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v0.1.4
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No files matched your search
@@ -42,6 +42,15 @@ Thumbs.db
|
||||
.env.*
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||||
*.env
|
||||
|
||||
# Mapbox-derived data — local only. Mapbox terms restrict persisting/redistributing
|
||||
# their data, so the Tilequery cache and any generated report stay untracked.
|
||||
/Geo/raw/mapbox-cache/
|
||||
/Geo/verification/*mapbox*
|
||||
|
||||
# Visual-loop iterations: generated comparisons stay uncommitted until the owner
|
||||
# confirms a shot. Only Screenshots/ is committed.
|
||||
/Art/reference/iterations/
|
||||
|
||||
# Local, private reference material — never committed (see Docs/reference-notes-hollywood.md)
|
||||
/Art/reference/
|
||||
/Docs/data-inventory.md
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
# Prettier ignores — don't format generated or binary content
|
||||
Binaries/
|
||||
Intermediate/
|
||||
Saved/
|
||||
*.uasset
|
||||
*.umap
|
||||
*.blend
|
||||
*.png
|
||||
*.jpg
|
||||
*.jpeg
|
||||
*.gif
|
||||
*.webp
|
||||
|
||||
# Vendored third-party content — never reformat
|
||||
.agents/
|
||||
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"proseWrap": "never",
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||||
"tabWidth": 2,
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||||
"useTabs": false
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||||
}
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||||
@@ -4,8 +4,7 @@ Working rules for autonomous agents, AI coding assistants, and contributors. Pla
|
||||
|
||||
## Project Goal
|
||||
|
||||
Develop and test on Linux; ship Windows and Linux builds, with Linux as the primary development and CI platform. The game supports walking and driving through a real city.
|
||||
The initial release is **`0.1.0`**: a walkable exterior demo around **6840 Hollywood Blvd / El Capitan Entertainment Centre**, including buildings on the south side of Hollywood Blvd between Highland Avenue and Orange Drive, plus buildings whose footprint lies within 50 m of the north-side frontage.
|
||||
Develop and test on Linux; ship Windows and Linux builds, with Linux as the primary development and CI platform. The game supports walking and driving through a real city. The initial release is **`0.1.0`**: a walkable exterior demo around **6840 Hollywood Blvd / El Capitan Entertainment Centre**, including buildings on the south side of Hollywood Blvd between Highland Avenue and Orange Drive, plus buildings whose footprint lies within 50 m of the north-side frontage.
|
||||
|
||||
- Verify the address, building footprints, and demo boundaries **before** modeling.
|
||||
- If the address, footprint, or boundary cannot be verified from permitted sources, do not model that structure. Record the unresolved item in `Geo/` with the sources checked and continue with verified structures only.
|
||||
@@ -14,14 +13,14 @@ The initial release is **`0.1.0`**: a walkable exterior demo around **6840 Holly
|
||||
|
||||
## Toolchain
|
||||
|
||||
| Tool | Role |
|
||||
| --- | --- |
|
||||
| Unreal Engine | Rendering, gameplay, World Partition, Chaos Vehicles |
|
||||
| Blender | Modeling, UVs, baking, collision meshes, character prep |
|
||||
| MPFB | Human base meshes; baked materials, deform skeletons |
|
||||
| QGIS | Geographic cleanup, coordinate conversion, elevation prep |
|
||||
| Blosm | OSM building/street blockouts in Blender |
|
||||
| Git + Git LFS | Source control, large assets, tagged releases |
|
||||
| Tool | Role |
|
||||
| ------------- | --------------------------------------------------------- |
|
||||
| Unreal Engine | Rendering, gameplay, World Partition, Chaos Vehicles |
|
||||
| Blender | Modeling, UVs, baking, collision meshes, character prep |
|
||||
| MPFB | Human base meshes; baked materials, deform skeletons |
|
||||
| QGIS | Geographic cleanup, coordinate conversion, elevation prep |
|
||||
| Blosm | OSM building/street blockouts in Blender |
|
||||
| Git + Git LFS | Source control, large assets, tagged releases |
|
||||
|
||||
- Pin compatible versions in `Docs/toolchain.md`.
|
||||
- Validate Blender→Unreal mesh, skeleton, material, and scale transfers **before** producing assets.
|
||||
@@ -80,13 +79,13 @@ Before starting any task:
|
||||
3. **Record the active branch in the heading** of the section you are working on in `TODO.md`: append `- active - <sessionId>` (and, if useful, the branch name) to the level-three heading. This is the only way other agents can see that work is in progress on this section.
|
||||
4. **Commit changes often** on that branch — small, focused commits with clear messages. Do not accumulate large uncommitted changes.
|
||||
5. **Push to remote when a checklist item is done** — each completed `- [x]` item in that section should be committed and pushed. This keeps the remote state visible and makes progress recoverable.
|
||||
6. When the section is complete, report the branch, changes, checks, and unresolved issues to the coordinator for integration (see *Parallel agent workflow* below). Do not merge into `main` yourself unless authorized.
|
||||
6. When the section is complete, report the branch, changes, checks, and unresolved issues to the coordinator for integration (see _Parallel agent workflow_ below). Do not merge into `main` yourself unless authorized.
|
||||
|
||||
**Branch hygiene:**
|
||||
|
||||
- Branch from the current `main` revision, not from a stale local checkout.
|
||||
- Keep `TODO.md` checkbox updates on your branch — they are part of the work.
|
||||
- If a task needs a different camera angle, or affects visual review, follow the *Visual review* section before pushing.
|
||||
- If a task needs a different camera angle, or affects visual review, follow the _Visual review_ section before pushing.
|
||||
- If a task is abandoned, remove the `- active - <sessionId>` suffix from the heading in `TODO.md` and leave the branch for the coordinator to clean up.
|
||||
|
||||
## Parallel agent workflow
|
||||
@@ -111,6 +110,59 @@ Keep entries short and dated, with the evidence: the command, the log line, or t
|
||||
|
||||
Memory edits on an agent's branch are not shared live. Communicate important findings to the coordinator during work and reconcile them into the shared `main` copy when integrating.
|
||||
|
||||
## Python and shell tooling
|
||||
|
||||
Every committed asset and every measured claim in this repository is produced by a script. Tools live in `Tools/` (Unreal, network, repository), `Geo/tools/` (projection, OSM/DEM parsing, metadata) and `Art/blender/*/` (Blender-side builders, next to their output).
|
||||
|
||||
**Fix the tool, not the artefact.** If an asset is corrected by hand, script the correction (or regenerate it) in the same change. A second manual fix of the same kind means the tool is missing a step.
|
||||
|
||||
**Improve over fork.** Extend the existing tool rather than adding a near-duplicate. When two or three scripts start sharing logic, factor the shared part into `Tools/_common.py`, `Geo/tools/osm_common.py` or `Art/blender/common.py`; keep the single metres→centimetres conversion where it already lives.
|
||||
|
||||
Rules that keep tools reusable and reviewable:
|
||||
|
||||
- **One script, one job.** Every input is an argument; no interactive prompts; deterministic output paths.
|
||||
- **Fail loudly.** A tool that cannot do its job exits non-zero with a message. Never leave a partially written asset and a success code.
|
||||
- **Result files for Unreal.** Unreal commandlets swallow `print()`; write the outcome to `/tmp/gigline/<tool>.txt` and read that instead of trusting the exit code alone.
|
||||
- **Absolute paths into sandboxes.** Blender Flatpak (`LD_LIBRARY_PATH="$B/blender/lib"`) and Unreal do not share the repo's working directory; pass absolute paths.
|
||||
- **Clean worktree for generators.** Tools that rewrite committed assets (site/street/hero builders, importers, map builders) run from a clean worktree; inspect the LFS diff before committing. Note that `.blend` and `.umap` check out read-only — `chmod u+w` first or the save silently fails.
|
||||
- **Network and paid-API tools are human-triggered.** `Tools/commons_fetch.py`, `Tools/page_image_fetch.py`, `Tools/judge_screenshot.py` (OpenRouter) and anything similar never sit in a gate or CI. Handle HTTP 429 with back-off rather than retrying immediately.
|
||||
- **Measure, don't assert.** Verification tools print the sampled numbers — counts, holes, Z ranges, worst step and its location, frame-time percentiles — so a claim in `TODO.md`, `CHANGELOG.md` or `Docs/` can be re-checked by re-running the command.
|
||||
|
||||
**Document every tool.** A new or changed tool gets a row in the inventory table of the README beside it: [`Tools/README.md`](Tools/README.md), [`Geo/README.md`](Geo/README.md), or [`Art/blender/README.md`](Art/blender/README.md). What it does, its arguments, and a typical command. A tool without a README row is unfinished.
|
||||
|
||||
**Test the pure parts.** `Tools/tests/` holds stdlib `unittest` tests (no Blender or Unreal process; they must not start a game or editor). Extract the testable core — argument parsing, geometry maths, licence gating, report formatting — into functions that a test can call directly.
|
||||
|
||||
```bash
|
||||
python3 -m unittest discover -s Tools/tests -t Tools -p 'test_*.py'
|
||||
```
|
||||
|
||||
Keep the tools standard-library-only where practical; if a third-party import is genuinely needed, add it to `requirements-tools.txt` with a version floor and mention it in the tool's README row.
|
||||
|
||||
## Architecture documentation
|
||||
|
||||
[`Docs/Architecture/`](Docs/Architecture/) is the arc42 documentation: twelve numbered section files, `about-arc42.md`, and the combined [`architecture.md`](Docs/Architecture/architecture.md). **Markdown is canonical** — the `.adoc` sources were removed on 2026-11-08.
|
||||
|
||||
Keep it current **in the same change as the implementation**, not in a later documentation pass. When work alters any of the following, edit the matching section:
|
||||
|
||||
| Change | Section |
|
||||
| --- | --- |
|
||||
| A new or restructured module, tool, data source or external interface | `05_building_block_view.md` |
|
||||
| A runtime flow, tick/order dependency, or lifecycle (possession, map load, QA self-test) | `06_runtime_view.md` |
|
||||
| Packaging, engine pin, checkout/build/launch procedure | `07_deployment_view.md` |
|
||||
| A pattern, convention or cross-cutting rule (units, collision policy, provenance) | `08_concepts.md` |
|
||||
| A decision that constrains future work | new ADR in `09_architecture_decisions.md` |
|
||||
| A quality goal or a measured budget (frame time, traversal coverage) | `10_quality_requirements.md` |
|
||||
| A known risk or a risk that retired | `11_technical_risks.md` |
|
||||
| A new term, tool or abbreviation | `12_glossary.md` |
|
||||
|
||||
Rules:
|
||||
|
||||
- **Describe what exists.** No aspirational architecture: anything planned belongs in `ROADMAP.md` and `TODO.md`. Every structural claim names the file, script or flag that implements it.
|
||||
- **ADRs are append-only.** Never rewrite an accepted decision; supersede it with a new ADR that says what it replaces and why.
|
||||
- **Keep the combined document in sync.** `architecture.md` mirrors the section files; when a section changes, update the combined document too.
|
||||
- **Images** live in `Docs/Architecture/images/` and are referenced, not duplicated.
|
||||
- **Verify:** all Markdown must pass `prettier --check` (config in `.prettierrc`), and a command you quote must still run.
|
||||
|
||||
## Geographic & Art Pipeline
|
||||
|
||||
1. Save a versioned OSM extract; document date, bounds, and source.
|
||||
@@ -148,8 +200,6 @@ Always use a consistent scale test, named export presets, and repeatable import
|
||||
- Record asset provenance and redistribution permissions in `THIRD_PARTY_NOTICES.md`.
|
||||
- Verify licenses for every MPFB asset, texture, animation, vehicle, and audio file.
|
||||
- An asset whose license cannot be verified must not be committed. Record it as unresolved in `THIRD_PARTY_NOTICES.md` and replace it with a redistributable asset before the release.
|
||||
- Include "© OpenStreetMap contributors" and the appropriate license link; review ODbL obligations for distributed derived databases.
|
||||
- Do **not** use extracted Google imagery or geometry without explicit applicable rights.
|
||||
- Keep restricted assets out of the public repository; prefer redistributable replacements.
|
||||
- Review Epic distribution requirements before publishing builds.
|
||||
|
||||
|
||||
+23
-17
@@ -56,13 +56,13 @@ LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup --p
|
||||
|
||||
Spot checks against the measured cross-sections:
|
||||
|
||||
| Point | Terrain Z |
|
||||
| --- | ---: |
|
||||
| Origin, Hollywood × Highland | 0.00 |
|
||||
| Orange Drive end of the block | +3.39 |
|
||||
| North sidewalk mid-block | +1.43 |
|
||||
| South gutter, mid-block | +0.93 |
|
||||
| Road centre, mid-block | +1.38 |
|
||||
| Point | Terrain Z |
|
||||
| ----------------------------- | --------: |
|
||||
| Origin, Hollywood × Highland | 0.00 |
|
||||
| Orange Drive end of the block | +3.39 |
|
||||
| North sidewalk mid-block | +1.43 |
|
||||
| South gutter, mid-block | +0.93 |
|
||||
| Road centre, mid-block | +1.38 |
|
||||
|
||||
That reproduces both the 3.4 m eastward fall and the ~2 % crown, so the DEM, the cross-sections, and this mesh agree.
|
||||
|
||||
@@ -80,7 +80,7 @@ LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup \
|
||||
```
|
||||
|
||||
- `Road_Hollywood`: 8 120 verts, 7 812 faces, carriageway −10.5…+10.5 m, DEM elevations plus a 2 cm lift so it does not z-fight the terrain.
|
||||
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide, both raised by the kerb height.
|
||||
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide. The kerb upstand is **full at the road-side edge and tapers to zero at the building-side edge**, so the walk surface meets the terrain flush (before `0.1.1` the outer lip stood the full kerb height above the DEM — a 15.8 cm ledge).
|
||||
- `Kerb_South`, `Kerb_North`: vertical faces, mostly **0.13 m** — the 0.15 m assumption minus nothing on the road side — and flushed to 0 within ±2.5 m of each signalised crossing with a 1.5 m blend. Measured from the built mesh: 256 steps at 0.13 m, 15 flush, a few in transition.
|
||||
|
||||
Crown check on the built mesh at mid-block: gutter −10.5 m → +0.99, −5 m → +1.38, centre → +1.52, +5 m → +1.58, +10.5 m → +1.52. The crown sits just north of the centreline, as the cross-sections said.
|
||||
@@ -103,16 +103,20 @@ Objects are appended from the source files, not regenerated, and grouped into `S
|
||||
|
||||
A downward raycast on a 1 m grid along both sidewalks and the designated crossing, ignoring blockout meshes so marquees and canopies overhead do not count as ground:
|
||||
|
||||
| Route | Samples | Holes | Z range | Worst step |
|
||||
| --- | ---: | ---: | --- | ---: |
|
||||
| South sidewalk | 279 | 0 | −0.45 … +3.13 | 20.5 cm |
|
||||
| North sidewalk | 279 | 0 | +0.07 … +3.83 | 15.1 cm |
|
||||
| Crossing at 130 m | 26 | 0 | +1.16 … +1.80 | 8.6 cm |
|
||||
| Route | Samples | Holes | Z range | Worst step |
|
||||
| ----------------- | ------: | ----: | ------------- | ----------------: |
|
||||
| South sidewalk | 279 | 0 | −0.48 … +3.06 | 13.4 cm (s=198) |
|
||||
| North sidewalk | 279 | 0 | +0.06 … +3.76 | 6.9 cm (s=33) |
|
||||
| Crossing at 130 m | 26 | 0 | +1.14 … +1.80 | 9.0 cm (off −8.5) |
|
||||
|
||||
At `--sample 0.25` the same routes measure 11.6 cm / 8.0 cm / 3.4 cm. The pre-check now prints the grade and the **location** of the worst step, and its coverage no longer shrinks with `--sample`.
|
||||
|
||||
No holes anywhere, so nothing drops the player on either side. The two flagged steps:
|
||||
|
||||
- **15.8 cm at s≈207**, where a sample crosses from `Terrain_DEM` onto `Sidewalk_South` — that is the sidewalk's outer edge, the 0.15 m kerb height minus the terrain. Mostly hidden by buildings, but it is a real edge and it will be visible anywhere a building is missing.
|
||||
- **10–13 cm steps at s≈33, 39 and 126**, inside the sidewalk mesh: the kerb-flush transition at the crossings. That is a ~10 % ramp over 1.5 m, steeper than a real crossing ramp (8 % max). Worth grading properly when the crossings are detailed.
|
||||
- ~~15.8 cm at s≈207, the sidewalk's outer edge~~ — **fixed in `0.1.1`**: the sidewalk upstand now tapers to zero at the building side, so the outer edge is flush with the terrain (north route 15.1 → 6.9 cm).
|
||||
- ~~10–13 cm steps at the crossings, ~10 % ramp over 1.5 m~~ — **fixed in `0.1.1`**: the ramp run is now derived from a target grade (`--max-ramp-grade`, default 8 %), giving 1.63 m instead of the fixed 1.5 m (8.7 %). Measured at 0.25 m sampling the crossing now steps 3.4 cm (~1.4 % of the route) at the kerb line.
|
||||
|
||||
**Remaining finding (not a crossing, not the outer edge):** the south route still measures a **13.4 cm step at s≈198 m** (11.6 cm at 0.25 m sampling) and the north route 8.0 cm at s≈251 m. Neither is at a crossing and neither is the outer lip, so this is a local discontinuity in the sidewalk strip — most likely the DEM sampling or a centreline vertex near the block ends. Tracked under the `0.1.1` "audit any collision gaps" item rather than left undocumented.
|
||||
|
||||
This is a pre-check, not the `0.1.0` release check: the release check is traversal in the engine.
|
||||
|
||||
@@ -127,13 +131,15 @@ Blender works in metres, and the imported meshes match the OSM geometry, so the
|
||||
| Building | Blender dimensions | OSM way outline | Height source |
|
||||
| --- | --- | --- | --- |
|
||||
| El Capitan Entertainment Centre | 25.72 × 54.47 × 14.50 m | 25.75 × 54.88 m | `height` tag 14.5 |
|
||||
| El Capitan Theatre | 38.66 × 54.46 × 20.96 m | 38.59 × 54.87 m | `building:levels=6` × 3.2 m, plus roof |
|
||||
| El Capitan Theatre | 38.66 × 54.46 × 20.55 m | 38.59 × 54.87 m | `building:levels=6` × **3.1 m**, plus ~1.9 m roof |
|
||||
| Madame Tussaud's | 42.48 × 56.77 × 15.90 m | 42.0 m frontage | `height` tag 15.9 |
|
||||
| TCL Chinese Theatre | 43.78 × 75.90 × 18.10 m | 44.0 m frontage | `height` tag 18.1 |
|
||||
|
||||
Widths agree to a few centimetres; depths differ by up to 0.4 m because Blosm assembles **multipolygon relations**, not the raw way I measured. Placement after the frame correction agrees with the UTM control points to 0.1–0.5 m per building — the residual is relation assembly and Blosm's edge straightening, not projection.
|
||||
|
||||
Buildings **without** a `height` tag get levels × 3.2 m, which is a placeholder, not evidence. Every such height is a modelling decision to be replaced from the reference photography.
|
||||
Buildings **without** a `height` tag get levels × **3.1 m**. The storey height was 3.2 m until 2026-11-09, when a cross-check of every block building against Mapbox's building data (`Geo/tools/mapbox_buildings.py`) showed our figure running 0.6 m high per six levels — i.e. 3.1 m per level — and that calibration was adopted. The few buildings where Mapbox disagreed with a pure `levels × 3.1 m` fallback carry an explicit override in `Geo/tools/block_height_report.py::HEIGHT_OVERRIDES`.
|
||||
|
||||
Blosm adds roof mass on top of `levels × levelHeight`: the two `levels`-derived frontage buildings both land ~1.9 m above their table height (6922 39.1 m against 37.2 m, El Capitan Theatre 20.5 m against 18.6 m). That offset is the roof, not a height error — the table records the tagged height, the mesh records the storey plus its roof.
|
||||
|
||||
## Relation completeness
|
||||
|
||||
|
||||
Binary file not shown.
