Commit Graph
59 Commits
Author SHA1 Message Date
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 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 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 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 985dfcbac7 npc: AGigLineNPCPerson prefab + stable-named screenshots
- 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).
2026-11-07 15:28:42 +01:00
zwitschi cf392a02f7 gameplay: walkable demo map, reset and pause
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.
2026-11-07 13:17:24 +01:00
zwitschi a0de0a6626 feat: first-person player with Enhanced Input
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.
2026-11-07 10:05:13 +01:00
zwitschi bbb3e147b3 tools: visual-review screenshot pipeline
- 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.
2026-11-07 09:52:10 +01:00
zwitschi 01939de9a0 docs: add the memory convention and seed MEMORY.md
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.
2026-11-07 09:08:58 +01:00