Commit Graph
4 Commits
Author SHA1 Message Date
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 e48a0cd82b docs: bring every document in line with the current build
README rewritten around the actual state (walkable DemoMap, blockout facades,
planned patches); Tools/README now lists all seventeen tools by role; build.md
gains the content pipeline table and the two enforced rules (one unit conversion,
collision decided at import). Setup gains a content-pipeline row, the toolchain
state notes the demo level exercises the engine path, release checks record the
Blender pre-check that backs traversal, PLAN points at ROADMAP/MEMORY/Screenshots,
and THIRD_PARTY_NOTICES gains rows for the hero facade and the candidate props.

Also fixed the last stale reference to Geo/scripts in MEMORY.md - a sweep found
old paths in six documents after the tool move, which the memory entry now warns
about.
2026-11-07 13:21:10 +01:00
zwitschi 1c6b956435 bootstrap: finish project bootstrap — scale test, MPFB character, build docs
- Static-mesh scale test passes: 1 m = 100.00 cm, origin preserved, axis
  mapping east→+X / north→−Y / up→+Z (named presets ue_metric_v1 both sides).
- MPFB 2.0.18 acceptance passes: generated human + standard 137-bone rig
  with weights + v2 skin baked to 1024² diffuse; imports as SkeletalMesh
  with Skeleton, Material, and Texture2D in /Game/Test/Character.
- MPFB headless requires XDG_CONFIG_HOME at the Flatpak config tree;
  documented in Art/blender/README.md, probe in Tools/addon_compat_probe.py.
- Docs/build.md completed: fresh-checkout build, packaging, headless checks.
- Docs/setup.md reconciled with reality; ROADMAP/bootstrap closed out.
2026-11-07 09:29:11 +01:00
zwitschi eceaff1397 chore: scaffold repository and record 0.1.0 setup state
Create Game/, Art/, Geo/, Tools/, Docs/ with LFS and ignore rules, record the
workstation audit, toolchain pins, setup checklist, release checks, and
licensing policy. ROADMAP 0.1.0 environment tasks marked to match verified state.
2026-11-06 21:20:57 +01:00