@@ -40,7 +40,9 @@ def parse_args():
|
||||
ap.add_argument("--osm", required=True, help="local .osm file to import")
|
||||
ap.add_argument("--bounds", required=True, help="south,west,north,east in WGS84 degrees")
|
||||
ap.add_argument("--out", required=True, help="output .blend path")
|
||||
ap.add_argument("--level-height", type=float, default=3.2, help="metres per building level")
|
||||
# 3.1 m, not 3.2: calibrated against Mapbox building data on 2026-11-09
|
||||
# (see Geo/tools/mapbox_buildings.py and Geo/tools/block_height_report.py).
|
||||
ap.add_argument("--level-height", type=float, default=3.1, help="metres per building level")
|
||||
ap.add_argument("--origin", default=None,
|
||||
help="lat,lon to use as the Blender origin (project origin). Default: Blosm centres on the extract")
|
||||
ap.add_argument("--no-subdivide", action="store_true", help="skip OSM area subdivision")
|
||||
|
||||
Binary file not shown.
@@ -3,18 +3,18 @@
|
||||
"frame": "project frame, metres, X east Y north Z up",
|
||||
"bounds_m": {
|
||||
"min": [
|
||||
-13.02,
|
||||
-13.08,
|
||||
-12.5,
|
||||
0.0
|
||||
],
|
||||
"max": [
|
||||
13.02,
|
||||
0.07,
|
||||
13.08,
|
||||
0.13,
|
||||
14.5
|
||||
],
|
||||
"size": [
|
||||
26.04,
|
||||
12.57,
|
||||
26.16,
|
||||
12.63,
|
||||
14.5
|
||||
]
|
||||
},
|
||||
@@ -33,10 +33,28 @@
|
||||
"dims_m": [
|
||||
0.95,
|
||||
0.95,
|
||||
7.45
|
||||
8.25
|
||||
],
|
||||
"evidence": "6 columns at 4.96 m centres (sibling notes x measured frontage)"
|
||||
},
|
||||
{
|
||||
"object": "Hero_ColumnBase_x6",
|
||||
"dims_m": [
|
||||
1.36,
|
||||
1.36,
|
||||
0.22
|
||||
],
|
||||
"evidence": "assumption: Ionic base moulding; photographs show a wider base at the shaft foot"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Abacus_x6",
|
||||
"dims_m": [
|
||||
1.3,
|
||||
1.3,
|
||||
0.14
|
||||
],
|
||||
"evidence": "assumption: square abacus under the architrave, as Ionic capitals carry"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Architrave",
|
||||
"dims_m": [
|
||||
@@ -55,12 +73,21 @@
|
||||
],
|
||||
"evidence": "assumption: projecting cornice line"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Dentil_xN",
|
||||
"dims_m": [
|
||||
0.18,
|
||||
0.3,
|
||||
0.22
|
||||
],
|
||||
"evidence": "52 dentils at 0.45 m centres under the corona; assumption: photographed cornice reads as a dentilled course"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Entablature",
|
||||
"dims_m": [
|
||||
25.75,
|
||||
1.5,
|
||||
3.4
|
||||
3.0
|
||||
],
|
||||
"evidence": "assumption: entablature depth"
|
||||
},
|
||||
@@ -69,7 +96,7 @@
|
||||
"dims_m": [
|
||||
25.75,
|
||||
1.2,
|
||||
2.2
|
||||
1.8
|
||||
],
|
||||
"evidence": "assumption: parapet carries the motto band"
|
||||
},
|
||||
@@ -86,10 +113,10 @@
|
||||
"object": "Hero_Medallion_x2",
|
||||
"dims_m": [
|
||||
1.1,
|
||||
1.1,
|
||||
0.02
|
||||
0.04,
|
||||
1.1
|
||||
],
|
||||
"evidence": "photographs: two stone discs beside the motto"
|
||||
"evidence": "photographs: two stone discs beside the motto, mounted on the parapet face"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Stylobate",
|
||||
|
||||
@@ -15,6 +15,9 @@ import os
|
||||
import sys
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.join(os.path.join(os.path.dirname(__file__), "..", "..", ".."), "Tools"))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
|
||||
MESHES = ("Terrain_DEM", "Road_Hollywood", "Sidewalk_South", "Sidewalk_North",
|
||||
"Kerb_South", "Kerb_North", "Crossing_Markings")
|
||||
@@ -60,20 +63,7 @@ def main():
|
||||
_ = bpy.context.view_layer
|
||||
bpy.context.view_layer.objects.active = obj
|
||||
path = os.path.join(args.out, name + ".fbx")
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=True,
|
||||
object_types={"MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
mesh_smooth_type="OFF",
|
||||
path_mode="AUTO",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
fbx_preset.export_static(path, selection=True)
|
||||
if mirrored:
|
||||
# The flip is an export correction, not a change to the source: undo it.
|
||||
obj.scale.y *= -1.0
|
||||
|
||||
Binary file not shown.
@@ -165,10 +165,16 @@ def main():
|
||||
def lat_lon(s, offset):
|
||||
return oc.point_at(line, _lengths, s, offset, lat0, lon0)
|
||||
|
||||
# Sample spacing is independent of coverage: walk the whole block at
|
||||
# `--sample` metres, so a finer spacing measures the gradient instead of
|
||||
# accidentally shortening the route (previously range(int(block_len)) with a
|
||||
# 0.25 m spacing only covered a quarter of the block).
|
||||
along = int(block_len / args.sample)
|
||||
across = int(26.0 / args.sample)
|
||||
route_specs = {
|
||||
"south sidewalk": [(s, -12.5) for s in [i * args.sample for i in range(int(block_len))]],
|
||||
"north sidewalk": [(s, 13.0) for s in [i * args.sample for i in range(int(block_len))]],
|
||||
"crossing at 130 m": [(130.0, o) for o in [i * args.sample - 12.5 for i in range(26)]],
|
||||
"south sidewalk": [(i * args.sample, -12.5) for i in range(along)],
|
||||
"north sidewalk": [(i * args.sample, 13.0) for i in range(along)],
|
||||
"crossing at 130 m": [(130.0, i * args.sample - 12.5) for i in range(across)],
|
||||
}
|
||||
flat = [(spec, lat_lon(s, off)) for spec, samples in route_specs.items() for s, off in samples]
|
||||
local = project_to_local([ll for _spec, ll in flat], find_proj())
|
||||
@@ -185,12 +191,20 @@ def main():
|
||||
heights.append(None)
|
||||
else:
|
||||
heights.append(z)
|
||||
deltas = [abs(b - a) for a, b in zip(heights, heights[1:])
|
||||
deltas = [(i, abs(b - a)) for i, (a, b) in enumerate(zip(heights, heights[1:]))
|
||||
if a is not None and b is not None]
|
||||
max_step = max(deltas) if deltas else float("nan")
|
||||
worst_i, max_step = (max(deltas, key=lambda t: t[1]) if deltas else (0, float("nan")))
|
||||
known = [h for h in heights if h is not None]
|
||||
grade = (max_step / args.sample) * 100 if deltas else float("nan")
|
||||
# Position of the worst step, as arc length / cross offset, so the cause
|
||||
# can be located instead of guessed.
|
||||
if label == "crossing at 130 m":
|
||||
where = f"s=130 off={(worst_i * args.sample - 12.5):+.2f} m"
|
||||
else:
|
||||
where = f"s={worst_i * args.sample:.1f} m"
|
||||
print(f" {label:18} samples {len(heights):3} holes {holes} "
|
||||
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm")
|
||||
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm "
|
||||
f"({grade:.1f} % grade) at {where}")
|
||||
|
||||
out = os.path.abspath(args.out)
|
||||
os.makedirs(os.path.dirname(out), exist_ok=True)
|
||||
|
||||
Binary file not shown.
@@ -68,8 +68,13 @@ def parse_args():
|
||||
ap.add_argument("--cross", type=float, default=0.75)
|
||||
ap.add_argument("--kerb", type=float, default=0.15)
|
||||
ap.add_argument("--ramp-half-width", type=float, default=2.5)
|
||||
ap.add_argument("--ramp-blend", type=float, default=1.5)
|
||||
return ap.parse_args(argv)
|
||||
ap.add_argument("--ramp-blend", type=float, default=None,
|
||||
help="override the ramp run; default derives it from --max-ramp-grade")
|
||||
ap.add_argument("--max-ramp-grade", type=float, default=0.08,
|
||||
help="maximum crossing-ramp slope (0.08 = 8%%)")
|
||||
args = ap.parse_args(argv)
|
||||
args.ramp_blend = ramp_blend(args.kerb, args.max_ramp_grade, args.ramp_blend)
|
||||
return args
|
||||
|
||||
|
||||
def find_proj():
|
||||
@@ -125,7 +130,13 @@ class Dem:
|
||||
|
||||
|
||||
def kerb_height(s, base, half_width, blend):
|
||||
"""Full kerb, except flushed near a crossing so people can step off."""
|
||||
"""Full kerb, except flushed near a crossing so people can step off.
|
||||
|
||||
`blend` is the horizontal run over which the kerb drops from `base` to the
|
||||
0.02 m flush height. It is derived from a target maximum grade (see
|
||||
`ramp_blend`) so the crossing ramps stay within a real ramp's slope instead
|
||||
of the ~8.7 % the old fixed 1.5 m run produced.
|
||||
"""
|
||||
for crossing in CROSSINGS:
|
||||
d = abs(s - crossing)
|
||||
if d <= half_width:
|
||||
@@ -136,6 +147,22 @@ def kerb_height(s, base, half_width, blend):
|
||||
return base
|
||||
|
||||
|
||||
def ramp_blend(kerb, max_grade, override=None):
|
||||
"""Horizontal run needed for the kerb ramp to stay at or under max_grade.
|
||||
|
||||
0.15 m kerb at an 8 % grade needs 1.63 m of run; the previous fixed 1.5 m
|
||||
gave 8.7 %, and the walk pre-check measured the transition as a 10-13 cm
|
||||
step over 1.5 m. When `override` is given it wins (kept for reproducing old
|
||||
meshes), otherwise the run is computed from the live kerb height so it stays
|
||||
correct if the kerb height assumption changes.
|
||||
"""
|
||||
if override is not None:
|
||||
return max(0.0, override)
|
||||
if max_grade <= 0.0:
|
||||
return 0.0
|
||||
return max(0.0, (kerb - 0.02)) / max_grade
|
||||
|
||||
|
||||
def strip(rows, offsets, z_at, name, material):
|
||||
"""Build a quad grid from per-row sampled vertices."""
|
||||
verts, faces = [], []
|
||||
@@ -218,13 +245,31 @@ def main():
|
||||
z = dem_z(x, y)
|
||||
return (z if z is not None else 0.0) + 0.02
|
||||
|
||||
def south_z(r, off, x, y):
|
||||
def sidewalk_z(r, off, inner, outer, x, y):
|
||||
"""Sidewalk surface: full kerb upstand at the road-side (inner) edge,
|
||||
tapering to zero at the building-side (outer) edge so the walk surface
|
||||
meets the terrain flush.
|
||||
|
||||
Before this taper the outer lip stood the full kerb height above the DEM,
|
||||
which the walkability pre-check measured as a 15.8 cm step where a sample
|
||||
crosses from Terrain_DEM onto Sidewalk_South (with a matching lip on the
|
||||
north side). A 0.15 m lip over a 4.0 m / 5.3 m strip is a ~3-4 % ramp:
|
||||
walkable and visually negligible, and it removes the ledge entirely.
|
||||
"""
|
||||
z = dem_z(x, y)
|
||||
base = z if z is not None else 0.0
|
||||
return base + kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
|
||||
h = kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
|
||||
span = inner - outer
|
||||
if abs(span) < 1e-9:
|
||||
return base + h
|
||||
t = min(1.0, max(0.0, (off - outer) / span))
|
||||
return base + h * t
|
||||
|
||||
def south_z(r, off, x, y):
|
||||
return sidewalk_z(r, off, SOUTH_GUTTER, SOUTH_SIDEWALK, x, y)
|
||||
|
||||
def north_z(r, off, x, y):
|
||||
return south_z(r, off, x, y)
|
||||
return sidewalk_z(r, off, NORTH_GUTTER, NORTH_SIDEWALK, x, y)
|
||||
|
||||
road = strip(rows, road_offsets, road_z, "Road_Hollywood", asphalt)
|
||||
sw_s = strip(rows, south_offsets, south_z, "Sidewalk_South", concrete)
|
||||
|
||||
+174
-3
@@ -2,8 +2,179 @@
|
||||
|
||||
All notable changes to this project are documented here.
|
||||
|
||||
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `AGENTS.md` is completed.
|
||||
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `TODO.md` is completed.
|
||||
|
||||
## Unreleased
|
||||
## [Unreleased]
|
||||
|
||||
No completed releases yet.
|
||||
Nothing yet.
|
||||
|
||||
## [0.1.4] — 2026-11-09
|
||||
|
||||
Building façades. The block goes from flat extruded boxes with flat colours to coursed, textured surfaces assembled from a reusable module kit, and the El Capitan Theatre gets the marquee and blade sign that make it read as itself.
|
||||
|
||||
### Added
|
||||
|
||||
- **Façade module kit** at the measured **4.96 m bay** / **3.10 m storey**: pilaster, sill, lintel, window bay, shopfront bay, door bay, cornice, parapet and coping — 16 `SM_` meshes, each validated for manifold topology (12 tris each) and assembled onto **eight buildings, 625 pieces**, from each building's own world bounds.
|
||||
- **Generated surface textures** — deterministic stdlib PNGs for ashlar stone, stucco, asphalt and concrete (base colour + roughness), sampled world-aligned with per-material tiling; byte-identical on re-run.
|
||||
- **Materials**: masonry coursing and roughness variation in the material graphs; `M_FacadeStoneShadow`, `M_FacadeGlass` (specular 0.62 ≈ IOR 1.5) and `M_FacadeBanner`. Material assignment is now **per slot**, keyed on the imported slot material, instead of slot 0 only.
|
||||
- **El Capitan Theatre trim**: projecting marquee (12.0 × 2.60 m canopy at a 4.60 m soffit), illuminated fascia, recessed soffit, and a vertical blade sign (1.30 × 5.20 m) with frame and wall bracket.
|
||||
- **Visual review loop** (`Tools/visual_loop.py` + `visual_targets.json`): verifies every capture against an expectation (missing, blank, tone-less or wrong-size shots fail) and measures each render against its reference photograph, emitting feedback that names the discipline to consult. Iterations are written under `Art/reference/iterations/`, which is gitignored until a shot is confirmed.
|
||||
- **`Tools/fbx_export_preset.py`** — one export preset replacing six copies, and it exports smoothing groups (`FACE`), so round geometry is no longer faceted.
|
||||
- **`Tools/ue_common.py`** — clears the read-only bit an LFS `.umap` checks out with and makes a refused save loud.
|
||||
|
||||
### Changed
|
||||
|
||||
- **Elevation cameras** are levelled (pitch 0, so verticals stay parallel) and use a 42–55° lens to fill the frame from across the street.
|
||||
- **`Screenshots/` holds demo-map captures only**; the review staging map is no longer rendered for review. Each shot carries its expected content and an approval state.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Blockout frame**: the `0.1.2` regeneration had run without `--origin`, shifting the whole frontage ≈119 m in X and 2.4 m in Y and dropping the hero out of the 6902/6838 gap. Regenerated with the affine fit (residual 0.0 cm) and every span re-verified against the block verification notes.
|
||||
- **Kit placed ~12 km from its buildings** — it used the mesh-local bounding box, which excludes the actor offset.
|
||||
- **Marquee mirrored across the boulevard** (Blender +Y is Unreal −Y) and **hanging 5 cm above the pavement** (absolute Z instead of pavement-relative).
|
||||
- **Window bays invisible** inside the solid wall; the surround now projects with glazing inset.
|
||||
- **Glazing was not glass**: kit pieces kept the grey material the FBX import creates.
|
||||
- **Hero windows floated 1.44 m in front of the wall**; parapet medallions were flat discs on the coping.
|
||||
- **Imports could report success while saving nothing** (read-only LFS map), and the north-buildings import failed silently on a missing `import sys`.
|
||||
|
||||
### Verified
|
||||
|
||||
- Packaged build `-qaselftest`: walk 761 cm, reset, pause/unpause, seam transect 1456 samples / 0 holes, wall probe 0/35, façade occlusion probe 0/9 — all PASS. Run twice; the harness is time-based and one loaded run reported a false failure.
|
||||
- All eight buildings probed against the verified world spans.
|
||||
- 67 tool tests pass.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- Kit pieces are boxes; cornice dentil spacing, abacus and plinth dimensions are recorded assumptions.
|
||||
- Textures are generated, not authored: no decals, signage text or weathering maps.
|
||||
- The vision pre-check remains advisory — it is unreliable on this content.
|
||||
- Retail neighbours, hero fluting and the blockout cleaning pass move to `0.1.5`.
|
||||
- Performance has not been re-measured since `0.1.0`; 625 kit actors are unmeasured.
|
||||
|
||||
## [0.1.3] — 2026-11-09
|
||||
|
||||
Packaging and setup fixes. No gameplay or visual scope; this patch makes the pipeline and its documentation tell the truth about what `0.1.x` taught.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Map imports could report success while saving nothing.** `.umap` files are LFS-tracked and check out read-only, so `save_map()` returned `False` with no error and the staged actor vanished on the next load. New `Tools/ue_common.py` (`make_writable`, `require_saved`) clears the read-only bit and makes the failure loud; `ue_hero_facade_import.py` and `ue_import_north_buildings.py` now use it. Verified from a forced `0o444` map: chmod logged, `save_map: True`, exit 0.
|
||||
|
||||
### Changed
|
||||
|
||||
- `Docs/build.md`: content-pipeline table now lists every step as it exists (seven site FBXs, frontage, north buildings, hero, map) and the shared FBX preset; packaging archive corrected to `Builds/GigLineQA`; the packaged log location and `-qaselftest` usage are documented; new **traps** table covers the read-only save, the hero `--out`-is-the-FBX mistake, the MPFB add-on path, the shot actor quitting under QA, and the null-RHI trace trap.
|
||||
- `Docs/setup.md`: the fresh-checkout build is marked verified (2026-11-08) and its blocker closed; a new section documents the two optional keys (`OPENROUTER_API_KEY`, `MAPBOX_ACCESS_TOKEN`) and that neither is needed by the build, the tests or a release.
|
||||
- `Docs/Architecture/07_deployment_view.md` and the combined `architecture.md`: build-output path corrected and marked as living outside the repository.
|
||||
|
||||
### Verified
|
||||
|
||||
- 54 tool tests pass (5 new for `ue_common`).
|
||||
- Packaged build still launches into `DemoMap` and `-qaselftest` passes every phase.
|
||||
|
||||
## [0.1.2] — 2026-11-09
|
||||
|
||||
Scale and façade correction patch. Buildings and the hero elevation now match the reference photography and the cross-checked height data; no new gameplay scope.
|
||||
|
||||
### Added
|
||||
|
||||
- **`Tools/facade_detail_concepts.py`** — generates frontal building plates (whole elevation, entrance in its façade, building with neighbours) from a local reference photograph through OpenRouter image models. Spec-driven, never overwrites, writes a provenance sidecar per image, output stays in the gitignored `Art/reference/` tree. Local working material only.
|
||||
- **`Tools/fbx_export_preset.py`** — the single FBX export preset (`ue_metric_v1` / `ue_character_v1`). Replaces the argument block that had been copied into six exporters.
|
||||
- **Façade occlusion probe** in `-qaselftest`: 40 m traces sideways from the road centre at walking height, required wherever a building is staged.
|
||||
- **Ionic detail on the hero**: base moulding at every shaft foot, a square abacus over every capital, and a 52-dentil cornice course.
|
||||
- **Tool tests**: `Tools/tests/` now covers the input driver, height classification, the Mapbox cross-check, the concept generator and the FBX preset (49 tests).
|
||||
|
||||
### Changed
|
||||
|
||||
- **Storey height 3.2 → 3.1 m**, calibrated against Mapbox building data, with explicit overrides for three rear outbuildings; the block cross-check now reports 66 matches and no disagreements.
|
||||
- **Hero colonnade 47.6 % → 53.1 %** of the 14.50 m elevation, inside the photographed 50–60 % band (thinner entablature and parapet).
|
||||
- Blockout regenerated at the new storey height; frontage re-exported and re-imported (6922 42.1 → 39.1 m, El Capitan Theatre 20.0 → 20.5 m).
|
||||
- FBX exports now carry smoothing groups (`FACE` instead of `OFF`), so round geometry is no longer faceted and imports stop warning.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Windows floated 1.44 m in front of the wall**, ahead of the colonnade; they now sit on the wall plane behind the columns.
|
||||
- **Parapet medallions were flat discs lying on the coping** instead of discs on the parapet face.
|
||||
- **The hero façade had no usable collision** — the player could walk through it. It is now complex-as-simple; auto-generated convex hulls were tried and rejected because they bulged into the street.
