Commit Graph
5 Commits
Author SHA1 Message Date
zwitschi 52e9cc80a8 fix(street): grade crossing ramps to <=8%; report step location in the pre-check
- kerb_height ramp run now derives from --max-ramp-grade (default 8%), giving
  1.63 m instead of the fixed 1.5 m (8.7%). Crossing route measures 3.4 cm at
  0.25 m sampling.
- site_assembly pre-check: coverage is independent of --sample (it used to shrink
  the route), and it now prints the grade and the s/offset location of the worst
  step so a step can be located instead of guessed.
- Documents the remaining south s=198 / north s=251 strip discontinuity as a
  finding on the 'audit collision gaps' item rather than claiming it fixed.
- Street + site rebuilt, site re-imported (7/7), DemoMap rebuilt; packaged
  -qaselftest PASS.
2026-11-08 16:17:37 +01:00
zwitschi eab89bae47 fix(street): taper sidewalk upstand to flush at the building edge
The sidewalk stood the full 0.15 m kerb height above the DEM at *both* edges, so
the outer (building-side) lip was a 15.8 cm ledge where the walk route crossed
from Terrain_DEM onto Sidewalk_South. sidewalk_z now tapers the upstand from full
at the road-side edge to zero at the building-side edge (a ~3-4 % ramp, walkable
and visually negligible).

Pre-check: south max step 20.5 -> 13.4 cm, north 15.1 -> 7.2 cm (the residual
13.4 cm is the crossing-ramp gradient, tracked separately). Street and site
rebuilt, site re-imported (7/7 meshes, collision flags intact), DemoMap rebuilt;
packaged -qaselftest still PASS. README step table updated.
2026-11-08 16:12:46 +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 accf3a5306 lighting: fixed daytime rig, real surface materials, dynamic lights
Completes "Fixed daytime lighting and basic ambience" for 0.1.0. All 14
screenshots approved by the owner.

Lighting rig (Tools/ue_build_demo_map.py):
- Sun pitch -50 / yaw 120, intensity 4, warm (255/245/230), atmosphere sun light
- Sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008)
- Unbound post-process volume with fixed exposure (min == max brightness) so a
  shot cannot wash out or crush to black depending on how much sky it frames
- Dynamic-only: r.AllowStaticLighting=False plus MOVABLE lights and mesh
  components, so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer
  fires and nothing needs baking

Bugs found and fixed on the way:
- Blender diffuse colours do not survive the FBX -> Unreal import: every site
  material arrived white and the terrain arrived with WorldGridMaterial, which
  is what actually made the scene look blown out. The demo builder now creates
  and assigns M_Asphalt, M_Concrete, M_Ground and M_RoadPaint.
- Only one of the three crossings reached the game: each zebra band was its own
  object, so Blender renamed the duplicates .001/.002 and exact-name site
  assembly skipped them. All bands are now one Crossing_Markings mesh.
- Demo cameras: street-level sat inside the facade body (rendering its unlit
  back face) and the crossing camera aimed at the s=36.6 crossing instead of
  the designated s=130.1 (UE X -14956).
- The terrain had no material and imported as a bright default grid.
- Cleared a committed Android File Server SecurityToken (plugin disabled and
  shipping-excluded; the value must stay empty).

Docs:
- Screenshots/README.md: one consolidated table for all 14 shots with map,
  camera view and description; all approved.
- MEMORY.md: records the material-import, exposure, light_color struct,
  band-naming, camera-bounds and lighting-build traps.
- TODO.md: lighting item marked done.

Squash of branch gameplay-lighting-0.1.0 (PR #3).
2026-11-07 18:22:19 +01:00
zwitschi bc2e421d33 gameplay: designated street crossing — zebra markings, corridor cut, up-facing street
- street_mesh.py: continental zebra markings (0.5 m bars, 0.5 m gaps, 3 m
  band) at all three signalised crossings, triangles not quads (FBX SDK
  refuses to triangulate the crown-twisted quads), stripes +6 cm above the
  DEM so they stay above the road surface; winding flipped so every street
  surface faces up (road/sidewalks/markings were 100% down-facing and
  invisible in engine once the terrain stopped covering them).
- terrain_from_dem.py: cut a 10.7 m corridor around the Hollywood Blvd
  centreline so road, kerbs and sidewalks are not buried under the terrain;
  sidewalks themselves cover the transition band, walk-check stays at 0 holes.
- Blender builders save with a writability guard + fatal failure: *.blend
  is LFS-lockable and checks out read-only; a failed save previously left
  downstream steps building from stale files.
- ue_import_site.py: Crossing_Markings imports with no collision (paint on
  the road); ue_build_demo_map.py stages it and chmods the lockable .umap
  before saving (save_map silently returned False on read-only maps).
- ue_build_review_map.py: demo-crossing camera moved to the real crossing
  (s=130.1 m -> UE -24291,-1340) and fixed the ensure_writable path (was
  missing the .umap suffix, so the chmod never fired).
2026-11-07 15:46:45 +01:00