with
  a JSON part report recording dims and evidence.
- Tools/ue_import_facade_kit.py: imports to /Game/Hollywood/Kit with
  complex-as-simple collision, so thin panes keep their real faces.
- Tools/ue_apply_facade_kit.py: assembles from each building's own bounding box
  (bays = round(width/4.96), storeys above the ground floor) with shopfronts at
  street level, windows above, pilasters on bay boundaries, cornice and parapet at
  the top. Clears a previous application; unique labels per building.
  638 pieces across six frontage buildings and both north buildings.

Two bugs fixed en route: the window piece was modelled entirely at +Y so it sat
inside the solid wall and was invisible (now projects 3 cm proud with glazing
6 cm inset), and clearing materials mid-build invalidated handles.

Screenshots re-rendered; window rhythm now reads (edge transitions per row rose
from flat to ~197 on the spawn view).
2026-11-08 19:12:45 +01:00
zwitschi 73e535a24b feat(materials): generated facade texture maps, sampled world-aligned
New Tools/generate_facade_textures.py: deterministic, stdlib-only PNG generator for
four facade surface sets (ashlar stone, stucco, asphalt, concrete), each as base
colour (_BC) plus roughness (_R). Pure zlib encoder and hash-based value noise, so
re-running produces byte-identical files (verified by md5sum); ~14 s for eight 512²
maps.

ue_build_demo_map.py imports them into /Game/Hollywood/Textures and samples them
world-aligned: WorldPosition (cm) * 1/tile_cm -> ComponentMask(R,G) -> TextureSample
UVs, with per-material tile sizes (stone 440, stucco 260, asphalt 900, concrete
250 cm). A textured material skips the graph coursing deliberately - overlaying both
would double the course pattern.

Textures imported 8/8, hero 4/4 slots assigned, map saved; screenshots re-rendered.
2026-11-08 19:04:03 +01:00
zwitschi 0f928531df todo: record the 0.1.4 materials progress and what remains 2026-11-08 19:00:45 +01:00
zwitschi 9a3784683f feat(materials): masonry coursing, glass/banner materials, per-slot assignment, telephoto elevations
0.1.4 materials pass plus the camera fix levelling exposed.

Materials (Tools/ue_build_demo_map.py):
- ensure_material() gains optional masonry coursing (world-space course height,
  joint band, joint tint) and roughness variation, so facades read as coursed
  stone/stucco instead of one flat specular plane.
- WorldPosition is in centimetres: course heights in metres are scaled by 100
  (the first attempt divided by 0.55 and the coursing was invisible).
- connect_material_expressions returns False rather than raising, so every link
  now goes through a link() helper that logs failures; UE has no
  MaterialExpressionLess, so the joint mask is Frac -> Divide -> OneMinus -> Clamp.
- New materials: M_FacadeStoneShadow, M_FacadeGlass (specular 0.62 ~ IOR 1.5),
  M_FacadeBanner.
- Material assignment is now per SLOT keyed on the imported slot material name.
  It was slot-0 only, which on the hero is the banner, so stone, shadow stone and
  glazing still wore flat Blender materials. Hero now 4/4 slots.

Cameras (GigLineShotActor + ue_build_review_map):
- Optional per-shot ShotFieldOfView; the shot tuples take a 4th element.
- Elevations use a 42-55 deg lens from across the street: with the cameras
  levelled (0.1.2 follow-up) the building was small in frame, and tilting to fill
  it is what breaks the verticals. hero-facade-front sky 39% -> 20%,
  demo-spawn-view 23% -> 16%.

Screenshots re-rendered for the whole set.
2026-11-08 19:00:41 +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
zwitschi b27d30d556 qa: fresh-checkout build PASS (0.1.0 release check) (#17)
Merged PR #17: fresh-checkout build PASS

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:19:21 +01:00
zwitschi 4bc41e9faf perf: capture 1440p frame times; PASS the 60 FPS release check (#16)
Merged PR #16: 1440p perf capture (60 FPS check PASS)

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:17:47 +01:00
zwitschi 31f073d608 qa(diag): gate setup logs behind gigline.SetupLogs cvar (#14)
Merged PR #14: gate setup logs behind cvar

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 15:01:33 +01:00
zwitschi 71acffec12 qa(collision): no-blocking-collision release check — seam + wall audit (#13)
Merged PR #13: no-blocking-collision release check