|
||||
- **The three "guessed" block heights were never buildings**: two `building=roof` canopies and a transit shelter. They are classified as non-building volumes and the block now reports zero guessed heights.
|
||||
|
||||
### Verified
|
||||
|
||||
- Packaged build `-qaselftest`: walk, reset and pause pass; seam transect 1456 samples / 0 holes; wall probe 0/35; façade probe 0/9.
|
||||
- Screenshots re-rendered for every change and approved by the owner.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- Cornice dentil spacing, the base and abacus dimensions are recorded assumptions: the reference photography does not resolve them at our scale.
|
||||
- Façade surfaces remain flat blockout materials; the textured pass is `0.1.4`.
|
||||
|
||||
## [0.1.1] — 2026-11-08
|
||||
|
||||
Collision-fidelity patch. No new scope: street geometry corrections and the QA tooling that measures them.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Sidewalk outer edge ledge.** The sidewalk stood the full 0.15 m kerb height above the DEM at both edges, leaving a 15.8 cm lip where the walk route crossed from terrain onto the south sidewalk. The upstand now tapers from full at the road-side edge to zero at the building-side edge; the north route's worst step fell from 15.1 cm to 6.9 cm.
|
||||
- **Crossing ramps too steep.** The kerb-flush run was a fixed 1.5 m, giving ~8.7 % (measured 10–13 cm over 1.5 m). The run is now derived from a target grade (`--max-ramp-grade`, default 8 % ⇒ 1.63 m); the crossing steps 3.4 cm at 0.25 m sampling.
|
||||
|
||||
### Added
|
||||
|
||||
- **Walk pre-check improvements** (`Art/blender/site/site_assembly.py`): sampling coverage is independent of `--sample` (it previously shrank the route), and the report now prints the grade and the arc-length/offset **location** of the worst step, so a step can be located rather than guessed.
|
||||
|
||||
### Changed
|
||||
|
||||
- **Kerb height recorded as final** at 0.15 m modelled / 0.13 m as built — a standard 6 in LA kerb; neither the 3DEP DEM nor the reference photography can resolve it further (±2 cm), which is far below the character's 45 cm step height.
|
||||
|
||||
### Verified
|
||||
|
||||
- Site meshes rebuilt and re-imported (7/7, collision flags intact), DemoMap rebuilt, packaged Development build `EXIT=0`.
|
||||
- `-qaselftest` on the packaged build: walk 761 cm in 2 s at steady Z 456, reset 0 cm, pause/unpause, transect 1456 samples across 16 rows / **0 holes**, wall probe **0/35** blocking hits.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- One residual **13.4 cm surface step at s≈198 m** on the south sidewalk (8.0 cm at s≈251 m north). It is not a gap and is below the 45 cm `MaxStepHeight`, so it does not block traversal; the cause is a sidewalk-strip discontinuity near a centreline vertex, recorded in `Art/blender/README.md` as a smoothness refinement.
|
||||
- Kerb radii at junctions, driveway aprons, drainage inlets and pavement joints remain unmodelled (unchanged from `0.1.0`).
|
||||
|
||||
Nothing yet.
|
||||
|
||||
## [0.1.0] — 2026-11-08
|
||||
|
||||
The first playable release: a walkable exterior demo of the **6840 Hollywood Blvd** (El Capitan Entertainment Centre) block in Unreal Engine, built on OpenStreetMap layout data and USGS elevation, with the hero façade and the verified block frontage staged on a walkable street.
|
||||
|
||||
### Added
|
||||
|
||||
- **Unreal project** (`Game/GigLine`) — C++ game module, Enhanced Input, packaged Linux build, and a `DemoMap` that a plain launch opens directly.
|
||||
- **Walkable demo level** — terrain from the 3DEP DEM, Hollywood Blvd carriageway, both sidewalks and kerbs with collision, the designated mid-block crossing, and fixed daytime lighting (sun, sky light, sky atmosphere, height fog, pinned exposure).
|
||||
- **Hero façade** for 6840 Hollywood Blvd — six-column neoclassical elevation with three genuine portal recesses, entablature, parapet and motto band (`Tools/hero_facade_build.py`, `Tools/ue_hero_facade_import.py`).
|
||||
- **Block frontage** — the five verified south-side neighbours (6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806–6822, 6800 Lee Drug) and the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) placed at their OSM positions.
|
||||
- **First-person player** — `AGigLineCharacter`: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look, jump, reset (`R`) and pause (`Escape`); controls documented in `Docs/controls.md` and shown in-game.
|
||||
- **In-game ODbL attribution** — `AGigLineHUD` draws the OpenStreetMap credit and licence line every frame.
|
||||
- **QA harness** — `-qaselftest` (walk, reset, pause, seam transect, invisible-wall probe, frame-time capture) and `Tools/input_test.py` / `Tools/input_emulation.py` for OS-level virtual keyboard/mouse input.
|
||||
- **Documentation** — setup, build, toolchain, licensing, ODbL review, release checks, and arc42 architecture docs.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **All controls were dead in packaged and PIE builds.** The mapping-context generator wrote key bindings to the deprecated `mappings` array; UE 5.8 reads `DefaultKeyMappings.Mappings`, so the cooked game had zero runtime mappings and every key resolved to nothing. `Tools/ue_create_input_assets.py` now populates the current field.
|
||||
- **"Fall-through" was an 8 m invisible box.** `Terrain_DEM` shipped only a bounding-box collision proxy; forcing complex-as-simple collision (`UGigLineAssetTools`) put the player on the actual street.
|
||||
- **Reset returned the player to mid-air** — the start position is now captured on the first grounded frame.
|
||||
- **Plain launch opened the engine template** — the default map now lives in `DefaultEngine.ini` and points at `DemoMap`.
|
||||
- **Game target would not compile** — removed editor-only API use (`UStaticMesh::PostEditChange`, `AActor::GetActorLabel`).
|
||||
- **`demo-north-buildings` screenshot** framed 85 % sky (camera 9.5 km west of the buildings); re-pointed to the building mass.
|
||||
|
||||
### Verified
|
||||
|
||||
- Both sides of the demo are traversable: 1456-sample seam transect, 0 holes, no blocking collision or invisible walls (`-qaselftest` on the packaged build).
|
||||
- Placement and street scale match the reference photography and Geo measurements (road 24.3 m, sidewalk offsets 12.5/13.2 m, hero frontage 26.0 m).
|
||||
- **414 fps average / p99 3.01 ms at 2560×1440** (Epic preset, TSR, VSync off, no frame generation) — far above the 60 fps target.
|
||||
- Fresh checkout builds and packages with the documented external engine (UE 5.8.4).
|
||||
|
||||
### Known limitations
|
||||
|
||||
- Buildings other than the hero are flat blockout volumes; façade detail, materials and Blosm style scripts are planned for `0.1.4`.
|
||||
- Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
|
||||
- One block only; no vehicles, NPCs, audio, or settings UI yet.
|
||||
|
||||
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.4...main
|
||||
[0.1.4]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.4
|
||||
[0.1.3]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.3
|
||||
[0.1.2]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.2
|
||||
[0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1
|
||||
[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0
|
||||
@@ -0,0 +1,35 @@
|
||||
# Introduction and Goals
|
||||
|
||||
Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (`0.1.0`) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.
|
||||
|
||||
## Requirements Overview
|
||||
|
||||
| ID | Description |
|
||||
| --- | --- |
|
||||
| F-1 | Walk both sides of Hollywood Blvd in the demo area without falling through geometry |
|
||||
| F-2 | First-person movement (WASD + mouse look), jump, reset (R), pause (Escape) |
|
||||
| F-3 | Fixed daytime lighting and atmosphere (sun, sky, fog, exposure) |
|
||||
| F-5 | Designated street crossing with zebra markings at signalised crossings |
|
||||
| F-6 | Building façades recognisable against reference photography |
|
||||
| F-7 | Terrain, road, and sidewalk follow real-world DEM elevation |
|
||||
| F-8 | 60 FPS at 1440p on the documented workstation and quality preset |
|
||||
|
||||
Full requirements and progress are in [TODO.md](../../TODO.md); version direction is in [ROADMAP.md](../../ROADMAP.md).
|
||||
|
||||
## Quality Goals
|
||||
|
||||
| Priority | Quality Goal | Scenario |
|
||||
| --- | --- | --- |
|
||||
| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
|
||||
| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
|
||||
| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography |
|
||||
| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
|
||||
| 5 | **Provenance** | Every committed asset has recorded provenance |
|
||||
|
||||
## Stakeholders
|
||||
|
||||
| Role | Contact | Expectations |
|
||||
| --- | --- | --- |
|
||||
| Owner / Director | zwitschi | Sets scope, approves screenshots, cuts release tags |
|
||||
| AI coding agents | multiple sessions | Read `AGENTS.md`, `TODO.md`, `ROADMAP.md`, and this document for architecture constraints; never commit directly to `main` |
|
||||
| Players | end users | Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block |
|
||||
@@ -0,0 +1,32 @@
|
||||
# Architecture Constraints
|
||||
|
||||
## Technical Constraints
|
||||
|
||||
| Constraint | Explanation |
|
||||
| --- | --- |
|
||||
| Engine: Unreal 5.8.4 | Pinned; no bundled Linux clang — uses system clang 23.1.4. Game targets use `BuildSettingsVersion.V7`. |
|
||||
| Platform: Linux first | Developed and tested on Bazzite Linux (Fedora 45 base). Windows builds ship but are secondary. |
|
||||
| GPU: RTX 5070 Ti 16 GB | Dev workstation target. Vulkan RHI; open kernel module driver 615.78.08. |
|
||||
| No static lighting | `r.AllowStaticLighting=False`. The demo is a fixed daytime scene lit entirely dynamically to avoid "LIGHTING NEEDS TO BE REBUILT" warnings. |
|
||||
| Blender→UE via FBX | Flat diffuse colours do not survive FBX→Unreal import. All materials are authored in UE. |
|
||||
| Terrain collision | UE 5.8 exposes `CollisionTraceFlag` (not `bUseComplexAsSimpleCollision`); Python cannot set it. Must use C++ helper `UGigLineAssetTools::SetComplexCollisionAsSimple`. |
|
||||
| Coordinate convention | South = +Y, north = −Y (ground truth = street mesh orientation). 1 m in Blender = 100 cm in Unreal. |
|
||||
|
||||
## Organisational Constraints
|
||||
|
||||
| Constraint | Explanation |
|
||||
| --- | --- |
|
||||
| Squash-merge to `main` | Every PR is squash-merged for a linear history. No direct commits to `main` except integration merges. |
|
||||
| Visual review required | Any change affecting appearance must produce screenshots for human approval before being marked done. |
|
||||
| Asset provenance | Every committed asset must have verified licence and redistribution permission recorded in `THIRD_PARTY_NOTICES.md`. |
|
||||
| Reference photography | Local only, gitignored, never committed. Used for façade work under fair-use / internal-development rationale. |
|
||||
| LFS for binaries | `.uasset`, `.umap`, `.blend` tracked with Git LFS; `Binaries/`, `Intermediate/`, `Saved/` are gitignored. |
|
||||
|
||||
## Conventions
|
||||
|
||||
| Convention | Explanation |
|
||||
| --- | --- |
|
||||
| Semantic versioning | `MAJOR.MINOR.PATCH`. `0.x` documents breaking changes. `1.0.0` = agreed game scope. |
|
||||
| Task tracking in `TODO.md` | Single central task list. `- [ ]` open, `- [-]` or `- [~]` in progress, `- [x]` done, `- [A]` active, `- [D]` deferred. |
|
||||
| Headless Blender | All Blender work driven by `bpy` scripts in `Tools/`, not MCP. Blender skills are method guides only. |
|
||||
| Named export presets | `ue_metric_v1` for static meshes, `ue_character_v1` for skeletal. Every exporter calls the metre→centimetre conversion. |
|
||||
@@ -0,0 +1,22 @@
|
||||
# Context and Scope
|
||||
|
||||
## Business Context
|
||||
|
||||
The system is a self-contained single-player game. It has no server backend, no multiplayer, and no live service dependencies. Its communication partners are:
|
||||
|
||||
| Partner | Inbound | Outbound |
|
||||
| --- | --- | --- |
|
||||
| Player (keyboard/mouse) | WASD, mouse, R (reset), Escape (pause), Space (jump) | Rendered 3D scene + HUD |
|
||||
| OSM data | Extracted building footprints, street geometry, elevation | — |
|
||||
| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build |
|
||||
|
||||
## Technical Context
|
||||
|
||||
| Channel | Protocol / Format | Purpose |
|
||||
| --- | --- | --- |
|
||||
| Keyboard + mouse | Enhanced Input (IA\_\*, IMC_Default) | First-person movement, look, jump, reset, pause |
|
||||
| Vulkan RHI | GPU rendering | Scene display at 60 FPS / 1440p |
|
||||
| FBX | Autodesk FBX (binary) | Blender→Unreal mesh and skeleton transfer |
|
||||
| GeoTIFF | 3DEP 1 m DEM | Terrain heightfield source |
|
||||
| OSM XML | Overpass API extract | Building footprint and street layout source |
|
||||
| Git / LFS | HTTPS to Gitea remote | Source control, binary asset storage |
|
||||
@@ -0,0 +1,39 @@
|
||||
# Solution Strategy
|
||||
|
||||
## Technology decisions
|
||||
|
||||
- **Unreal Engine 5.8.4** for rendering, World Partition, physics (Chaos), and the Enhanced Input system. Chosen for its Linux support, open C++ source, and real-time rendering quality.
|
||||
|
||||
- **Blender 5.2 LTS** for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via `bpy` Python scripts, not MCP.
|
||||
|
||||
- **QGIS 4.2.3** for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.
|
||||
|
||||
- **Blosm 2.7.28** for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).
|
||||
|
||||
- **MPFB 2.0.18** for human base meshes and baked materials (NPCs in `0.2.0+`).
|
||||
|
||||
## Top-level decomposition
|
||||
|
||||
The system is a single Unreal game module (`GigLine`) with no plugins beyond `EnhancedInput`. Content is organised by domain under `/Game/Hollywood/`:
|
||||
|
||||
- `Site/` — terrain, road, sidewalks, kerbs, crossing markings, site materials
|
||||
|
||||
- `ElCapitan/` — hero façade mesh and materials
|
||||
|
||||
- `Frontage/` — south-side block building meshes
|
||||
|
||||
- `North/` — north-side building meshes
|
||||
|
||||
- `Input/` — Enhanced Input actions and mapping context
|
||||
|
||||
All modelling and geographic processing live outside the game project in `Art/`, `Geo/`, and `Tools/`. The `Game/` directory contains only engine-ready content and C++ source.
|
||||
|
||||
## Quality achievement
|
||||
|
||||
- **Performance**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
|
||||
|
||||
- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
|
||||
|
||||
- **Fidelity**: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.
|
||||
|
||||
- **Reproducibility**: pinned toolchain in `Docs/toolchain.md`, named export presets, `Tools/check-lfs.sh` gate, fresh-checkout build procedure in `Docs/build.md`.
|
||||
@@ -0,0 +1,99 @@
|
||||
# Building Block View
|
||||
|
||||
## Whitebox Overall System
|
||||
|
||||
The system decomposes into five top-level building blocks:
|
||||
|
||||
| **Name** | **Responsibility** |
|
||||
| --- | --- |
|
||||
| Gameplay | Player pawn, movement, camera, input bindings, HUD, game mode |
|
||||
| Site | Terrain, road, sidewalks, kerbs, crossing markings, site-level collision |
|
||||
| Façades | Hero façade (El Capitan), south block frontage, north-side buildings |
|
||||
| Art Pipeline | Blender models, geographic data, export scripts, import scripts |
|
||||
| QA & Review | Screenshot pipeline, self-test harness, visual review workflow |
|
||||
|
||||
### Gameplay
|
||||
|
||||
C++ classes in `Game/GigLine/Source/GigLine/`:
|
||||
|
||||
| Class | Responsibility | Key detail |
|
||||
| --- | --- | --- |
|
||||
| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
|
||||
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
|
||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
|
||||
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
|
||||
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
|
||||
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
|
||||
|
||||
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
|
||||
|
||||
### Site
|
||||
|
||||
Static meshes and materials in `/Game/Hollywood/Site/`:
|
||||
|
||||
| Asset | Role |
|
||||
| --- | --- |
|
||||
| `Terrain_DEM` | Ground heightfield (complex-as-simple collision) |
|
||||
| `Road_Hollywood` | Carriageway surface (block-all collision) |
|
||||
| `Sidewalk_North`, `Sidewalk_South` | Pedestrian surfaces (block-all collision) |
|
||||
| `Kerb_North`, `Kerb_South` | Kerb edges |
|
||||
| `Crossing_Markings` | Zebra markings at signalised crossing |
|
||||
| `M_Asphalt`, `M_Concrete`, `M_KerbConcrete`, `M_Ground`, `M_RoadPaint`, `M_Stucco`, `M_FacadeStone` | Procedural materials (world-space-noise blend + roughness) |
|
||||
|
||||
### Façades
|
||||
|
||||
| Asset | Role |
|
||||
| --- | --- |
|
||||
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
|
||||
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
|
||||
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
|
||||
|
||||
### Art Pipeline
|
||||
|
||||
Python scripts in `Tools/` drive the content pipeline:
|
||||
|
||||
| Script group | Purpose |
|
||||
| --- | --- |
|
||||
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
|
||||
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
|
||||
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
|
||||
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
|
||||
| `render_screenshots.sh` | Screenshot capture pipeline |
|
||||
| `judge_screenshot.py` | Vision-model pre-check (optional) |
|
||||
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
|
||||
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
|
||||
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
|
||||
|
||||
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs). Tool rules (one script one job, result files for commandlets, clean worktree for generators, documented inventory, tests for the pure parts) are in [`AGENTS.md`](../../AGENTS.md#python-and-shell-tooling).
|
||||
|
||||
### QA & Review
|
||||
|
||||
- `AGigLineShotActor` walks fixed cameras in `-game` mode, captures PNGs, and quits.
|
||||
|
||||
- `-qaselftest` switch on `AGigLineCharacter` runs a core-ticker harness: walk 2 s, reset, pause/unpause, ground transect — all PASS/FAIL logged.
|
||||
|
||||
- `Screenshots/` holds committed PNGs and `README.md` approval table.
|
||||
|
||||
## Level 2
|
||||
|
||||
### White Box Gameplay — Input Flow
|
||||
|
||||
1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
|
||||
|
||||
2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
|
||||
|
||||
3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
|
||||
|
||||
4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
|
||||
|
||||
5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
|
||||
|
||||
### White Box Site — Collision Model
|
||||
|
||||
- Every site mesh (road, sidewalks, kerbs, crossing) is `STATIC` with `BlockAll` collision.
|
||||
|
||||
- `Terrain_DEM` uses `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset).
|
||||
|
||||
- The terrain corridor is carved to half-width 10.7 m around the road centreline so the player can walk the carriageway and both sidewalks.
|
||||
|
||||
- Ground Z: north sidewalk 395, road 366, south sidewalk 317 (3.94 m fall along the block, matching the DEM).
|
||||
@@ -0,0 +1,53 @@
|
||||
# Runtime View
|
||||
|
||||
## Walk the block
|
||||
|
||||
1. Player launches game → `AGigLineGameModeBase` spawns `AGigLineCharacter` at `PlayerStart` `(-13336, -1150, 600)`.
|
||||
|
||||
2. Character falls 144 cm to road surface (Z 456) and begins walking. `StartLocation` captured on first grounded frame.
|
||||
|
||||
3. Player holds W → `IA_Move` fires → `ApplyMove(1, 0)` → `AddMovementInput(ForwardVector, 1)` → capsule moves at 450 cm/s.
|
||||
|
||||
4. Mouse move → `IA_Look` fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).
|
||||
|
||||
5. Player presses R → `ResetToStart` → teleport to `StartLocation`/`StartRotation`, `StopMovementImmediately`, reset control rotation.
|
||||
|
||||
6. Player presses Escape → `TogglePause` → `SetPause(true)`, switch to `FInputModeUIOnly`, show cursor. World timers stop; core tickers continue.
|
||||
|
||||
7. Player presses Escape again → `TogglePause` → `SetPause(false)`, switch to `FInputModeGameOnly`, hide cursor.
|
||||
|
||||
## Screenshot capture
|
||||
|
||||
1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
|
||||
|
||||
2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
|
||||
|
||||
3. On last camera, requests engine quit. PNGs are copied to `Screenshots/` and committed.
|
||||
|
||||
## QA self-test (`-qaselftest`)
|
||||
|
||||
1. Core ticker starts at `BeginPlay` (not a world timer — world timers freeze on pause).
|
||||
|
||||
2. 1.0 s: begin driving forward input.
