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.
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.
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.
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.
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).
- New C++ AGigLineNPCPerson: reusable NPC/pedestrian prefab built on the MPFB
human. ACharacter capsule half-height 83 cm (total 1.66 m, head top ~1.66 m
so a 1.60 m camera doesn't clip), the character skeletal mesh on the built-in
mesh as the visible body (feet on Z 0), AutoPossessAI for 0.5.0 pedestrians.
Staged at Z 0 in the review scene; captured as review-npc-prefab.png.
- AGigLineShotActor now names screenshots by stable camera name (no list-index
prefix): inserting or reordering cameras no longer renumbers files or orphans
the old ones. Re-rendered all review/demo shots with stable names.
- ue_build_review_map.py: chmod the target .umap before save_map (git marks maps
444 on checkout, silently making save_map return False and dropping stages).
- Screenshots/README.md, ROADMAP, TODO updated for the prefab + stable names.
- DemoMap.umap rebuilt by the render pipeline (north buildings + demo cameras).
Tools/ue_build_demo_map.py builds /Game/Hollywood/DemoMap: sun, sky, the hero
facade on the building line, six site meshes imported with collision, and a
player start on the north sidewalk. Tools/ue_import_site.py imports the site
FBXs; terrain, road and sidewalks use complex-as-simple so a simple hull cannot
ramp over the kerbs. Art/blender/site/export_site_fbx.py exports one FBX per
object so each can carry its own collision.
Reset (R) and pause (Escape) join the character and the input context: reset
restores the spawn transform and clears momentum, pause is a real game pause that
releases the cursor. DefaultInput.ini captures the mouse on launch.
Three placement defects found by measuring the imported actors rather than
trusting the plan: the spawn was on the wrong sidewalk because the FBX flip
inverts north, a mirror I added to the exporter double-corrected an already
correct sidewalk, and the street meshes only carry part of the north walk - the
rest is terrain.
AGigLineCharacter: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look
scaled in degrees per second (no double DeltaTime), jump. Loaded ahead of a
Blueprint so the demo is playable with no assets wired by hand.
Tools/ue_create_input_assets.py builds /Game/Input headlessly: five 1D actions
and an 11-mapping context. One action per direction instead of per-key modifiers,
because modifier objects do not survive the save path here: a mapping's modifier
array serialises None, and dimensioning a 2D move with per-key axis masks would
need exactly those modifiers. The cost is four action assets rather than two.
Also adds a fourth review camera at eye height and documents it; its approval is
pending.
- AGigLineShotActor (dev-only): walks a fixed camera list in -game mode,
captures via FScreenshotRequest, quits. Test content only.
- ue_build_review_map.py builds /Game/Test/ReviewMap from current content
(gray floor, key light, sky, MPFB character, 1 m scale cubes).
- render_screenshots.sh: build map -> run game -> collect PNGs into
gitignored Screenshots/.
- Screenshots/README.md (committed) describes each capture with approval
state; AGENTS.md gains the visual-review instructions.
AGENTS.md now states that planned work is checkbox items in ROADMAP.md marked
open, in progress, or done, and that discoveries, gotchas, notes, and bugs go to
MEMORY.md for coordination between collaborators. MEMORY.md is seeded with what
this build-up actually cost: the Unreal read-only-home crash, Blender/Blosm
headless workarounds and the spherical projection, the tiled-TIFF DEM trap, the
reference licensing and throttling rules, and the LFS silent-blob trap.
Also stages the concurrently created Unreal project files, and stops per-project
Build/ output (FileOpenOrder logs) from entering the repository.