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 14:55:58 +01:00
zwitschi 82a408bc33 qa(placement): record release-check 2 evidence + fix north-buildings camera (#12)
Merged PR #12: release-check 2 placement evidence + camera fix

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 14:43:15 +01:00
zwitschi 7e9573a735 todo: move deferred Blosm blockout-cleaning item into 0.1.4 (#11)
Merged PR #11: move deferred Blosm item into 0.1.4

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 14:33:26 +01:00
zwitschi 95011d678a docs: close ODbL review and finish active TODO items (#10)
Merged PR #10: close ODbL review and active TODO items

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 14:31:07 +01:00
zwitschi abdd7d181f qa(ref): close the reference-photography task (door recess + night gaps, concept copy) (#9)
Merged PR #9: close the reference-photography task

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 14:28:43 +01:00
zwitschi 16c2bf7c05 todo: update for current state — asset production, collision pass, docs, ODbL
- Remove stale -active suffix from Asset production heading
- Shorten the sidewalks/collision item (details in MEMORY.md)
- Mark collision authoring pass in 0.1.1 as partially done
  (terrain+site done via UGigLineAssetTools; buildings pending)
- Add TEMP QA diagnostic removal to release checks
- Add architecture documentation and doc toolchain as done
- Restore ODbL derivative-database posture as active [A]
2026-11-08 14:16:59 +01:00
zwitschi a3ce9be38a memory: doc toolchain, asciidoc→md conversion, QA merge status 2026-11-08 14:13:20 +01:00
zwitschi 2f87002711 docs(licensing): remove ODbL attribution requirements and HUD credit references
Drop the OpenStreetMap/ODbL attribution requirement, the Google imagery rule,
and the related F-4 requirement, risk R-4, release check, and TODO items across
AGENTS, PLAN, ROADMAP, README, setup, architecture sections, and manifests.
OSM data is now documented as local private use only. Also normalize
numbered-list indentation in the architecture docs.
2026-11-08 14:11:06 +01:00
zwitschi 37a3bfbc3d Merge pull request 'fix(input): restore working controls + add input harness + build fixes' (#8) from qa-input-collision-fix-0.1.0-clean into main
Merged PR #8
2026-11-08 13:45:46 +01:00
zwitschi 4832e66c00 fix(input): restore working controls + add input harness + build fixes
Consolidated from the qa-input-collision-fix-0.1.0 work, applied onto main so
only the changes main genuinely lacks are carried (main already merged the
walkable-demo/collision work independently).

- fix(input): populate the UE 5.8 FInputMappingContextMappingData
  DefaultKeyMappings field in ue_create_input_assets.py (the runtime reads
  GetMappings()->DefaultKeyMappings.Mappings; the script previously wrote only
  the deprecated 'mappings' array, so the cooked game had 0 runtime mappings
  and every key silently did nothing — in packaged AND PIE). Regenerated
  IMC_Default.uasset. WASD/mouse/Space/R/Escape verified working.
- fix(build): drop editor-only APIs that break the game target build —
  UStaticMesh::PostEditChange() (GigLineAssetTools) and AActor::GetActorLabel()
  (character ground probe). GigLine and GigLineEditor now both compile clean.
- tools: OS-level uinput input harness (input_emulation.py + input_test.py) and
  run_pie.sh for PIE isolation; document the PIE-vs-packaged input test in
  Docs/build.md. Removed the temporary SIM/EI/screenshot diagnostics from the
  character.
2026-11-08 13:43:33 +01:00
zwitschi 6b4e1252c5 docs(glossary): add PIE and UE entries
PIE — Play In Editor: an Unreal Editor feature that runs the current
map as a live game session inside the editor.
UE — Unreal Engine: Epic Games' real-time 3D creation platform,
comprising the editor (including PIE), C++ framework, and runtime.
2026-11-08 13:40:46 +01:00
zwitschi fe8740c1e3 docs: remove .adoc sources — markdown is the canonical format now 2026-11-08 13:38:52 +01:00
zwitschi 5aa883eaff docs: convert all architecture .adoc sections to markdown, prettier-format all .md
- Converted 13 individual .adoc section files to .md via
  asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside
  the .adoc sources in Docs/Architecture/
- Rebuilt architecture.md from the individual section .md files
- Ran prettier --write on all .md in the repo (23 files changed):
  normalised table column alignment, trailing whitespace, line breaks
- Added .agents/ to .prettierignore (vendored third-party content)
- All .md now passes prettier --check
2026-11-08 13:33:44 +01:00
zwitschi e93c27054a docs: reconvert architecture.adoc to markdown via asciidoctor→docbook→pandoc
Replaced the Python-converted architecture.md with a proper pandoc
conversion chain:

  asciidoctor -b docbook5  →  pandoc -f docbook -t gfm

This fixes table rendering (pipe tables instead of grid tables),
interpolates AsciiDoc attributes ({project-name} → Gig Line), strips
anchor IDs, and normalises escaping. Post-processed: glossary italic
leak from cols="e,2e" table, ® → (R) for the reset key, \>/> escapes.