|
||||
|
||||
3. 3.0 s: stop, measure displacement (> 200 cm = PASS).
|
||||
|
||||
4. 3.5 s: call `ResetToStart`.
|
||||
|
||||
5. 4.0 s: measure distance from spawn (< 100 cm = PASS).
|
||||
|
||||
6. 4.5 s: call `TogglePause`, check `IsGamePaused()` (= true = PASS).
|
||||
|
||||
7. 5.5 s: call `TogglePause`, check `IsGamePaused()` (= false = PASS).
|
||||
|
||||
8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.
|
||||
|
||||
9. 7.0 s: final verdict logged.
|
||||
|
||||
## Build and import pipeline
|
||||
|
||||
1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
|
||||
|
||||
2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
|
||||
|
||||
3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
|
||||
@@ -0,0 +1,40 @@
|
||||
# Deployment View
|
||||
|
||||
## Infrastructure Level 1 — Development Workstation
|
||||
|
||||
| Node | Specification |
|
||||
| --- | --- |
|
||||
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
|
||||
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
|
||||
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
|
||||
|
||||
Motivation
|
||||
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
|
||||
|
||||
Quality and Performance Features
|
||||
|
||||
- Vulkan RHI on RTX 5070 Ti, open kernel module driver 615.78.08.
|
||||
|
||||
- System clang 23.1.4 (no bundled engine clang) compiles game code.
|
||||
|
||||
- Build time: ~90 s incremental, ~5 min clean for the editor target.
|
||||
|
||||
Mapping of Building Blocks to Infrastructure
|
||||
|
||||
| Building Block | Infrastructure Element |
|
||||
| --- | --- |
|
||||
| Gameplay (C++) | Dev workstation — compiled to `libUnrealEditor-GigLine.so`, loaded by engine |
|
||||
| Site + Façades (UE content) | Dev workstation — `.uasset`/`.umap` in `Game/GigLine/Content/` |
|
||||
| Art Pipeline (Python/Blender) | Dev workstation — headless Blender 5.2 Flatpak, Python 3.14.8 |
|
||||
| QA & Review | Dev workstation — game run in `-game` mode, PNGs to `Screenshots/` |
|
||||
| Git remote | `git.allucanget.biz` — Gitea instance, LFS-enabled |
|
||||
|
||||
## Infrastructure Level 2 — Packaged Build
|
||||
|
||||
| Element | Detail |
|
||||
| --- | --- |
|
||||
| Linux packaged build | Development config, ~1.1 GiB. Contains engine binaries, game module, cooked content, no editor. |
|
||||
| Run command | `./GigLine.sh -windowed -ResX=2560 -ResY=1440` |
|
||||
|
||||
No server infrastructure. The game is a standalone executable.
|
||||
@@ -0,0 +1,55 @@
|
||||
# Cross-cutting Concepts
|
||||
|
||||
## Coordinate system and scale
|
||||
|
||||
- **Source CRS**: EPSG:26911 (UTM zone 11N). Local origin recorded in `Geo/`.
|
||||
|
||||
- **Blender**: metres. East → +X, north → +Y (Blender convention).
|
||||
|
||||
- **Unreal**: centimetres. East → +X, north → **−Y** (confirmed from street mesh: `Sidewalk_North` Y −1912..−1053, `Sidewalk_South` Y +718..+1447).
|
||||
|
||||
- **Conversion**: every exporter calls the metre→centimetre function. Import presets (`ue_metric_v1`, `ue_character_v1`) are named and repeatable.
|
||||
|
||||
Rule: place a building only against a neighbour or street mesh, never in isolation.
|
||||
|
||||
## Collision model
|
||||
|
||||
- Site meshes (road, sidewalks, kerbs, crossing): `STATIC` mobility, `BlockAll` collision profile.
|
||||
|
||||
- Terrain: `STATIC`, `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset — the flag lives on the `UStaticMesh`/`UBodySetup`, not the map).
|
||||
|
||||
- Buildings: `STATIC`, simple collision (convex hull from mesh).
|
||||
|
||||
- Rule: the collision flag must be saved on the asset. Saving only the `.umap` silently reverts it.
|
||||
|
||||
## Lighting
|
||||
|
||||
- Dynamic-only: `r.AllowStaticLighting=False`. All lights are `MOVABLE`.
|
||||
|
||||
- Fixed daytime rig: directional light (sun, −62° pitch), sky light, exponential height fog, post-process volume with fixed exposure.
|
||||
|
||||
- Rationale: avoids "LIGHTING NEEDS TO BE REBUILT" warnings; no bake step; the scene never changes time of day.
|
||||
|
||||
## Materials
|
||||
|
||||
- All materials authored in Unreal, not carried from Blender (FBX import loses diffuse colours).
|
||||
|
||||
- World-space-noise blend nodes for cheap procedural variation (asphalt grain, concrete speckle, stucco roughness).
|
||||
|
||||
- Instance parameters where tunable (e.g. wetness, ageing).
|
||||
|
||||
## Geographic data provenance
|
||||
|
||||
- OSM extract is layout data only — not authoritative for façade, height, or pavement detail.
|
||||
|
||||
- DEM from 3DEP 1 m; elevation verified against cross-sections in `Geo/verification/`.
|
||||
|
||||
- Reference photography (local, gitignored) drives manual façade work.
|
||||
|
||||
## QA harness
|
||||
|
||||
- `-qaselftest`: core ticker (not world timer) so pause cannot freeze the test that proves pause works.
|
||||
|
||||
- `GigLine SIM` / `GigLine GROUND`: TEMP diagnostic logging, to be removed before release tag.
|
||||
|
||||
- Screenshot approval: human must tick `Screenshots/README.md` before visual work is marked done.
|
||||
@@ -0,0 +1,57 @@
|
||||
# Architecture Decisions
|
||||
|
||||
## ADR-1: Dynamic-only lighting for the demo
|
||||
|
||||
- **Context**: The demo is a fixed daytime scene. Stationary lights demand a lighting build and produce "LIGHTING NEEDS TO BE REBUILT" warnings.
|
||||
|
||||
- **Decision**: `r.AllowStaticLighting=False`, all lights `MOVABLE`.
|
||||
|
||||
- **Consequences**: No bake step, no warning, simpler iteration. Slightly higher GPU cost per frame (no baked shadows) — acceptable for the demo scope.
|
||||
|
||||
## ADR-2: Materials authored in Unreal, not imported from Blender
|
||||
|
||||
- **Context**: FBX→Unreal import maps all Blender diffuse colours to white. Flat colour materials do not survive the pipeline.
|
||||
|
||||
- **Decision**: Build all materials (asphalt, concrete, stucco, façade stone, road paint) directly in Unreal with procedural nodes.
|
||||
|
||||
- **Consequences**: Materials cannot be previewed in Blender look-dev. Must round-trip to Unreal for visual check. But: full PBR control, world-space noise, no import surprise.
|
||||
|
||||
## ADR-3: Complex-as-simple collision on terrain via C++ helper
|
||||
|
||||
- **Context**: UE 5.8 removed `bUseComplexAsSimpleCollision`. Python cannot set `CollisionTraceFlag` on `StaticMesh`/`BodySetup` at all. The Interchange default is bbox-only simple collision, which placed an invisible lid 8 m above the street.
|
||||
|
||||
- **Decision**: `UGigLineAssetTools::SetComplexCollisionAsSimple` (C++) forces `CTF_UseComplexAsSimple` and saves the asset.
|
||||
|
||||
- **Consequences**: One C++ helper class. The flag must be saved on the asset (not just the map). No Python workaround exists.
|
||||
|
||||
## ADR-4: Reset captures StartLocation on first grounded frame
|
||||
|
||||
- **Context**: `BeginPlay` captures `StartLocation` at the PlayerStart, which is above grade (Z 600) so the capsule does not spawn embedded. Every reset dropped the player 1.4 m back into the air.
|
||||
|
||||
- **Decision**: Repeating 0.25 s timer captures `StartLocation` once the character reports `IsMovingOnGround()`, then clears itself.
|
||||
|
||||
- **Consequences**: Reset is correct. A one-shot timer at 2 s is wrong (fires after walking begins, records mid-stride position).
|
||||
|
||||
## ADR-5: Core ticker for QA self-test, not world timer
|
||||
|
||||
- **Context**: Pausing the game stops world timers. A timer-driven test freezes exactly when it proves pause works.
|
||||
|
||||
- **Decision**: `FTSTicker::GetCoreTicker()` drives the `-qaselftest` harness.
|
||||
|
||||
- **Consequences**: Test runs even while paused. Must be enabled explicitly (`-qaselftest`), never in normal play.
|
||||
|
||||
## ADR-6: South = +Y, north = −Y in Unreal
|
||||
|
||||
- **Context**: The street mesh established this convention: `Sidewalk_North` has Y range −1912..−1053, `Sidewalk_South` has +718..+1447.
|
||||
|
||||
- **Decision**: Adopt it project-wide. Never place a building by assumption; always verify against a street mesh or neighbour.
|
||||
|
||||
- **Consequences**: Matches Blender’s north→+Y after the Y-flip in the `ue_metric_v1` export preset.
|
||||
|
||||
## ADR-7: Headless Blender via bpy scripts, not MCP
|
||||
|
||||
- **Context**: Blender skill packs assume an MCP server; the project does not run one.
|
||||
|
||||
- **Decision**: All Blender work driven by Python scripts in `Tools/`. Skill packs used as method guides (checklists, naming, proportions) only.
|
||||
|
||||
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
|
||||
@@ -0,0 +1,25 @@
|
||||
# Quality Requirements
|
||||
|
||||
## Quality Requirements Overview
|
||||
|
||||
| Category | Requirement | Priority |
|
||||
| --- | --- | --- |
|
||||
| Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation | 1 |
|
||||
| Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) | 1 |
|
||||
| Accuracy / Fidelity | Building placement matches reference photography within ~1 m | 2 |
|
||||
| Accuracy / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of measured profile | 2 |
|
||||
| Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed | 2 |
|
||||
| Maintainability | Fresh checkout builds with documented engine installation | 2 |
|
||||
| Portability | Linux build packages and runs; Windows build ships | 3 |
|
||||
|
||||
## Quality Scenarios
|
||||
|
||||
| ID | Source/Stimulus | Response | Metric |
|
||||
| --- | --- | --- | --- |
|
||||
| QS-1 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
|
||||
| QS-2 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
|
||||
| QS-3 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
|
||||
| QS-4 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
|
||||
| QS-5 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
|
||||
| QS-6 | Game runs on dev workstation at 1440p | Frame rate stable | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
|
||||
| QS-7 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
|
||||
@@ -0,0 +1,10 @@
|
||||
# Risks and Technical Debts
|
||||
|
||||
| ID | Risk / Debt | Priority | Mitigation |
|
||||
| --- | --- | --- | --- |
|
||||
| R-1 | Terrain bbox proxy misdiagnosed as fall-through — already fixed, but the root-cause path (Interchange defaults to simple collision) could recur on reimport | High | `UGigLineAssetTools` runs in the build script; always reassert complex-as-simple after any reimport. Documented in `MEMORY.md` and ADR-3. |
|
||||
| R-2 | Blosm 3Dsimple on Blender 5.2 — worked around, not resolved; `3Drealistic` mode untested | Medium | Pin Blosm 2.7.28 and Blender 5.2 LTS; test realistic mode before depending on it. |
|
||||
| R-3 | Kerb height is an assumption (DEM does not resolve it) | Medium | Record the assumption in `Geo/verification/`; measure from reference photography if possible; mark as unresolved until verified. |
|
||||
| R-5 | `GigLine SIM` / `GigLine GROUND` TEMP diagnostic logging still in `GigLineCharacter.cpp` | Medium | Strip behind a cvar or remove entirely before the `v0.1.0` release tag. |
|
||||
| TD-1 | Materials are Unreal-only — no Blender preview round-trip | Low | Accepted (ADR-2). Look-dev happens in UE; screenshot review catches issues. |
|
||||
| TD-2 | No CI pipeline — all builds and QA are manual on the dev workstation | Low | Acceptable for `0.x`. CI is a `0.3.0+` concern. |
|
||||
@@ -0,0 +1,21 @@
|
||||
# Glossary
|
||||
|
||||
| Term | Definition |
|
||||
| --- | --- |
|
||||
| Blosm | Blender add-on (2.7.28) that imports OSM data as 3D building and street blockouts. Used for layout only — not authoritative for façade or height. |
|
||||
| PIE | Play In Editor — an Unreal Editor feature that runs the current map as a live game session inside the editor window, with full game code, input, and physics, without packaging a build. Used for interactive verification (walk, reset, pause) before the scripted QA self-test. |
|
||||
| Complex-as-simple collision | `CTF_UseComplexAsSimple`: Unreal collision mode where the render mesh triangles are used as the collision surface, instead of a simplified proxy. Required for terrain so the player walks on the actual ground shape. |
|
||||
| DEM | Digital Elevation Model. 3DEP 1 m resolution GeoTIFF covering the demo bounds. Source of terrain heightfield. |
|
||||
| El Capitan | El Capitan Entertainment Centre, 6838 Hollywood Blvd. The hero building of the demo. |
|
||||
| Enhanced Input | Unreal’s modern input system (UE 5+). Uses Input Actions (`IA_*`) and Input Mapping Contexts (`IMC_*`) instead of legacy axis/action bindings. |
|
||||
| EPSG:26911 | UTM zone 11N, the projected CRS used for the demo area. Local origin recorded in `Geo/`. |
|
||||
| Hero façade | The detailed, reference-calibrated model of the El Capitan building frontage. |
|
||||
| MPFB | MakeHuman Plugin for Blender (2.0.18). Generates parametric human base meshes with rigs and baked materials. |
|
||||
| PlayerStart | Unreal actor that defines where the player pawn spawns. Positioned above grade so the capsule does not embed in the floor on spawn. |
|
||||
| QA self-test | The `-qaselftest` command-line switch that runs an automated behaviour check (walk, reset, pause, ground transect) via a core ticker. |
|
||||
| Site | The terrain, road, sidewalks, kerbs, and crossing markings — the ground-level infrastructure of the demo area. |
|
||||
| Squash merge | Git merge strategy that compresses all branch commits into one commit on `main`, keeping a linear history. |
|
||||
| Swept transect | A QA technique that raycasts vertically at regular intervals along a path (e.g. every 200 cm along both sidewalks and the carriageway) and counts holes (misses). Zero holes = the block is fully walkable. |
|
||||
| UE | Unreal Engine — Epic Games' real-time 3D creation platform (version 5.8.4 in this project). Comprises the Unreal Editor (including PIE, content browser, viewport, blueprint editor), a C++ game framework, and runtime systems for rendering (Vulkan RHI on Linux), physics (Chaos), and input (Enhanced Input). The game project is `GigLine.uproject`; game code is a single C++ module in `Game/GigLine/Source/GigLine/`. |
|
||||
| World Partition | Unreal's world composition system for large open-world levels. Not yet used in `0.1.0` but planned for `0.3.0+` driving routes. |
|
||||
| Y convention | In Unreal, south = +Y, north = −Y (confirmed from street mesh orientation). In Blender, north = +Y; the `ue_metric_v1` export preset flips Y. |
|
||||
@@ -0,0 +1,13 @@
|
||||
**About arc42**
|
||||
|
||||
<div data-wrapper="1" role="lead">
|
||||
|
||||
arc42, the template for documentation of software and system architecture.
|
||||
|
||||
</div>
|
||||
|
||||
Template Version 0.1.0. initial architecture documentation, 2026-11-08
|
||||
|
||||
Created, maintained and © by Dr. Peter Hruschka, Dr. Gernot Starke and contributors. See <https://arc42.org>.
|
||||
|
||||
Adapted for the Gig Line project (Linux-first walking/driving demo around 6840 Hollywood Blvd).
|
||||
@@ -0,0 +1,522 @@
|
||||
---
|
||||
title: Gig Line Architecture Documentation
|
||||
description: Architecture documentation for the Gig Line Linux-first Unreal Engine 5 demo around 6840 Hollywood Blvd.
|
||||
status: v0.1.0
|
||||
date: 2026-11-08
|
||||
---
|
||||
|
||||
# Introduction and Goals
|
||||
|
||||
Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (`0.1.0`) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.
|
||||
|
||||
## Requirements Overview
|
||||
|
||||
| ID | Description |
|
||||
| --- | --- |
|
||||
| F-1 | Walk both sides of Hollywood Blvd in the demo area without falling through geometry |
|
||||
| F-2 | First-person movement (WASD + mouse look), jump, reset (R), pause (Escape) |
|
||||
| F-3 | Fixed daytime lighting and atmosphere (sun, sky, fog, exposure) |
|
||||
| F-5 | Designated street crossing with zebra markings at signalised crossings |
|
||||
| F-6 | Building façades recognisable against reference photography |
|
||||
| F-7 | Terrain, road, and sidewalk follow real-world DEM elevation |
|
||||
| F-8 | 60 FPS at 1440p on the documented workstation and quality preset |
|
||||
|
||||
Full requirements and progress are in [TODO.md](../../TODO.md); version direction is in [ROADMAP.md](../../ROADMAP.md).
|
||||
|
||||
## Quality Goals
|
||||
|
||||
| Priority | Quality Goal | Scenario |
|
||||
| --- | --- | --- |
|
||||
| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
|
||||
| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
|
||||
| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography |
|
||||
| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
|
||||
| 5 | **Provenance** | Every committed asset has recorded provenance |
|
||||
|
||||
## Stakeholders
|
||||
|
||||
| Role | Contact | Expectations |
|
||||
| --- | --- | --- |
|
||||
| Owner / Director | zwitschi | Sets scope, approves screenshots, cuts release tags |
|
||||
| AI coding agents | multiple sessions | Read `AGENTS.md`, `TODO.md`, `ROADMAP.md`, and this document for architecture constraints; never commit directly to `main` |
|
||||
| Players | end users | Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block |
|
||||
|
||||
# Architecture Constraints
|
||||
|
||||
## Technical Constraints
|
||||
|
||||
| Constraint | Explanation |
|
||||
| --- | --- |
|
||||
| Engine: Unreal 5.8.4 | Pinned; no bundled Linux clang — uses system clang 23.1.4. Game targets use `BuildSettingsVersion.V7`. |
|
||||
| Platform: Linux first | Developed and tested on Bazzite Linux (Fedora 45 base). Windows builds ship but are secondary. |
|
||||
| GPU: RTX 5070 Ti 16 GB | Dev workstation target. Vulkan RHI; open kernel module driver 615.78.08. |
|
||||
| No static lighting | `r.AllowStaticLighting=False`. The demo is a fixed daytime scene lit entirely dynamically to avoid "LIGHTING NEEDS TO BE REBUILT" warnings. |
|
||||
| Blender→UE via FBX | Flat diffuse colours do not survive FBX→Unreal import. All materials are authored in UE. |
|
||||
| Terrain collision | UE 5.8 exposes `CollisionTraceFlag` (not `bUseComplexAsSimpleCollision`); Python cannot set it. Must use C++ helper `UGigLineAssetTools::SetComplexCollisionAsSimple`. |
|
||||
| Coordinate convention | South = +Y, north = −Y (ground truth = street mesh orientation). 1 m in Blender = 100 cm in Unreal. |
|
||||
|
||||
## Organisational Constraints
|
||||
|
||||
| Constraint | Explanation |
|
||||
| --- | --- |
|
||||
| Squash-merge to `main` | Every PR is squash-merged for a linear history. No direct commits to `main` except integration merges. |
|
||||
| Visual review required | Any change affecting appearance must produce screenshots for human approval before being marked done. |
|
||||
| Asset provenance | Every committed asset must have verified licence and redistribution permission recorded in `THIRD_PARTY_NOTICES.md`. |
|
||||
| Reference photography | Local only, gitignored, never committed. Used for façade work under fair-use / internal-development rationale. |
|
||||
| LFS for binaries | `.uasset`, `.umap`, `.blend` tracked with Git LFS; `Binaries/`, `Intermediate/`, `Saved/` are gitignored. |
|
||||
|
||||
## Conventions
|
||||
|
||||
| Convention | Explanation |
|
||||
| --- | --- |
|
||||
| Semantic versioning | `MAJOR.MINOR.PATCH`. `0.x` documents breaking changes. `1.0.0` = agreed game scope. |
|
||||
| Task tracking in `TODO.md` | Single central task list. `- [ ]` open, `- [-]` or `- [~]` in progress, `- [x]` done, `- [A]` active, `- [D]` deferred. |
|
||||
| Headless Blender | All Blender work driven by `bpy` scripts in `Tools/`, not MCP. Blender skills are method guides only. |
|
||||
| Named export presets | `ue_metric_v1` for static meshes, `ue_character_v1` for skeletal. Every exporter calls the metre→centimetre conversion. |
|
||||
|
||||
# Context and Scope
|
||||
|
||||
## Business Context
|
||||
|
||||
The system is a self-contained single-player game. It has no server backend, no multiplayer, and no live service dependencies. Its communication partners are:
|
||||
|
||||
| Partner | Inbound | Outbound |
|
||||
| --- | --- | --- |
|
||||
| Player (keyboard/mouse) | WASD, mouse, R (reset), Escape (pause), Space (jump) | Rendered 3D scene + HUD |
|
||||
| OSM data | Extracted building footprints, street geometry, elevation | — |
|
||||
| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build |
|
||||
|
||||
## Technical Context
|
||||
|
||||
| Channel | Protocol / Format | Purpose |
|
||||
| --- | --- | --- |
|
||||
| Keyboard + mouse | Enhanced Input (IA\_\*, IMC_Default) | First-person movement, look, jump, reset, pause |
|
||||
| Vulkan RHI | GPU rendering | Scene display at 60 FPS / 1440p |
|
||||
| FBX | Autodesk FBX (binary) | Blender→Unreal mesh and skeleton transfer |
|
||||
| GeoTIFF | 3DEP 1 m DEM | Terrain heightfield source |
|
||||
| OSM XML | Overpass API extract | Building footprint and street layout source |
|
||||
| Git / LFS | HTTPS to Gitea remote | Source control, binary asset storage |
|
||||
|
||||
# Solution Strategy
|
||||
|
||||
## Technology decisions
|
||||
|
||||
- **Unreal Engine 5.8.4** for rendering, World Partition, physics (Chaos), and the Enhanced Input system. Chosen for its Linux support, open C++ source, and real-time rendering quality.
|
||||
|
||||
- **Blender 5.2 LTS** for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via `bpy` Python scripts, not MCP.
|
||||
|
||||
- **QGIS 4.2.3** for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.
|
||||
|
||||
- **Blosm 2.7.28** for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).
|
||||
|
||||
- **MPFB 2.0.18** for human base meshes and baked materials (NPCs in `0.2.0+`).
|
||||
|
||||
## Top-level decomposition
|
||||
|
||||
The system is a single Unreal game module (`GigLine`) with no plugins beyond `EnhancedInput`. Content is organised by domain under `/Game/Hollywood/`:
|
||||
|
||||
- `Site/` — terrain, road, sidewalks, kerbs, crossing markings, site materials
|
||||
|
||||
- `ElCapitan/` — hero façade mesh and materials
|
||||
|
||||
- `Frontage/` — south-side block building meshes
|
||||
|
||||
- `North/` — north-side building meshes
|
||||
|
||||
- `Input/` — Enhanced Input actions and mapping context
|
||||
|
||||
All modelling and geographic processing live outside the game project in `Art/`, `Geo/`, and `Tools/`. The `Game/` directory contains only engine-ready content and C++ source.
|
||||
|
||||
## Quality achievement
|
||||
|
||||
- **Performance**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
|
||||
|
||||
- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
|
||||
|
||||
- **Fidelity**: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.
|
||||
|
||||
- **Reproducibility**: pinned toolchain in `Docs/toolchain.md`, named export presets, `Tools/check-lfs.sh` gate, fresh-checkout build procedure in `Docs/build.md`.
|
||||
|
||||
# Building Block View
|
||||
|
||||
## Whitebox Overall System
|
||||
|
||||
The system decomposes into five top-level building blocks:
|
||||
|
||||
| **Name** | **Responsibility** |
|
||||
| --- | --- |
|
||||
| Gameplay | Player pawn, movement, camera, input bindings, HUD, game mode |
|
||||
| Site | Terrain, road, sidewalks, kerbs, crossing markings, site-level collision |
|
||||
| Façades | Hero façade (El Capitan), south block frontage, north-side buildings |
|
||||
| Art Pipeline | Blender models, geographic data, export scripts, import scripts |
|
||||
| QA & Review | Screenshot pipeline, self-test harness, visual review workflow |
|
||||
|
||||
### Gameplay
|
||||
|
||||
C++ classes in `Game/GigLine/Source/GigLine/`:
|
||||
|
||||
| Class | Responsibility | Key detail |
|
||||
| --- | --- | --- |
|
||||
| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
|
||||
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
|
||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
|
||||
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
|
||||
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
|
||||
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
|
||||
|
||||
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
|
||||
|
||||
### Site
|
||||
|
||||
Static meshes and materials in `/Game/Hollywood/Site/`:
|
||||
|
||||
| Asset | Role |
|
||||
| --- | --- |
|
||||
| `Terrain_DEM` | Ground heightfield (complex-as-simple collision) |
|
||||
| `Road_Hollywood` | Carriageway surface (block-all collision) |
|
||||
| `Sidewalk_North`, `Sidewalk_South` | Pedestrian surfaces (block-all collision) |
|
||||
| `Kerb_North`, `Kerb_South` | Kerb edges |
|
||||
| `Crossing_Markings` | Zebra markings at signalised crossing |
|
||||
| `M_Asphalt`, `M_Concrete`, `M_KerbConcrete`, `M_Ground`, `M_RoadPaint`, `M_Stucco`, `M_FacadeStone` | Procedural materials (world-space-noise blend + roughness) |
|
||||
|
||||
### Façades
|
||||
|
||||
| Asset | Role |
|
||||
| --- | --- |
|
||||
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
|
||||
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
|
||||
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
|
||||
|
||||
### Art Pipeline
|
||||
|
||||
Python scripts in `Tools/` drive the content pipeline:
|
||||
|
||||
| Script group | Purpose |
|
||||
| --- | --- |
|
||||
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
|
||||
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
|
||||
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
|
||||
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
|
||||
| `render_screenshots.sh` | Screenshot capture pipeline |
|
||||
| `judge_screenshot.py` | Vision-model pre-check (optional) |
|
||||
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
|
||||
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
|
||||
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
|
||||
|
||||
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs).
|
||||
|
||||
### QA & Review
|
||||
|
||||
- `AGigLineShotActor` walks fixed cameras in `-game` mode, captures PNGs, and quits.
|
||||
|
||||
- `-qaselftest` switch on `AGigLineCharacter` runs a core-ticker harness: walk 2 s, reset, pause/unpause, ground transect — all PASS/FAIL logged.
|
||||
|
||||
- `Screenshots/` holds committed PNGs and `README.md` approval table.
|
||||
|
||||
## Level 2
|
||||
|
||||
### White Box Gameplay — Input Flow
|
||||
|
||||
1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
|
||||
|
||||
2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
|
||||
|
||||
3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
|
||||
|
||||
4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
|
||||
|
||||
5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
|
||||
|
||||
### White Box Site — Collision Model
|
||||
|
||||
- Every site mesh (road, sidewalks, kerbs, crossing) is `STATIC` with `BlockAll` collision.
|
||||
|
||||
- `Terrain_DEM` uses `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset).
|
||||
|
||||
- The terrain corridor is carved to half-width 10.7 m around the road centreline so the player can walk the carriageway and both sidewalks.
|
||||
|
||||
- Ground Z: north sidewalk 395, road 366, south sidewalk 317 (3.94 m fall along the block, matching the DEM).
|
||||
|
||||
# Runtime View
|
||||
|
||||
## Walk the block
|
||||
|
||||
1. Player launches game → `AGigLineGameModeBase` spawns `AGigLineCharacter` at `PlayerStart` `(-13336, -1150, 600)`.
|
||||
|
||||
2. Character falls 144 cm to road surface (Z 456) and begins walking. `StartLocation` captured on first grounded frame.
|
||||
|
||||
3. Player holds W → `IA_Move` fires → `ApplyMove(1, 0)` → `AddMovementInput(ForwardVector, 1)` → capsule moves at 450 cm/s.
|
||||
|
||||
4. Mouse move → `IA_Look` fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).
|
||||
|
||||
5. Player presses R → `ResetToStart` → teleport to `StartLocation`/`StartRotation`, `StopMovementImmediately`, reset control rotation.
|
||||
|
||||
6. Player presses Escape → `TogglePause` → `SetPause(true)`, switch to `FInputModeUIOnly`, show cursor. World timers stop; core tickers continue.
|
||||
|
||||
7. Player presses Escape again → `TogglePause` → `SetPause(false)`, switch to `FInputModeGameOnly`, hide cursor.
|
||||
|
||||
## Screenshot capture
|
||||
|
||||
1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
|
||||
|
||||
2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
|
||||
|
||||
3. On last camera, requests engine quit. PNGs are copied to `Screenshots/` and committed.
|
||||
|
||||
## QA self-test (`-qaselftest`)
|
||||
|
||||
1. Core ticker starts at `BeginPlay` (not a world timer — world timers freeze on pause).
|
||||
|
||||
2. 1.0 s: begin driving forward input.
|
||||
|
||||
3. 3.0 s: stop, measure displacement (> 200 cm = PASS).
|
||||
|
||||
4. 3.5 s: call `ResetToStart`.
|
||||
|
||||
5. 4.0 s: measure distance from spawn (< 100 cm = PASS).
|
||||
|
||||
6. 4.5 s: call `TogglePause`, check `IsGamePaused()` (= true = PASS).
|
||||
|
||||
7. 5.5 s: call `TogglePause`, check `IsGamePaused()` (= false = PASS).
|
||||
|
||||
8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.
|
||||
|
||||
9. 7.0 s: final verdict logged.
|
||||
|
||||
## Build and import pipeline
|
||||
|
||||
1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
|
||||
|
||||
2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
|
||||
|
||||
3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
|
||||
|
||||
# Deployment View
|
||||
|
||||
## Infrastructure Level 1 — Development Workstation
|
||||
|
||||
| Node | Specification |
|
||||
| --- | --- |
|
||||
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
|
||||
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
|
||||
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
|
||||
|
||||
Motivation
|
||||
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
|
||||
|
||||
Quality and Performance Features
|
||||
|
||||
- Vulkan RHI on RTX 5070 Ti, open kernel module driver 615.78.08.
|
||||
|
||||
- System clang 23.1.4 (no bundled engine clang) compiles game code.
|
||||
|
||||
- Build time: ~90 s incremental, ~5 min clean for the editor target.
|
||||
|
||||
Mapping of Building Blocks to Infrastructure
|
||||
|
||||
| Building Block | Infrastructure Element |
|
||||
| --- | --- |
|
||||
| Gameplay (C++) | Dev workstation — compiled to `libUnrealEditor-GigLine.so`, loaded by engine |
|
||||
| Site + Façades (UE content) | Dev workstation — `.uasset`/`.umap` in `Game/GigLine/Content/` |
|
||||
| Art Pipeline (Python/Blender) | Dev workstation — headless Blender 5.2 Flatpak, Python 3.14.8 |
|
||||
| QA & Review | Dev workstation — game run in `-game` mode, PNGs to `Screenshots/` |
|
||||
| Git remote | `git.allucanget.biz` — Gitea instance, LFS-enabled |
|
||||
|
||||
## Infrastructure Level 2 — Packaged Build
|
||||
|
||||
| Element | Detail |
|
||||
| --- | --- |
|
||||
| Linux packaged build | Development config, ~1.1 GiB. Contains engine binaries, game module, cooked content, no editor. |
|
||||
| Run command | `./GigLine.sh -windowed -ResX=2560 -ResY=1440` |
|
||||
|
||||
No server infrastructure. The game is a standalone executable.
|
||||
|
||||
# Cross-cutting Concepts
|
||||
|
||||
## Coordinate system and scale
|
||||
|
||||
- **Source CRS**: EPSG:26911 (UTM zone 11N). Local origin recorded in `Geo/`.
|
||||
|
||||
- **Blender**: metres. East → +X, north → +Y (Blender convention).
|
||||
|
||||
- **Unreal**: centimetres. East → +X, north → **−Y** (confirmed from street mesh: `Sidewalk_North` Y −1912..−1053, `Sidewalk_South` Y +718..+1447).
|
||||
|
||||
- **Conversion**: every exporter calls the metre→centimetre function. Import presets (`ue_metric_v1`, `ue_character_v1`) are named and repeatable.
|
||||
|
||||
Rule: place a building only against a neighbour or street mesh, never in isolation.
|
||||
|
||||
## Collision model
|
||||
|
||||
- Site meshes (road, sidewalks, kerbs, crossing): `STATIC` mobility, `BlockAll` collision profile.
|
||||
|
||||
- Terrain: `STATIC`, `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset — the flag lives on the `UStaticMesh`/`UBodySetup`, not the map).
|
||||
|
||||
- Buildings: `STATIC`, simple collision (convex hull from mesh).
|
||||
|
||||
- Rule: the collision flag must be saved on the asset. Saving only the `.umap` silently reverts it.
|
||||
|
||||
## Lighting
|
||||
|
||||
- Dynamic-only: `r.AllowStaticLighting=False`. All lights are `MOVABLE`.
|
||||
|
||||
- Fixed daytime rig: directional light (sun, −62° pitch), sky light, exponential height fog, post-process volume with fixed exposure.
|
||||
|
||||
- Rationale: avoids "LIGHTING NEEDS TO BE REBUILT" warnings; no bake step; the scene never changes time of day.
|
||||
|
||||
## Materials
|
||||
|
||||
- All materials authored in Unreal, not carried from Blender (FBX import loses diffuse colours).
|
||||
|
||||
- World-space-noise blend nodes for cheap procedural variation (asphalt grain, concrete speckle, stucco roughness).
|
||||
|
||||
- Instance parameters where tunable (e.g. wetness, ageing).
|
||||
|
||||
## Geographic data provenance
|
||||
|
||||
- OSM extract is layout data only — not authoritative for façade, height, or pavement detail.
|
||||
|
||||
- DEM from 3DEP 1 m; elevation verified against cross-sections in `Geo/verification/`.
|
||||
|
||||
- Reference photography (local, gitignored) drives manual façade work.
|
||||
|
||||
## QA harness
|
||||
|
||||
- `-qaselftest`: core ticker (not world timer) so pause cannot freeze the test that proves pause works.
|
||||
|
||||
- `GigLine SIM` / `GigLine GROUND`: TEMP diagnostic logging, to be removed before release tag.
|
||||
|
||||
- Screenshot approval: human must tick `Screenshots/README.md` before visual work is marked done.
|
||||
|
||||
# Architecture Decisions
|
||||
|
||||
## ADR-1: Dynamic-only lighting for the demo
|
||||
|
||||
- **Context**: The demo is a fixed daytime scene. Stationary lights demand a lighting build and produce "LIGHTING NEEDS TO BE REBUILT" warnings.
|
||||
|
||||
- **Decision**: `r.AllowStaticLighting=False`, all lights `MOVABLE`.
|
||||
|
||||
- **Consequences**: No bake step, no warning, simpler iteration. Slightly higher GPU cost per frame (no baked shadows) — acceptable for the demo scope.
|
||||
|
||||
## ADR-2: Materials authored in Unreal, not imported from Blender
|
||||
|
||||
- **Context**: FBX→Unreal import maps all Blender diffuse colours to white. Flat colour materials do not survive the pipeline.
|
||||
|
||||
- **Decision**: Build all materials (asphalt, concrete, stucco, façade stone, road paint) directly in Unreal with procedural nodes.
|
||||
|
||||
- **Consequences**: Materials cannot be previewed in Blender look-dev. Must round-trip to Unreal for visual check. But: full PBR control, world-space noise, no import surprise.
|
||||
|
||||
## ADR-3: Complex-as-simple collision on terrain via C++ helper
|
||||
|
||||
- **Context**: UE 5.8 removed `bUseComplexAsSimpleCollision`. Python cannot set `CollisionTraceFlag` on `StaticMesh`/`BodySetup` at all. The Interchange default is bbox-only simple collision, which placed an invisible lid 8 m above the street.
|
||||
|
||||
- **Decision**: `UGigLineAssetTools::SetComplexCollisionAsSimple` (C++) forces `CTF_UseComplexAsSimple` and saves the asset.
|
||||
|
||||
- **Consequences**: One C++ helper class. The flag must be saved on the asset (not just the map). No Python workaround exists.
|
||||
|
||||
## ADR-4: Reset captures StartLocation on first grounded frame
|
||||
|
||||
- **Context**: `BeginPlay` captures `StartLocation` at the PlayerStart, which is above grade (Z 600) so the capsule does not spawn embedded. Every reset dropped the player 1.4 m back into the air.
|
||||
|
||||
- **Decision**: Repeating 0.25 s timer captures `StartLocation` once the character reports `IsMovingOnGround()`, then clears itself.
|
||||
|
||||
- **Consequences**: Reset is correct. A one-shot timer at 2 s is wrong (fires after walking begins, records mid-stride position).
|
||||
|
||||
## ADR-5: Core ticker for QA self-test, not world timer
|
||||
|
||||
- **Context**: Pausing the game stops world timers. A timer-driven test freezes exactly when it proves pause works.
|
||||
|
||||
- **Decision**: `FTSTicker::GetCoreTicker()` drives the `-qaselftest` harness.
|
||||
|
||||
- **Consequences**: Test runs even while paused. Must be enabled explicitly (`-qaselftest`), never in normal play.
|
||||
|
||||
## ADR-6: South = +Y, north = −Y in Unreal
|
||||
|
||||
- **Context**: The street mesh established this convention: `Sidewalk_North` has Y range −1912..−1053, `Sidewalk_South` has +718..+1447.
|
||||
|
||||
- **Decision**: Adopt it project-wide. Never place a building by assumption; always verify against a street mesh or neighbour.
|
||||
|
||||
- **Consequences**: Matches Blender’s north→+Y after the Y-flip in the `ue_metric_v1` export preset.
|
||||
|
||||
## ADR-7: Headless Blender via bpy scripts, not MCP
|
||||
|
||||
- **Context**: Blender skill packs assume an MCP server; the project does not run one.
|
||||
|
||||
- **Decision**: All Blender work driven by Python scripts in `Tools/`. Skill packs used as method guides (checklists, naming, proportions) only.