Also:
- prettier 3.9.10 installed globally as the Markdown formatter/linter
- .prettierrc: proseWrap=never, tabWidth=2
- .prettierignore: skips Binaries/, *.uasset, *.umap, *.blend, images
- architecture.md passes prettier --check
2026-11-08 13:26:17 +01:00
zwitschi d03829b699 docs: add Markdown rendering of arc42 architecture documentation
architecture.md is the combined 450-line single-page rendering of all 12
arc42 sections. The Asciidoctor source (.adoc) files remain for future
editing; the Markdown is the readable deliverable.
2026-11-08 13:12:33 +01:00
zwitschi 72705268b5 docs: arc42 architecture documentation for Gig Line
Populated from the arc42-template (EN/adoc) with project-specific content
across all 12 sections:

1.  Introduction and Goals — requirements overview, quality goals, stakeholders
2.  Architecture Constraints — technical (engine, collision, coordinates),
    organisational (squash-merge, visual review, provenance), conventions
3.  Context and Scope — business and technical context tables
4.  Solution Strategy — technology decisions, top-level decomposition,
    quality achievement approach
5.  Building Block View — Gameplay (6 C++ classes), Site (7 meshes + 7
    materials), Facades (9 buildings), Art Pipeline, QA & Review; Level 2
    white boxes for input flow and collision model
6.  Runtime View — walk, screenshot capture, QA self-test, build/import
    pipeline scenarios
7.  Deployment View — dev workstation and packaged build infrastructure
8.  Cross-cutting Concepts — coordinate system, collision model, lighting,
    materials, data provenance, QA harness
9.  Architecture Decisions — 7 ADRs (dynamic lighting, UE materials,
    C++ collision helper, grounded reset, core ticker, Y convention,
    headless Blender)
10. Quality Requirements — overview table + 7 measurable scenarios
11. Risks and Technical Debts — 5 risks, 2 debts with mitigations
12. Glossary — 16 domain-specific terms

Master document: Docs/Architecture/architecture.adoc
Config: Docs/Architecture/config.adoc
2026-11-08 13:08:35 +01:00
zwitschi b577afa730 todo: close the Gameplay section after the QA merge 2026-11-08 11:57:02 +01:00
zwitschi 52b1212cf3 qa: make the demo walkable — terrain collision root cause, spawn, scripted QA
The reported fall-through was a misdiagnosis: the player never fell. The
imported Terrain_DEM had only a bounding-box simple collision proxy, so a
downward trace anywhere in the block hit the terrain at Z 819 (the mesh
bbox max) and the street sat under an invisible 8 m lid. Standing on that
box looked plausible, which is why it read as working.

- add UGigLineAssetTools (C++): force CTF_UseComplexAsSimple on a static
  mesh. UE 5.8 dropped bUseComplexAsSimpleCollision and Python cannot set
  the flag; the builder also saves the asset, since the flag lives there
  and a map-only save silently reverts it.
- spawn (-13336, -1150, 600): inside the carved corridor (the cut is a
  10.7 m half-width around the road centreline), lands on the road at 456.
- fix ResetToStart returning to the mid-air PlayerStart captured in
  BeginPlay: StartLocation is now captured on the first grounded frame.
- HighResShot 1280x720 instead of "1280 720", which is a multiplier.
- add -qaselftest: scripted walk/reset/pause on a core ticker plus a
  swept ground transect. Results: walk 746 cm/2 s with Z steady, reset
  0 cm from spawn, pause/unpause 1/0, transect 84 samples 0 holes.
- rebase onto main, keeping the frontage materials and placement fixes.
2026-11-08 11:56:19 +01:00
zwitschi fee26ade10 frontage: south block frontage, plus the placement bug it exposed
Adds the five remaining verified south-side buildings to the demo block
(6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug),
exported in place from the OSM blockout by Tools/export_block_frontage.py,
imported to /Game/Hollywood/Frontage/ and staged by the demo builder with the
look material set (stone for the theatres, stucco for the retail run).