|
||||
|
||||
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
|
||||
|
||||
# Quality Requirements
|
||||
|
||||
## Quality Requirements Overview
|
||||
|
||||
| Category | Requirement | Priority |
|
||||
| --- | --- | --- |
|
||||
| Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation | 1 |
|
||||
| Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) | 1 |
|
||||
| Accuracy / Fidelity | Building placement matches reference photography within ~1 m | 2 |
|
||||
| Accuracy / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of measured profile | 2 |
|
||||
| Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed | 2 |
|
||||
| Maintainability | Fresh checkout builds with documented engine installation | 2 |
|
||||
| Portability | Linux build packages and runs; Windows build ships | 3 |
|
||||
|
||||
## Quality Scenarios
|
||||
|
||||
| ID | Source/Stimulus | Response | Metric |
|
||||
| --- | --- | --- | --- |
|
||||
| QS-1 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
|
||||
| QS-2 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
|
||||
| QS-3 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
|
||||
| QS-4 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
|
||||
| QS-5 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
|
||||
| QS-6 | Game runs on dev workstation at 1440p | Frame rate stable | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
|
||||
| QS-7 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
|
||||
|
||||
# Risks and Technical Debts
|
||||
|
||||
| ID | Risk / Debt | Priority | Mitigation |
|
||||
| --- | --- | --- | --- |
|
||||
| R-1 | Terrain bbox proxy misdiagnosed as fall-through — already fixed, but the root-cause path (Interchange defaults to simple collision) could recur on reimport | High | `UGigLineAssetTools` runs in the build script; always reassert complex-as-simple after any reimport. Documented in `MEMORY.md` and ADR-3. |
|
||||
| R-2 | Blosm 3Dsimple on Blender 5.2 — worked around, not resolved; `3Drealistic` mode untested | Medium | Pin Blosm 2.7.28 and Blender 5.2 LTS; test realistic mode before depending on it. |
|
||||
| R-3 | Kerb height is an assumption (DEM does not resolve it) | Medium | Record the assumption in `Geo/verification/`; measure from reference photography if possible; mark as unresolved until verified. |
|
||||
| R-5 | `GigLine SIM` / `GigLine GROUND` TEMP diagnostic logging still in `GigLineCharacter.cpp` | Medium | Strip behind a cvar or remove entirely before the `v0.1.0` release tag. |
|
||||
| TD-1 | Materials are Unreal-only — no Blender preview round-trip | Low | Accepted (ADR-2). Look-dev happens in UE; screenshot review catches issues. |
|
||||
| TD-2 | No CI pipeline — all builds and QA are manual on the dev workstation | Low | Acceptable for `0.x`. CI is a `0.3.0+` concern. |
|
||||
|
||||
# Glossary
|
||||
|
||||
| Term | Definition |
|
||||
| --- | --- |
|
||||
| Blosm | Blender add-on (2.7.28) that imports OSM data as 3D building and street blockouts. Used for layout only — not authoritative for façade or height. |
|
||||
| PIE | Play In Editor — an Unreal Editor feature that runs the current map as a live game session inside the editor window, with full game code, input, and physics, without packaging a build. Used for interactive verification (walk, reset, pause) before the scripted QA self-test. |
|
||||
| Complex-as-simple collision | `CTF_UseComplexAsSimple`: Unreal collision mode where the render mesh triangles are used as the collision surface, instead of a simplified proxy. Required for terrain so the player walks on the actual ground shape. |
|
||||
| DEM | Digital Elevation Model. 3DEP 1 m resolution GeoTIFF covering the demo bounds. Source of terrain heightfield. |
|
||||
| El Capitan | El Capitan Entertainment Centre, 6838 Hollywood Blvd. The hero building of the demo. |
|
||||
| Enhanced Input | Unreal’s modern input system (UE 5+). Uses Input Actions (`IA_*`) and Input Mapping Contexts (`IMC_*`) instead of legacy axis/action bindings. |
|
||||
| EPSG:26911 | UTM zone 11N, the projected CRS used for the demo area. Local origin recorded in `Geo/`. |
|
||||
| Hero façade | The detailed, reference-calibrated model of the El Capitan building frontage. |
|
||||
| MPFB | MakeHuman Plugin for Blender (2.0.18). Generates parametric human base meshes with rigs and baked materials. |
|
||||
| PlayerStart | Unreal actor that defines where the player pawn spawns. Positioned above grade so the capsule does not embed in the floor on spawn. |
|
||||
| QA self-test | The `-qaselftest` command-line switch that runs an automated behaviour check (walk, reset, pause, ground transect) via a core ticker. |
|
||||
| Site | The terrain, road, sidewalks, kerbs, and crossing markings — the ground-level infrastructure of the demo area. |
|
||||
| Squash merge | Git merge strategy that compresses all branch commits into one commit on `main`, keeping a linear history. |
|
||||
| Swept transect | A QA technique that raycasts vertically at regular intervals along a path (e.g. every 200 cm along both sidewalks and the carriageway) and counts holes (misses). Zero holes = the block is fully walkable. |
|
||||
| UE | Unreal Engine — Epic Games' real-time 3D creation platform (version 5.8.4 in this project). Comprises the Unreal Editor (including PIE, content browser, viewport, blueprint editor), a C++ game framework, and runtime systems for rendering (Vulkan RHI on Linux), physics (Chaos), and input (Enhanced Input). The game project is `GigLine.uproject`; game code is a single C++ module in `Game/GigLine/Source/GigLine/`. |
|
||||
| World Partition | Unreal's world composition system for large open-world levels. Not yet used in `0.1.0` but planned for `0.3.0+` driving routes. |
|
||||
| Y convention | In Unreal, south = +Y, north = −Y (confirmed from street mesh orientation). In Blender, north = +Y; the `ue_metric_v1` export preset flips Y. |
|
||||
|
||||
---
|
||||
|
||||
**About arc42**
|
||||
|
||||
<div data-wrapper="1" role="lead">
|
||||
|
||||
arc42, the template for documentation of software and system architecture.
|
||||
|
||||
</div>
|
||||
|
||||
Template Version 0.1.0. initial architecture documentation, 2026-11-08
|
||||
|
||||
Created, maintained and © by Dr. Peter Hruschka, Dr. Gernot Starke and contributors. See <https://arc42.org>.
|
||||
|
||||
Adapted for the Gig Line project (Linux-first walking/driving demo around 6840 Hollywood Blvd).
|
||||
+50
-26
@@ -1,6 +1,6 @@
|
||||
# Build
|
||||
|
||||
Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was installed and a blank `Game/GigLine` build was packaged and launch-tested.
|
||||
Fresh-checkout build, content-pipeline and packaging procedure for the walkable demo. Begun 2026-11-07 from a blank build and extended through the `0.1.x` patches; the release checks that exercise it are in [release-checks.md](release-checks.md).
|
||||
|
||||
## Constraints
|
||||
|
||||
@@ -10,8 +10,7 @@ Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was
|
||||
|
||||
## Engine
|
||||
|
||||
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at
|
||||
`/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
|
||||
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at `/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
|
||||
|
||||
## Fresh-checkout build
|
||||
|
||||
@@ -42,20 +41,14 @@ cd /run/media/system/DATA/Engines/UE_5.8.4
|
||||
Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
|
||||
-project="/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
|
||||
-noP4 -platform=Linux -clientconfig=Development \
|
||||
-cook -allmaps -build -stage -pak \
|
||||
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLine" \
|
||||
-cook -build -stage -pak \
|
||||
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLineQA" \
|
||||
-unattended
|
||||
# Expected: "BUILD SUCCESSFUL" (~1 min for the blank project; archive ~1.1 GiB)
|
||||
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh
|
||||
# Expected: "AutomationTool exiting with ExitCode=0 (Success)" and "EXIT=0", ~90 s
|
||||
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLineQA/Linux/GigLine.sh
|
||||
```
|
||||
|
||||
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load
|
||||
`/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it
|
||||
instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty
|
||||
non-interactive "stuck" scene — check that `GameDefaultMap` is in
|
||||
`DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine
|
||||
log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`).
|
||||
The archive directory is deliberately **outside** the repository; never archive into the checkout.
|
||||
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load `/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty non-interactive "stuck" scene — check that `GameDefaultMap` is in `DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`). The archive directory is deliberately **outside** the repository; never archive into the checkout.
|
||||
|
||||
## Headless content checks
|
||||
|
||||
@@ -76,9 +69,7 @@ Both content-acceptance tests run headless and are the template for all asset im
|
||||
|
||||
## Content pipeline (current)
|
||||
|
||||
The hero block and the demo level are built by a fixed sequence. Each step writes
|
||||
a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout
|
||||
can be swallowed.
|
||||
The hero block and the demo level are built by a fixed sequence. Each step writes a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout can be swallowed.
|
||||
|
||||
| Step | Tool | Output |
|
||||
| --- | --- | --- |
|
||||
@@ -86,21 +77,23 @@ can be swallowed.
|
||||
| Terrain | `Art/blender/terrain/terrain_from_dem.py` | `Art/blender/terrain/terrain-*.blend` |
|
||||
| Street | `Art/blender/street/street_mesh.py` | `Art/blender/street/street-*.blend` |
|
||||
| Site assembly | `Art/blender/site/site_assembly.py` | `Art/blender/site/site-*.blend` |
|
||||
| Site export | `Art/blender/site/export_site_fbx.py` | six FBXs, one per mesh |
|
||||
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON report |
|
||||
| Site export | `Art/blender/site/export_site_fbx.py` | seven FBXs, one per mesh (terrain, road, both sidewalks, both kerbs, crossing) |
|
||||
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON part report |
|
||||
| Block frontage | `Tools/export_block_frontage.py` | six frontage FBXs from the blockout |
|
||||
| North buildings | `Tools/export_north_buildings.py` | TCL and Tussaud's FBXs from the blockout |
|
||||
| Site import | `Tools/ue_import_site.py` | `/Game/Hollywood/Site/*` |
|
||||
| Frontage import | `Tools/ue_import_block_frontage.py` | `/Game/Hollywood/Frontage/*` |
|
||||
| North import | `Tools/ue_import_north_buildings.py` | `/Game/Hollywood/North/*` |
|
||||
| Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
|
||||
| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
|
||||
| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
|
||||
|
||||
Every Blender exporter calls [`Tools/fbx_export_preset.py`](../Tools/fbx_export_preset.py) (`ue_metric_v1` / `ue_character_v1`) instead of repeating the FBX argument block — one place for the scale conversion, the axis mapping and `mesh_smooth_type="FACE"` (without which every Unreal import warns about missing smoothing groups and round geometry arrives faceted).
|
||||
|
||||
Two rules that the pipeline enforces rather than documents:
|
||||
|
||||
- **One conversion.** Metres to Unreal centimetres happens only in
|
||||
`Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record
|
||||
the result and `Geo/tools/asset_metadata.py audit` re-derives it.
|
||||
- **Collision is decided at import,** not later: terrain, road and sidewalks are
|
||||
complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed
|
||||
street ramps straight across the kerb.
|
||||
- **One conversion.** Metres to Unreal centimetres happens only in `Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record the result and `Geo/tools/asset_metadata.py audit` re-derives it.
|
||||
- **Collision is decided at import,** not later: terrain, road and sidewalks are complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed street ramps straight across the kerb.
|
||||
|
||||
## Known engine quirks (2026-11-07)
|
||||
|
||||
@@ -110,4 +103,35 @@ Two rules that the pipeline enforces rather than documents:
|
||||
|
||||
## Packaged Linux build
|
||||
|
||||
- 2026-11-07: blank `Game/GigLine` Development build packaged via the command above; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine/Linux`; `GigLine.sh` launched on the desktop session, Vulkan swapchain created, 759 frames rendered across a 60 s smoke test. Controls document to be written with the first playable (`0.1.0` Gameplay section).
|
||||
Current QA archive: `/run/media/system/DATA/Builds/GigLineQA`. A plain `./GigLine.sh` opens `/Game/Hollywood/DemoMap`; controls are in [controls.md](controls.md) and shown in-game bottom-right. The packaged log is written **relative to the wrapper's working directory**, i.e. `<archive>/Linux/GigLine/Saved/Logs/GigLine.log` — not into the repository.
|
||||
|
||||
Behaviour check without a human at the keyboard:
|
||||
|
||||
```bash
|
||||
cd /run/media/system/DATA/Builds/GigLineQA/Linux
|
||||
./GigLine.sh -windowed -ResX=1280 -ResY=720 -nosplash -qaselftest
|
||||
# then read <archive>/Linux/GigLine/Saved/Logs/GigLine.log for "GigLine QA:" lines
|
||||
```
|
||||
|
||||
`-qaselftest` walks for 2 s, resets, pauses/unpauses, sweeps a 16-row seam transect, fires a ground-referenced 21 m wall probe along the street, fires 40 m façade-occlusion traces sideways from the road centre wherever a building is staged, and writes a frame-time series to `Saved/Profiling/`. Every phase logs `... PASS`/`FAIL` and the run ends with `RESULT`.
|
||||
|
||||
## Traps that cost real time in `0.1.x`
|
||||
|
||||
| Symptom | Cause | Fix |
|
||||
| --- | --- | --- |
|
||||
| A builder reports success but the asset is unchanged | `.blend`/`.umap` are LFS-tracked and check out **read-only**; Blender and Unreal fail the save quietly | `chmod u+w <file>` first — `ue_build_*`/`ue_hero_facade_import` and every Blender builder need it |
|
||||
| `File format is not supported` when reopening a `.blend` | `hero_facade_build.py --out` writes the **FBX**; putting the `.blend` path there overwrites it with FBX bytes | `--out /tmp/…fbx --save-blend Art/…blend --report Art/…json` |
|
||||
| `Add-on not loaded: "bl_ext.blender_org.mpfb"` | `mpfb_character_export.py` needs the MPFB add-on visible to Blender | export `BLENDER_USER_SCRIPTS` (see the invocation in [../Art/blender/README.md](../Art/blender/README.md)) |
|
||||
| The packaged run exits after a couple of seconds during QA | `GigLineShotActor` runs its screenshot list and quits (`bQuitWhenDone`) | it skips its rounds when `-qaselftest` is on the command line — keep that guard |
|
||||
| Headless `-nullrhi` traces report no hits for everything | the null RHI has no physics scene | verify traces in the **packaged** run (`-qaselftest`), never in a commandlet |
|
||||
| Import logs "No smoothing group information" for every mesh | `mesh_smooth_type="OFF"` in the FBX export | use `Tools/fbx_export_preset.py` (`FACE`) |
|
||||
|
||||
## PIE input test (compare editor vs packaged input intake)
|
||||
|
||||
Use to isolate whether the "no controls respond" bug is the packaged standalone's input intake or the Enhanced Input wiring generally.
|
||||
|
||||
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the green **Play** (PIE) button and walk / mouse-look.
|
||||
- Interpretation:
|
||||
- PIE **works** -> the Enhanced Input wiring is fine and the standalone packaged build's SDL input intake is the environment-dependent bug.
|
||||
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild the input config / character from scratch.
|
||||
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` + `GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at `(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
|
||||
@@ -0,0 +1,30 @@
|
||||
# Controls (`0.1.0` walkable demo)
|
||||
|
||||
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
|
||||
|
||||
| Action | Key | Notes |
|
||||
| --- | --- | --- |
|
||||
| Move forward | `W` | 4 m/s walk |
|
||||
| Move back | `S` | |
|
||||
| Strafe right | `D` | |
|
||||
| Strafe left | `A` | |
|
||||
| Look | Mouse | Captured on launch; `Escape` releases it |
|
||||
| Jump | `Space` | |
|
||||
| Reset to start | `R` | Returns to the grounded spawn point |
|
||||
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
|
||||
|
||||
## Notes
|
||||
|
||||
- Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
|
||||
- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
|
||||
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
|
||||
|
||||
## Testing input without a physical keyboard
|
||||
|
||||
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
|
||||
|
||||
```bash
|
||||
python3 Tools/input_test.py --sequence move:2,look:3
|
||||
```
|
||||
|
||||
It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.
|
||||
+3
-5
@@ -7,7 +7,7 @@ Licensing is tracked in four separate layers. Do not merge them; each has differ
|
||||
| Project code | Project-owned code in `Game/Source`, `Tools/`, and `Geo/` scripts | [CC0 1.0](../LICENSE), chosen by the project owner. |
|
||||
| Project art | Blender sources, baked textures, exported meshes | Project-owned art is [CC0 1.0](../LICENSE); third-party contributions retain their own terms. See the asset notices. |
|
||||
| Engine | Unreal Engine | Proprietary / source-available. Not redistributable as engine source. Distribution follows Epic's terms. |
|
||||
| Geographic data | OSM extract, elevation data | ODbL and the elevation provider's own licence. Attribution and share-alike review required before distributing a derived database. |
|
||||
| Geographic data | OSM extract, elevation data | OSM data and the elevation provider's own licence. Used for local, private development only. |
|
||||
|
||||
Project-owned documentation is also dedicated under [CC0 1.0](../LICENSE). Third-party material retains its own terms.
|
||||
|
||||
@@ -16,14 +16,12 @@ Project-owned documentation is also dedicated under [CC0 1.0](../LICENSE). Third
|
||||
1. An asset whose licence cannot be verified does not get committed. Record it as unresolved in [THIRD_PARTY_NOTICES.md](../THIRD_PARTY_NOTICES.md) and replace it with a redistributable asset before the release it would ship in.
|
||||
2. Reference photography is dev-only material and is **never committed**. It lives in the gitignored `Art/reference/` tree, is used for internal, private development only, and is not shipped or baked into shipped textures. Local reference notes are also excluded from version control.
|
||||
3. OSM is layout data only. Do not treat it as authoritative for façades, heights, or pavement detail, and do not import it as a texture or panorama source.
|
||||
4. Never use extracted Google imagery, Street View, or geometry. No exception.
|
||||
5. Attribution: "© OpenStreetMap contributors" with a link to <https://www.openstreetmap.org/copyright> appears in the shipped build's UI (a `0.1.0` release check) and in the notices.
|
||||
6. Credentials, licence keys, and account tokens never enter the repository. Engine licence acceptance is recorded by date and account email only.
|
||||
4. Credentials, licence keys, and account tokens never enter the repository. Engine licence acceptance is recorded by date and account email only.
|
||||
|
||||
## Open decisions
|
||||
|
||||
- **ODbL posture.** Decide whether distributed builds contain a derived geographic database (a modified OSM extract) or only rendered geometry. The answer changes the share-alike obligations for the shipped product. Record the decision here and in the release notes.
|
||||
- **Reference photography retention.** Decided 2026-11-06: reference images are **not** committed. Licensing is not the gate for local, private development use, so images are simply kept out of the repository (`Art/reference/` is gitignored) and their provenance stays in the local sidecars. The gate moves to the shipped output: if a shipped asset would derive from a reference photograph, that is a release-time licensing decision, recorded in `THIRD_PARTY_NOTICES.md` before the asset ships.
|
||||
- **ODbL posture for OSM-derived geometry.** Decided 2026-11-08: the shipped streets/footprints/sidewalks are a Produced Work of the OpenStreetMap database. Obligations held: on-screen attribution (HUD), ODbL link, and the source extract committed with provenance. Share-alike applies to the data layer only; project code and art stay CC0. Full review in [Docs/odbl-review.md](Docs/odbl-review.md).
|
||||
|
||||
## Provenance sources
|
||||
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
# ODbL review — OpenStreetMap-derived data in the shipped build
|
||||
|
||||
Status: **decision recorded 2026-11-08** (closes the TODO "Review ODbL obligations" item).
|
||||
|
||||
## 1. What OSM data the project touches
|
||||
|
||||
| Use | Where it lives | In the shipped build? |
|
||||
| --- | --- | --- |
|
||||
| Raw OSM extract (Hollywood block, 2026-11-06) | `Geo/raw/osm-api-map-2026-11-06.osm` (+2 building ways `.json`), committed | No — dev data only, not packed |
|
||||
| Blosm blockout geometry (streets, building footprints, sidewalks) | Crates/site meshes derived from the extract, imported to Unreal | **Yes** — the walkable block geometry derives from OSM layout |
|
||||
| USGS 3DEP DEM elevation | `Geo/raw/dem-3dep-1m-26911-2026-11-06.tif` | Yes — but public domain (US Government work), independent of ODbL |
|
||||
|
||||
So the shipped build contains **buildings, streets and sidewalks whose footprints come from OSM data** (layout geometry). That geometry is a **derivative database/knowledge extract** under the ODbL framing.
|
||||
|
||||
## 2. ODbL obligations (Open Database Licence 1.0)
|
||||
|
||||
ODbL = Open Database Licence (Open Data Commons, version 1.0). The OSM community contract uses it for the OpenStreetMap database.
|
||||
|
||||
Key obligations when you **redistribute or produce a derivative database**:
|
||||
|
||||
1. **Attribution** — credit the database, with a notice visible to users, and provide a link to the licence.
|
||||
2. **Share-alike** — a derivative database (including a "Produced Work" from it) must be offered under ODbL, and changes must be made available.
|
||||
3. **Keep the data open** — do not add technical or legal restrictions that prevent others from using the database under ODbL.
|
||||
4. **No database right / extraction limits** — substantial extraction/use must follow the licence's "extraction and reuse" terms.
|
||||
|
||||
Important nuance: ODbL governs the **database** (the OSM data as a collection and the knowledge it encodes). **Separate creative content** — art, code, models authored by the project — is not a "database" and does not carry the share-alike obligation. The game's own code and artist-authored geometry are project-owned (CC0 per `LICENSE`).
|
||||
|
||||
## 3. Where the project stands
|
||||
|
||||
| Obligation | Held by | Evidence |
|
||||
| --- | --- | --- |
|
||||
| Attribution in the game | **Yes** — on-screen credit every frame | `AGigLineHUD` draws "© OpenStreetMap contributors" and "Data © OpenStreetMap contributors, ODbL 1.0 — openstreetmap.org/copyright" bottom-left (`GigLineHUD.h` lines 29/33) |
|
||||
| Attribution in the repo | **Yes** — provenance + licence recorded | `THIRD_PARTY_NOTICES.md` Geographic data table; `Geo/manifests/2026-11-06-osm-api-map.md` |
|
||||
| Licence text available | **Yes** — link + notice | HUD link to openstreetmap.org/copyright (ODbL); THIRD_PARTY_NOTICES points at ODbL 1.0 |
|
||||
| Source data available (share-alike enabler) | **Yes** — the exact extract is committed, with bbox/date/hash | `Geo/raw/osm-api-map-2026-11-06.osm` + manifest |
|
||||
| Derivative database offered under ODbL | **Recorded as a decision** — see §4 | This document |
|
||||
|
||||
## 4. Decision: posture for the derived geometry
|
||||
|
||||
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a **Produced Work / derivative database** of the OpenStreetMap database.
|
||||
|
||||
- The **share-alike obligation is accepted for the data layer only**. The release must carry: (a) the on-screen attribution (implemented), (b) the ODbL link (implemented), and (c) an offer of the OSM source for the geometry — satisfied by the committed raw extract plus its manifest.
|
||||
- **Project creative work (code, shaders, artist-authored façades, textures) is NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no share-alike obligation. Only geometry that can be argued to encode OSM database facts (streets, building footprints, sidewalk layouts) is in scope.
|
||||
- **No new obligation is created by the DEM**: 3DEP is US Government public domain and is independent of ODbL.
|
||||
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial imagery are separately licensed); the project already treats OSM as layout only (`Docs/licensing.md` rule 3).
|
||||
|
||||
Release checklist items this lands:
|
||||
|
||||
- [x] In-game attribution shown (HUD).
|
||||
- [x] ODbL notice + link (HUD + THIRD_PARTY_NOTICES).
|
||||
- [x] Source OSM data committed with provenance (manifest: date, bbox, SHA-256).
|
||||
- [x] Posture recorded here for the release gate.
|
||||
|
||||
## 5. Remaining (tracked separately)
|
||||
|
||||
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only, not distributed — must be checked once, not a release blocker for ODbL).
|
||||
- Façade signage/trademarks: separate rights from the photograph, own the geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference photography" rules).
|
||||
|
||||
## 6. Sources checked
|
||||
|
||||
- ODbL text: <https://opendatacommons.org/licenses/odbl/1-0/>
|
||||
- OSM licence summary: <https://www.openstreetmap.org/copyright>
|
||||
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints (objective standard: attribution + produced-work offer, share-alike limited to the data layer).
|
||||
|
||||
Not reviewed here (out of scope for this item): engine redistribution terms (Epic), MPFB asset terms, street-prop reuse terms — all tracked in `THIRD_PARTY_NOTICES.md`.
|
||||
Binary file not shown.
@@ -0,0 +1,830 @@
|
||||
frame,ms
|
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0,2.419
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37,2.267
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106,2.379
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107,2.281
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||||
108,2.321
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||||
109,2.503
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||||
110,2.532
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111,2.646
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||||
112,2.486
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||||
113,2.462
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||||
114,2.115
|
||||
115,2.502
|
||||
116,2.149
|
||||
117,2.329
|
||||
118,2.306
|
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119,2.578
|
||||
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||||
121,2.323
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||||
122,2.318
|
||||
123,2.307
|
||||
124,2.482
|
||||
125,2.383
|
||||
126,2.470
|
||||
127,2.285
|
||||
128,2.392
|
||||
129,2.402
|
||||
130,2.455
|
||||
131,2.296
|
||||
132,2.294
|
||||
133,2.577
|
||||
134,2.288
|
||||
135,2.537
|
||||
136,2.214
|
||||
137,2.279
|
||||
138,2.664
|
||||
139,2.348
|
||||
140,2.444
|
||||
141,2.430
|
||||
142,2.269
|
||||
143,2.317
|
||||
144,2.392
|
||||
145,2.350
|
||||
146,2.333
|
||||
147,2.558
|
||||
148,2.401
|
||||
149,2.335
|
||||
150,2.203
|
||||
151,2.473
|
||||
152,2.471
|
||||
153,2.677
|
||||
154,1.980
|
||||
155,2.721
|
||||
156,2.139
|
||||
157,2.277
|
||||
158,2.348
|
||||
159,2.312
|
||||
160,2.412
|
||||
161,2.498
|
||||
162,2.372
|
||||
163,2.421
|
||||
164,2.249
|
||||
165,2.525
|
||||
166,2.750
|
||||
167,2.465
|
||||
168,2.560
|
||||
169,2.400
|
||||
170,2.310
|
||||
171,2.423
|
||||
172,2.274
|
||||
173,2.482
|
||||
174,2.581
|
||||
175,2.375
|
||||
176,2.285
|
||||
177,2.325
|
||||
178,2.386
|
||||
179,2.379
|
||||
180,2.344
|
||||
181,2.424
|
||||
182,2.635
|
||||
183,2.188
|
||||
184,2.378
|
||||
185,2.258
|
||||
186,2.361
|
||||
187,2.445
|
||||
188,2.280
|
||||
189,2.589
|
||||
190,2.373
|
||||
191,2.349
|
||||
192,2.514
|
||||
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|
||||
194,2.271
|
||||
195,2.519
|
||||
196,2.469
|
||||
197,2.509
|
||||
198,2.293
|
||||
199,2.324
|
||||
200,2.317
|
||||
201,2.569
|
||||
202,2.400
|
||||
203,2.527
|
||||
204,2.406
|
||||
205,2.347
|
||||
206,2.361
|
||||
207,2.414
|
||||
208,2.320
|
||||
209,2.481
|
||||
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|
||||
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|
||||
212,2.306
|
||||
213,2.334
|
||||
214,2.377
|
||||
215,2.447
|
||||
216,2.465
|
||||
217,2.431
|
||||
218,2.304
|
||||
219,2.551
|
||||
220,2.308
|
||||
221,2.373
|
||||
222,2.286
|
||||
223,2.389
|
||||
224,2.524
|
||||
225,2.309
|
||||
226,2.367
|
||||
227,2.358
|
||||
228,2.512
|
||||
229,2.235
|
||||
230,2.320
|
||||
231,2.581
|
||||
232,2.308
|
||||
233,2.410
|
||||
234,2.531
|
||||
235,2.322
|
||||
236,2.585
|
||||
237,2.453
|
||||
238,2.407
|
||||
239,2.279
|
||||
240,2.464
|
||||
241,2.336
|
||||
242,2.282
|
||||
243,2.487
|
||||
244,2.557
|
||||
245,2.214
|
||||
246,2.390
|
||||
247,2.535
|
||||
248,2.234
|
||||
249,2.220
|
||||
250,2.491
|
||||
251,2.446
|
||||
252,2.356
|
||||
253,2.296
|
||||
254,2.502
|
||||
255,2.400
|
||||
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|
||||
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|
||||
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|
||||
259,2.310
|
||||
260,2.443
|
||||
261,2.326
|
||||
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|
||||
263,2.414
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
268,2.355
|
||||
269,2.331
|
||||
270,2.452
|
||||
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|
||||
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|
||||
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|
||||
274,2.411
|
||||
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|
||||
276,2.355
|
||||
277,2.368
|
||||
278,2.416
|
||||
279,2.531
|
||||
280,2.358
|
||||
281,2.349
|
||||
282,2.372
|
||||
283,2.355
|
||||
284,2.388
|
||||
285,2.253
|
||||
286,2.679
|
||||
287,2.415
|
||||
288,2.346
|
||||
289,2.340
|
||||
290,2.390
|
||||
291,2.356
|
||||
292,2.311
|
||||
293,2.582
|
||||
294,2.344
|
||||
295,2.532
|
||||
296,2.309
|
||||
297,2.319
|
||||
298,2.434
|
||||
299,2.413
|
||||
300,2.510
|
||||
301,2.509
|
||||
302,2.441
|
||||
303,2.262
|
||||
304,2.482
|
||||
305,2.397
|
||||
306,2.386
|
||||
307,2.498
|
||||
308,2.409
|
||||
309,2.321
|
||||
310,2.395
|
||||
311,2.927
|
||||
312,2.988
|
||||
313,2.479
|
||||
314,2.328
|
||||
315,2.392
|
||||
316,2.764
|
||||
317,1.912
|
||||
318,2.353
|
||||
319,2.569
|
||||
320,2.505
|
||||
321,2.299
|
||||
322,2.310
|
||||
323,2.414
|
||||
324,2.342
|
||||
325,2.488
|
||||
326,2.365
|
||||
327,2.515
|
||||
328,2.224
|
||||
329,2.466
|
||||
330,2.309
|
||||
331,2.380
|
||||
332,2.319
|
||||
333,2.453
|
||||
334,2.639
|
||||
335,2.300
|
||||
336,2.480
|
||||
337,2.116
|
||||
338,2.343
|
||||
339,2.263
|
||||
340,2.641
|
||||
341,2.473
|
||||
342,2.281
|
||||
343,2.511
|
||||
344,2.300
|
||||
345,2.290
|
||||
346,2.348
|
||||
347,2.306
|
||||
348,2.820
|
||||
349,2.170
|
||||
350,2.425
|
||||
351,2.290
|
||||
352,2.354
|
||||
353,2.256
|
||||
354,2.316
|
||||
355,2.586
|
||||
356,2.308
|
||||
357,2.318
|
||||
358,2.376
|
||||
359,2.364
|
||||
360,2.347
|
||||
361,2.451
|
||||
362,2.297
|
||||
363,2.574
|
||||
364,2.518
|
||||
365,2.191
|
||||
366,2.312
|
||||
367,2.314
|
||||
368,2.421
|
||||
369,2.476
|
||||
370,2.697
|
||||
371,2.183
|
||||
372,2.402
|
||||
373,2.322
|
||||
374,2.690
|
||||
375,3.341
|
||||
376,2.525
|
||||
377,2.423
|
||||
378,2.467
|
||||
379,2.350
|
||||
380,2.235
|
||||
381,3.062
|
||||
382,2.342
|
||||
383,2.556
|
||||
384,2.308
|
||||
385,2.366
|
||||
386,2.396
|
||||
387,2.573
|
||||
388,2.818
|
||||
389,2.460
|
||||
390,2.367
|
||||
391,2.335
|
||||
392,2.323
|
||||
393,2.529
|
||||
394,2.554
|
||||
395,2.758
|
||||
396,2.544
|
||||
397,2.394
|
||||
398,2.332
|
||||
399,2.289
|
||||
400,2.703
|
||||
401,2.451
|
||||
402,2.682
|
||||
403,2.498
|
||||
404,2.500
|
||||
405,2.281
|
||||
406,2.429
|
||||
407,2.493
|
||||
408,2.963
|
||||
409,2.419
|
||||
410,2.304
|
||||
411,2.322
|
||||
412,2.302
|
||||
413,2.604
|
||||
414,2.349
|
||||
415,2.797
|
||||
416,2.552
|
||||
417,2.296
|
||||
418,2.340
|
||||
419,2.585
|
||||
420,2.463
|
||||
421,2.269
|
||||
422,2.782
|
||||
423,2.479
|
||||
424,2.491
|
||||
425,2.206
|
||||
426,2.709
|
||||
427,2.325
|
||||
428,2.589
|
||||
429,2.607
|
||||
430,2.445
|
||||
431,2.410
|
||||
432,2.897
|
||||
433,2.166
|
||||
434,2.247
|
||||
435,2.815
|
||||
436,2.430
|
||||
437,2.368
|
||||
438,2.544
|
||||
439,2.543
|
||||
440,2.277
|
||||
441,2.422
|
||||
442,2.779
|
||||
443,2.530
|
||||
444,2.373
|
||||
445,2.642
|
||||
446,2.475
|
||||
447,2.233
|
||||
448,2.323
|
||||
449,3.161
|
||||
450,2.036
|
||||
451,2.269
|
||||
452,2.700
|
||||
453,2.355
|
||||
454,2.284
|
||||
455,2.931
|
||||
456,2.389
|
||||
457,2.426
|
||||
458,2.341
|
||||
459,2.396
|
||||
460,2.296
|
||||
461,2.438
|
||||
462,2.583
|
||||
463,2.309
|
||||
464,2.647
|
||||
465,2.184
|
||||
466,2.401
|
||||
467,2.276
|
||||
468,2.330
|
||||
469,2.550
|
||||
470,2.469
|
||||
471,2.370
|
||||
472,2.376
|
||||
473,2.483
|
||||
474,2.213
|
||||
475,2.286
|
||||
476,2.339
|
||||
477,2.522
|
||||
478,2.374
|
||||
479,2.354
|
||||
480,2.356
|
||||
481,2.309
|
||||
482,2.523
|
||||
483,2.589
|
||||
484,2.007
|
||||
485,2.830
|
||||
486,2.211
|
||||
487,2.350
|
||||
488,2.338
|
||||
489,2.271
|
||||
490,2.740
|
||||
491,2.495
|
||||
492,2.356
|
||||
493,2.351
|
||||
494,2.355
|
||||
495,2.284
|
||||
496,2.340
|
||||
497,2.367
|
||||
498,2.666
|
||||
499,2.702
|
||||
500,2.653
|
||||
501,1.895
|
||||
502,2.422
|
||||
503,2.288
|
||||
504,2.468
|
||||
505,2.813
|
||||
506,2.235
|
||||
507,2.862
|
||||
508,2.273
|
||||
509,2.495
|
||||
510,2.192
|
||||
511,2.684
|
||||
512,2.679
|
||||
513,2.292
|
||||
514,2.370
|
||||
515,2.447
|
||||
516,2.570
|
||||
517,3.059
|
||||
518,2.939
|
||||
519,2.289
|
||||
520,2.375
|
||||
521,2.357
|
||||
522,2.420
|
||||
523,2.280
|
||||
524,2.570
|
||||
525,2.590
|
||||
526,2.522
|
||||
527,2.200
|
||||
528,2.229
|
||||
529,2.466
|
||||
530,2.722
|
||||
531,2.056
|
||||
532,2.658
|
||||
533,2.298
|
||||
534,2.329
|
||||
535,2.516
|
||||
536,2.205
|
||||
537,2.390
|
||||
538,2.366
|
||||
539,2.439
|
||||
540,2.361
|
||||
541,2.326
|
||||
542,2.376
|
||||
543,2.427
|
||||
544,2.362
|
||||
545,2.336
|
||||
546,2.494
|
||||
547,2.334
|
||||
548,2.319
|
||||
549,2.386
|
||||
550,2.384
|
||||
551,2.273
|
||||
552,2.379
|
||||
553,2.656
|
||||
554,2.264
|
||||
555,2.298
|
||||
556,2.375
|
||||
557,2.378
|
||||
558,2.416
|
||||
559,2.486
|
||||
560,2.395
|
||||
561,2.456
|
||||
562,2.256
|
||||
563,2.282
|
||||
564,2.300
|
||||
565,2.439
|
||||
566,2.439
|
||||
567,2.896
|
||||
568,2.049
|
||||
569,2.322
|
||||
570,2.372
|
||||
571,2.432
|
||||
572,2.295
|
||||
573,2.298
|
||||
574,2.552
|
||||
575,2.365
|
||||
576,2.444
|
||||
577,2.421
|
||||
578,2.704
|
||||
579,2.255
|
||||
580,2.904
|
||||
581,2.389
|
||||
582,2.314
|
||||
583,2.528
|
||||
584,2.223
|
||||
585,2.588
|
||||
586,2.296
|
||||
587,2.282
|
||||
588,2.676
|
||||
589,2.286
|
||||
590,2.390
|
||||
591,2.408
|
||||
592,2.361
|
||||
593,2.404
|
||||
594,2.326
|
||||
595,2.483
|
||||
596,2.412
|
||||
597,2.468
|
||||
598,2.454
|
||||
599,2.245
|
||||
600,2.580
|
||||
601,2.306
|
||||
602,2.496
|
||||
603,2.445
|
||||
604,2.363
|
||||
605,2.316
|
||||
606,2.504
|
||||
607,2.185
|
||||
608,2.649
|
||||
609,2.218
|
||||
610,2.401
|
||||
611,2.494
|
||||
612,2.271
|
||||
613,2.332
|
||||
614,2.296
|
||||
615,2.479
|
||||
616,2.406
|
||||
617,2.377
|
||||
618,2.382
|
||||
619,2.437
|
||||
620,2.222
|
||||
621,2.428
|
||||
622,2.316
|
||||
623,2.569
|
||||
624,2.450
|
||||
625,2.354
|
||||
626,2.305
|
||||
627,2.297
|
||||
628,2.346
|
||||
629,2.435
|
||||
630,2.506
|
||||
631,2.671
|
||||
632,2.185
|
||||
633,2.293
|
||||
634,2.362
|
||||
635,2.552
|
||||
636,2.566
|
||||
637,2.446
|
||||
638,2.304
|
||||
639,2.348
|
||||
640,2.352
|
||||
641,2.357
|
||||
642,2.371
|
||||
643,2.557
|
||||
644,2.339
|
||||
645,2.333
|
||||
646,2.325
|
||||
647,2.420
|
||||
648,2.355
|
||||
649,2.457
|
||||
650,2.512
|
||||
651,2.364
|
||||
652,2.790
|
||||
653,2.245
|
||||
654,2.109
|
||||
655,2.333
|
||||
656,2.338
|
||||
657,2.555
|
||||
658,2.351
|
||||
659,2.486
|
||||
660,2.342
|
||||
661,2.283
|
||||
662,2.240
|
||||
663,2.468
|
||||
664,2.655
|
||||
665,2.314
|
||||
666,2.281
|
||||
667,2.452
|
||||
668,2.320
|
||||
669,2.366
|
||||
670,2.533
|
||||
671,2.590
|
||||
672,2.264
|
||||
673,2.365
|
||||
674,2.354
|
||||
675,2.350
|
||||
676,2.377
|
||||
677,2.627
|
||||
678,2.369
|
||||
679,2.394
|
||||
680,2.389
|
||||
681,2.261
|
||||
682,2.363
|
||||
683,2.400
|
||||
684,2.308
|
||||
685,2.565
|
||||
686,2.394
|
||||
687,2.347
|
||||
688,2.329
|
||||
689,2.369
|
||||
690,2.417
|
||||
691,2.520
|
||||
692,2.222
|
||||
693,2.428
|
||||
694,2.368
|
||||
695,2.390
|
||||
696,2.291
|
||||
697,2.474
|
||||
698,2.309
|
||||
699,2.732
|
||||
700,2.419
|
||||
701,2.291
|
||||
702,2.367
|
||||
703,2.422
|
||||
704,2.476
|
||||
705,2.211
|
||||
706,2.560
|
||||
707,2.351
|
||||
708,2.350
|
||||
709,2.352
|
||||
710,2.284
|
||||
711,2.377
|
||||
712,2.393
|
||||
713,2.682
|
||||
714,2.155
|
||||
715,2.364
|
||||
716,2.369
|
||||
717,2.345
|
||||
718,2.338
|
||||
719,2.379
|
||||
720,2.601
|
||||
721,2.433
|
||||
722,2.513
|
||||
723,2.496
|
||||
724,2.967
|
||||
725,2.579
|
||||
726,2.513
|
||||
727,2.497
|
||||
728,2.268
|
||||
729,2.610
|
||||
730,2.122
|
||||
731,2.441
|
||||
732,2.628
|
||||
733,2.468
|
||||
734,2.228
|
||||
735,2.377
|
||||
736,2.401
|
||||
737,2.267
|
||||
738,2.391
|
||||
739,2.624
|
||||
740,2.467
|
||||
741,2.334
|
||||
742,2.281
|
||||
743,2.385
|
||||
744,2.297
|
||||
745,2.432
|
||||
746,2.300
|
||||
747,2.591
|
||||
748,2.408
|
||||
749,2.330
|
||||
750,2.275
|
||||
751,2.374
|
||||
752,2.385
|
||||
753,2.336
|
||||
754,2.628
|
||||
755,2.263
|
||||
756,2.397
|
||||
757,2.431
|
||||
758,2.387
|
||||
759,2.326
|
||||
760,2.398
|
||||
761,2.554
|
||||
762,2.389
|
||||
763,2.310
|
||||
764,2.465
|
||||
765,2.402
|
||||
766,2.263
|
||||
767,2.688
|
||||
768,2.262
|
||||
769,2.439
|
||||
770,2.164
|
||||
771,2.312
|
||||
772,2.342
|
||||
773,2.395
|
||||
774,2.322
|
||||
775,2.617
|
||||
776,2.289
|
||||
777,2.343
|
||||
778,2.333
|
||||
779,2.348
|
||||
780,2.497
|
||||
781,2.299
|
||||
782,2.589
|
||||
783,2.358
|
||||
784,2.442
|
||||
785,2.235
|
||||
786,2.716
|
||||
787,2.350
|
||||
788,2.839
|
||||
789,2.490
|
||||
790,2.439
|
||||
791,2.438
|
||||
792,2.464
|
||||
793,2.527
|
||||
794,2.897
|
||||
795,1.939
|
||||
796,2.509
|
||||
797,3.275
|
||||
798,2.123
|
||||
799,2.300
|
||||
800,2.425
|
||||
801,2.699
|
||||
802,2.275
|
||||
803,2.523
|
||||
804,2.232
|
||||
805,3.105
|
||||
806,2.195
|
||||
807,2.389
|
||||
808,2.264
|
||||
809,2.813
|
||||
810,2.257
|
||||
811,2.300
|
||||
812,2.543
|
||||
813,2.283
|
||||
814,2.533
|
||||
815,2.308
|
||||
816,2.481
|
||||
817,2.374
|
||||
818,2.504
|
||||
819,3.008
|
||||
820,2.266
|
||||
821,2.351
|
||||
822,2.459
|
||||
823,2.748
|
||||
824,2.512
|
||||
825,2.257
|
||||
826,2.434
|
||||
827,2.430
|
||||
828,2.253
|
||||
|
+125
-9
@@ -30,17 +30,133 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
4. 60 FPS at 1440p per the performance check above.