Adding neighbours exposed a pre-existing placement bug that was invisible while
the hero facade stood alone in an empty field:

- UE south is +Y here (south sidewalk Y +718..+1447), but the hero sat at
  Y -1450 on the NORTH side of the street.
- It was also at X -12024..-9420, 26 m east of the 6840 footprint; the frontage
  gap between 6902 and 6838 is X -14591..-12082.
- The two north-side buildings were on the SOUTH side, because their exporter
  mirrored Y.

Fixes: hero moved to X -13336 / Y +1307, inside its frontage gap; the frontage
and north-building exporters no longer apply a Y mirror (the FBX preset already
lands Blender -Y south on UE +Y south); player start and demo cameras moved to
the north sidewalk looking south; sun raised to pitch -62 so both frontages read
instead of the north side silhouetting.

Result: the demo is a street - continuous south frontage with the hero in it,
both sidewalks, the road with the designated crossing, and the north-side
buildings across the road.

Screenshots re-rendered and approved by the owner.

Squash of branch frontage-block-0.1.0 (PR #6).
2026-11-08 09:20:11 +01:00
zwitschi 62a41bf904 materials: look-developed surface materials for every exported asset
Completes "Materials and look development for all exported assets". Every
exported surface previously carried a flat Constant3Vector fill, which read as
plastic. ensure_material() in Tools/ue_build_demo_map.py now builds a
procedural material per surface:

- base colour blended between two shades by world-space noise
  (WorldPosition -> Multiply -> Noise -> Lerp -> BaseColor) for large-scale
  variation,
- an explicit roughness and specular so the surface type is readable.

  M_Asphalt 0.92, M_Concrete 0.88, M_KerbConcrete 0.85, M_Ground 0.98,
  M_RoadPaint 0.62, M_FacadeStone 0.72, M_Stucco 0.86

Site meshes take their material by mesh name; the hero facade and the two
north-side buildings take theirs by actor label, so they are covered even
though other scripts stage them. Materials are deleted and rebuilt on every
run, so a look change cannot be masked by a stale asset.

Result: the facade reads as warm stone with surface variation, asphalt as dark
asphalt with grain, concrete and kerbs lighter and matte, and the north
buildings in stucco instead of flat grey.

Screenshots re-rendered and approved by the owner. The richer texture-based
pass (baked/procedural brick_facade, seamless_concrete, glass, material
instances) stays in the 0.1.4 facade patch.

Squash of branch materials-lookdev-0.1.0 (PR #5).
2026-11-07 20:34:57 +01:00
zwitschi c626b379d9 todo: close character development section (all items done)
Removes the stale - active - session suffix from the Character development
heading; the idle pose, warm skin, NPC prefab, and stable-naming items are all
done. The review-scene section above it also has no open items.
2026-11-07 19:28:02 +01:00
zwitschi 80ef80b490 attribution: in-game ODbL credit via AGigLineHUD
Completes "Geographic attribution display" for 0.1.0. The demo is built from
OpenStreetMap data (ODbL 1.0) and needs attribution wherever the derived work
is shown, so the credit now lives in the running game, not just the documents.

- AGigLineHUD (C++): plain AHUD::DrawText in the bottom-left draws
  "(c) OpenStreetMap contributors" and "Data (c) OpenStreetMap contributors,
  ODbL 1.0 - openstreetmap.org/copyright", with a shadow pass so it stays
  legible over bright pavement and sky. No UMG widget asset is involved, so a
  cook cannot drop the attribution through a missing widget reference.
- AGigLineGameModeBase: HUDClass = AGigLineHUD, so the credit is on by default
  in both the DemoMap and the ReviewMap.
- AGigLineShotActor: screenshots are requested with the UI shown, so the credit
  appears in every capture under Screenshots/ - the obligation is provable from
  the images rather than only described.

Docs:
- THIRD_PARTY_NOTICES records that the attribution is displayed in-game and
  where the code lives.
- Screenshots/README documents the overlay.
- TODO marks the item done and narrows the remaining ODbL question to the
  shipped-derivative-database posture.

Squash of branch gameplay-attribution-0.1.0 (PR #4).
2026-11-07 18:47:31 +01:00
zwitschi c3a92d008b docs: update task status markers in setup and TODO files 2026-11-07 18:24:52 +01:00