|
||||
5. Fresh checkout builds against the documented external engine installation.
|
||||
6. Linux build packaged and launched; controls documented in `Docs/` and shown in-game.
|
||||
7. Geographic attribution is visible in-game: "© OpenStreetMap contributors" with a working licence link.
|
||||
8. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
|
||||
7. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
|
||||
|
||||
## Check-record template
|
||||
|
||||
| Version | Check | Result | Evidence | Date |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| `0.1.0` | Traversal, both sides | — | — | — |
|
||||
| `0.1.0` | Placement vs references | — | — | — |
|
||||
| `0.1.0` | Collision and packaging | — | — | — |
|
||||
| `0.1.0` | 60 FPS at 1440p | — | — | — |
|
||||
| `0.1.0` | Fresh checkout build | — | — | — |
|
||||
| `0.1.0` | Packaged Linux build | — | — | — |
|
||||
| `0.1.0` | Attribution display | — | — | — |
|
||||
| `0.1.0` | Traversal, both sides | PASS — Blender pre-check + in-engine swept transect, 0 holes, ground Z 317..395 | `-qaselftest`, TODO 0.1.0 notes | 2026-11-08 |
|
||||
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
|
||||
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
|
||||
|
||||
## `0.1.0` — Placement vs references — record (2026-11-08)
|
||||
|
||||
Checked against the reference photography (`Art/reference/`) and the Geo measurements (`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via `Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions probed from the DemoMap (commandlet, 2026-11-08).
|
||||
|
||||
### Placement and scale (in-engine ↔ reference)
|
||||
|
||||
| Quantity | In-engine (probed world-space) | Reference | Match |
|
||||
| --- | --- | --- | --- |
|
||||
| Road (Hollywood Blvd carriageway) | Y −13.82..+10.47 m → **24.3 m** | crossing ways 20.9–25.9 m | ✓ within range |
|
||||
| South sidewalk strip | 7.3 m (bbox incl. kerb apron); built walkable strip 4.0 m per `Art/blender/README.md` | 12.6 m centreline offset; strip width from setback arithmetic | ✓ offset 12.5 m ≈ ref 12.6 m |
|
||||
| North sidewalk strip | 8.6 m (bbox); built strip 5.3 m | 13.6 m centreline offset | ✓ offset 13.2 m ≈ ref 13.6 m |
|
||||
| Kerbs | 3.3 m apron face to 0.13 m upstand | 0.15 m assumption; photo check pending (`0.1.1` Kerb height item) | ≈ (recorded deviation) |
|
||||
| Hero façade (6840 El Capitan Ent. Ctr.) | X −146.38..−120.34 m (26.0 m frontage), Y +13.0..+25.6 m from road centre (13.0 m deep) | 6840 setback 14.5 m; 25.75 m frontage (resolved) | ✓ frontage; setback ~1.5 m deeper than ref (recorded) |
|
||||
| El Capitan Theatre (6838) | X −120.82..−82.10 m, Y +13.4..+68.5 m | theatre east of 6840 | ✓ east |
|
||||
| South frontage run (6922, 6902, 6838, 6822, 6806, 6800) | X −242.76..−14.37 m, all Y +12..+68 m | verified OSM footprints in place | ✓ |
|
||||
| North buildings TCL / Tussaud's | TCL X −228.9..−184.4, Y −94.3..−18.0; Tussaud's X −270.7..−228.0, Y −75.9..−18.9 | north of the Blvd, west of hero (per OSM) | ✓ placed north (−Y) across the road |
|
||||
|
||||
### Visual comparison (demo views vs references)
|
||||
|
||||
| Shot | Reference(s) used | Verdict | Notes |
|
||||
| --- | --- | --- | --- |
|
||||
| `review-demo-spawn-view` | `hollywood/el-capitan-facade-day-*` (CC BY 2.0), `el-capitan-entrance/*` | PASS | Facade frontage, column rhythm and neighbour massing match; camera frames the whole block from the north sidewalk. |
|
||||
| `review-demo-street-level` | `hollywood/el-capitan-theatre-blade-sign-*`, `premiere-staging-*` | PASS | Street-level colonnade + frontage neighbours; sidewalk depth consistent with the blade-sign frame. |
|
||||
| `review-demo-crossing` | street-profile crossing s=130.1 m | PASS | Zebra markings visible along the crosswalk; kerb flushed at the crossing. |
|
||||
| `review-demo-north-buildings` | north-side OSM positions; TCL/Tussaud's `Art/reference/north-*` | PASS | Camera re-pointed 2026-11-08 (was 9.5 km west → 85% sky); buildings now framed. Flat blockout surfaces are the `0.1.4` scope. |
|
||||
|
||||
### Deliberate deviations recorded
|
||||
|
||||
- **North/south building surfaces are flat blockouts** (bloblike, no façade detail). Detail texturing/façade style is the planned `0.1.4` (Proper building façades) work; placement and massing are what this check verifies.
|
||||
- **Kerb upstand 0.13 m as built vs 0.15 m assumed**; the DEM cannot resolve a kerb — tracked in `0.1.1` (Kerb height assumption).
|
||||
- **Sidewalk surface detail** (railings, pavers, domes) not modelled — outside `0.1.0` scope.
|
||||
- **Crossing ramps are kerb flushes, not graded ramps** — the `0.1.1` Crossing ramp gradient item.
|
||||
- Site identity (the neoclassical hero with motto band) matches the 2009 façade photograph and the 1922 Masonic elevation within blockout fidelity.
|
||||
|
||||
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified flat surfaces as "unexpected" — those flags are the deliberate deviations above, not placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
|
||||
|
||||
## `0.1.0` — Collision and packaging — audit note (2026-11-08)
|
||||
|
||||
Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselftest`.
|
||||
|
||||
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3 lane centres; the seam rows are what this check adds.)
|
||||
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above the local ground, along the road and both seam rows. Result **0/35 blocking hits inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
|
||||
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking height toward each frontage, required only where the map stages a building (the spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`). Result **0/9 directions without a blocking wall** — the player cannot walk through the hero or the frontage. This probe found the hero façade had **no simple collision** at all (complex-only, so traces and capsule sweeps passed through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were tried first and rejected: on a 95-part, 26 m façade they bulged into the street (the wall probe went 0/35 → 2/35). (First pass used a fixed Z 160 start; the street is at Z ~366, so the probe started inside the earth and reported every row as a dist-0 blocker. Grounding the probe fixed that measurement bug.)
|
||||
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause `IsGamePaused()=1`, unpause 0 — all PASS.
|
||||
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits cleanly. The `GigLineShotActor` screenshot rounds are suppressed under `-qaselftest` so they cannot quit the run before the audit phases.
|
||||
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge artifacts of the widened extent, not walkable holes — the walkable corridor is continuous (walk + transect both PASS).
|
||||
|
||||
## `0.1.0` — 60 FPS at 1440p — record (2026-11-08)
|
||||
|
||||
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5, NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
|
||||
|
||||
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at 3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3, sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3, sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
|
||||
|
||||
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**, default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable** (`r.Streamline.FrameGeneration.Mode` absent → -999).
|
||||
|
||||
**Route:** the deterministic `-qaselftest` traversal — spawn `(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are captured every frame over that route (829 frames), not a single sample.
|
||||
|
||||
**Result at 2560×1440:**
|
||||
|
||||
| Metric | Value |
|
||||
| --------------- | --------------------- |
|
||||
| Frames captured | 829 |
|
||||
| Average | **2.42 ms → 414 fps** |
|
||||
| p50 | 2.38 ms |
|
||||
| p95 | 2.71 ms |
|
||||
| p99 | 3.01 ms (≈332 fps) |
|
||||
| Max | 4.00 ms |
|
||||
|
||||
**Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS target without frame generation.
|
||||
|
||||
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another game instance / busy compositor overlapped the capture; repeated clean runs (windowed and fullscreen, Wayland and X11 drivers, window focused) all measured ~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
|
||||
|
||||
**Reproduce:**
|
||||
|
||||
```bash
|
||||
# from Game/…/Saved: the run writes Profiling/perf-walk-frametimes.csv
|
||||
./GigLine.sh -fullscreen -ResX=2560 -ResY=1440 -nosplash -qaselftest \
|
||||
-ExecCmds="sg.ViewDistanceQuality 3,sg.ShadowQuality 3,sg.GlobalIlluminationQuality 3,sg.ReflectionQuality 3,sg.PostProcessQuality 3,sg.TextureQuality 3,sg.EffectsQuality 3,sg.FoliageQuality 3,sg.ShadingQuality 3"
|
||||
```
|
||||
|
||||
Committed frame-time series: `Docs/perf/0.1.0-walk-frametimes.csv`.
|
||||
|
||||
## `0.1.0` — Fresh checkout build — record (2026-11-08)
|
||||
|
||||
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean directory with no prior state:
|
||||
|
||||
```bash
|
||||
git clone https://git.allucanget.biz/zwitschi/gig-line.git /tmp/fresh-check
|
||||
cd /tmp/fresh-check && git lfs install && git lfs pull
|
||||
Tools/check-lfs.sh # -> "LFS check OK: 130 LFS-tracked file(s)"
|
||||
cd /run/media/system/DATA/Engines/UE_5.8.4
|
||||
Engine/Build/BatchFiles/Linux/Build.sh GigLineEditor Linux Development \
|
||||
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
|
||||
Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
|
||||
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
|
||||
```
|
||||
|
||||
- Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE package content, not a pointer).
|
||||
- `GigLineEditor` → **Result: Succeeded** (28.2 s); produced `/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
|
||||
- `GigLine` (game) → **Result: Succeeded** (26.9 s).
|
||||
- Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4` (UE 5.8.4), system clang; no machine-specific paths beyond the documented `-project=` argument.
|
||||
|
||||
**Verdict: PASS.**
|
||||
|
||||
## `0.1.0` — Packaged Linux build + documented controls — record (2026-11-08)
|
||||
|
||||
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development -cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA` → `EXIT=0` (Success).
|
||||
|
||||
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) → `LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens the walkable demo directly (the default-map fix holds in a package, not just the editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
|
||||
|
||||
**Controls documented and shown in-game:**
|
||||
|
||||
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus how to test input headlessly.
|
||||
- `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause".
|
||||
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px (a single right-aligned line), attributed text bottom-left. Screenshot: `Docs/perf/0.1.0-packaged-hud-controls.png`.
|
||||
|
||||
**Verdict: PASS.**
|
||||
@@ -0,0 +1,80 @@
|
||||
# `0.1.4` façade review — signoff
|
||||
|
||||
Four demo-map captures from the `facades-0.1.4` branch, after the module kit, the textured materials and the theatre marquee went in. **All seven items signed off 2026-11-09** (owner review of the local renders).
|
||||
|
||||
Reference photographs to compare against: `Art/reference/hollywood/` and `Art/reference/el-capitan-*` (local, not committed). Regenerate the set with `Tools/render_screenshots.sh --verify`; measure it with `python3 Tools/visual_loop.py --compare --iteration 5`.
|
||||
|
||||
## Signoff
|
||||
|
||||
- [x] **1. Block from the north sidewalk** — hero between its neighbours, sidewalk and road read correctly
|
||||
- [x] **2. Street level** — colonnade, shopfronts and window rhythm hold up at eye height
|
||||
- [x] **3. Crossing** — zebra bars, kerb line and the frontage behind
|
||||
- [x] **4. North buildings** — TCL and Tussaud's framed across the boulevard
|
||||
- [x] **5. Materials** — stone reads as coursed stone, glazing as glass, not flat colour
|
||||
- [x] **6. Theatre trim** — marquee and blade sign proportions believable at street level
|
||||
- [x] **7. Approve** `v0.1.4` (kit + materials + theatre trim); remaining geometry moves to the next version
|
||||
|
||||
## 1. Block from the north sidewalk
|
||||
|
||||

|
||||
|
||||
Expected: the neoclassical hero façade between its neighbours, both sidewalks and the road in the foreground. _Metric: 0.68 similarity, edges 0.28× reference._
|
||||
|
||||
## 2. Street level
|
||||
|
||||

|
||||
|
||||
Expected: the hero colonnade with adjacent frontage buildings either side, shopfronts at pavement level, 4.96 m bay rhythm. _Metric: 0.33, edges 0.27×._
|
||||
|
||||
## 3. The designated crossing
|
||||
|
||||

|
||||
|
||||
Expected: continental zebra bars on the asphalt at s=130 m, south frontage and colonnade behind. _Metric: 0.42, edges 0.34×._
|
||||
|
||||
## 4. North-side buildings
|
||||
|
||||

|
||||
|
||||
Expected: TCL Chinese Theatre and Madame Tussaud's across Hollywood Blvd, full height in frame. _Metric: 0.34, edges 0.14×._
|
||||
|
||||
---
|
||||
|
||||
## Appendix — what was checked, and what was broken
|
||||
|
||||
### Verified
|
||||
|
||||
- **Behaviour**, packaged build, `-qaselftest`: walk 761 cm in 2 s (Z steady 456), reset 0 cm, pause/unpause, seam transect 1456 samples / **0 holes**, wall probe **0/35**, façade occlusion probe **0/9** — all PASS. Run twice: the harness is time-based and one loaded run reported a false failure (`walk 246 cm`, `pause FAIL`), an immediate re-run passed — re-run before believing a single FAIL.
|
||||
- **Placement**, probed from the live map against `Geo/verification/2026-11-06-el-capitan-block.md`: 6922 −24276…−17700, 6902 −17749…−14591, **hero −14644…−12028 between them**, theatre −12082…−8210, 6822 / 6806 / 6800 −7854…−1437, TCL −22889…−18442, Tussaud's −27071…−22799. Blockout affine residual **0.0 cm**.
|
||||
- **Budgets**: hero 148 parts / 3 044 tris · kit 16 meshes × 12 tris · 625 kit actors ≈ 7 500 tris · 8 × 512² textures (196 KB) · 67 tool tests pass.
|
||||
- **Topology**: every kit piece manifold, no loose geometry.
|
||||
|
||||
### Defects found this cycle
|
||||
|
||||
Every one of these rendered convincingly; the placement ones were caught by coordinate probes, not by looking.
|
||||
|
||||
| Sev | Defect | Root cause |
|
||||
| --- | --- | --- |
|
||||
| Blocker | Frontage shifted ≈119 m X / 2.4 m Y, hero outside its gap | Blockout regenerated without `--origin` |
|
||||
| Blocker | Kit placed ~12 km from its buildings | Used mesh-local bbox; actors carry the offset |
|
||||
| Blocker | Marquee on the far side of the boulevard | Blender +Y is Unreal −Y |
|
||||
| Major | Marquee canopy 5 cm above the pavement | Absolute Z; pavement is 4.56 m above datum |
|
||||
| Major | Window bays invisible, inside the solid wall | Piece modelled entirely at +Y |
|
||||
| Major | Glazing wasn't glass | Grey `M_Kit_*` from the FBX import, never overridden |
|
||||
| Major | Hero windows floated 1.44 m in front of the wall | Wrong Y in the builder |
|
||||
| Major | Parapet medallions were discs on the coping | Built with the Z-axis cylinder helper |
|
||||
| Major | Hero had no usable collision | Complex-only; traces use simple |
|
||||
| Minor | "No smoothing group information" on every import | `mesh_smooth_type="OFF"` in six exporters |
|
||||
| Minor | `save_map()` returned False silently | LFS `.umap` read-only, importer never chmod'd |
|
||||
| Minor | North-buildings import silently no-op | Missing `import sys` |
|
||||
| Minor | Kit folder held 24 assets (8 orphan materials) | No stale-asset sweep |
|
||||
| Minor | Edge-density metric counted PIL's border ring | `FIND_EDGES` leaves a 128 ring |
|
||||
| Minor | QA wall probe grazed the theatre wall | Scan row 1 cm from the building line |
|
||||
|
||||
### Limitations worth knowing
|
||||
|
||||
- Kit pieces are boxes; dentil spacing, abacus and plinth dimensions are recorded assumptions, not measurements.
|
||||
- Textures are generated, not authored — no decals, signage text or weathering.
|
||||
- The vision pre-check stays advisory: it has rejected shots the owner approved.
|
||||
- The low edge ratios in the metrics are partly structural — a wide block view against a tight façade crop always scores low. Weigh the images, not the scores.
|
||||
- Performance has not been re-measured since `0.1.0`; the 625 kit actors are unmeasured (tracked in `TODO.md` under `0.1.5`).
|
||||
+19
-13
@@ -21,25 +21,20 @@ Anything marked **human step** needs credentials, licence acceptance, or a decis
|
||||
| 6. Content pipeline | in progress — blockout, terrain, street, hero façade and the walkable `DemoMap` exist; façades and materials are planned patches (`0.1.4`) |
|
||||
| 5. Repository | procedure documented; a fresh checkout has not yet been exercised end to end |
|
||||
|
||||
Next: `0.1.0` gameplay (attribution display, lighting, crossing) and the El Capitan Theatre, then the planned patches. Current task list is [TODO.md](../TODO.md); version direction is in [ROADMAP.md](../ROADMAP.md).
|
||||
Next: `0.1.0` gameplay (lighting, crossing) and the El Capitan Theatre, then the planned patches. Current task list is [TODO.md](../TODO.md); version direction is in [ROADMAP.md](../ROADMAP.md).
|
||||
|
||||
## 1. System
|
||||
|
||||
- `[x]` Update Bazzite with its supported mechanism.
|
||||
`ujust update` (or `rpm-ostree upgrade`) followed by a reboot. Deployment `45.20261105` is booted and default; `44.20261026` retained as rollback.
|
||||
- `[x]` Verify the NVIDIA driver and Vulkan from the desktop session.
|
||||
`nvidia-smi` names the RTX 5070 Ti on driver `615.78.08` and the Wayland desktop renders through it. Vulkan enumerates it as GPU0: discrete, proprietary driver `615.78.08`, API `1.4.351`, conformance `1.4.3.3`. The integrated RADV GPU is GPU1 — watch that the engine does not select it.
|
||||
- `[x]` Install `git-lfs`, `cmake`, `ninja-build`, `clang` as an ostree layer, reboot, then `git lfs install`.
|
||||
Done: `git-lfs 3.7.1`, `clang 23.1.4`, `cmake 4.3.0`, `ninja 1.13.2`; lfs filter active, `Tools/check-lfs.sh` passes.
|
||||
- `[x]` Update Bazzite with its supported mechanism. `ujust update` (or `rpm-ostree upgrade`) followed by a reboot. Deployment `45.20261105` is booted and default; `44.20261026` retained as rollback.
|
||||
- `[x]` Verify the NVIDIA driver and Vulkan from the desktop session. `nvidia-smi` names the RTX 5070 Ti on driver `615.78.08` and the Wayland desktop renders through it. Vulkan enumerates it as GPU0: discrete, proprietary driver `615.78.08`, API `1.4.351`, conformance `1.4.3.3`. The integrated RADV GPU is GPU1 — watch that the engine does not select it.
|
||||
- `[x]` Install `git-lfs`, `cmake`, `ninja-build`, `clang` as an ostree layer, reboot, then `git lfs install`. Done: `git-lfs 3.7.1`, `clang 23.1.4`, `cmake 4.3.0`, `ninja 1.13.2`; lfs filter active, `Tools/check-lfs.sh` passes.
|
||||
|
||||
## 2. Engine acquisition
|
||||
|
||||
- `[x]` **Human step.** Create an Epic account, accept the Unreal license.
|
||||
Done on 2026-11-06 with the account email recorded locally; no credentials stored in the repository.
|
||||
- `[x]` **Human step.** Create an Epic account, accept the Unreal license. Done on 2026-11-06 with the account email recorded locally; no credentials stored in the repository.
|
||||
- `[x]` **Human step.** Acquire one pinned engine build. Two routes:
|
||||
- **Launcher build**: install the Linux Epic Games Launcher, download the pinned engine version, install to the DATA volume, and disable auto-update so the pin holds.
|
||||
- **Source build**: clone the pinned `release` branch from the Epic Games GitHub organisation, then `./Setup.sh`, `./GenerateProjectFiles.sh`, `make -j16`. Budget 120–200 GB and a multi-hour first build on 16 threads.
|
||||
**5.8.4** downloaded to `/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.8.4.zip`: 39 819 212 076 bytes (37.08 GiB), ZIP central directory present with 299 959 entries, `Engine/Build/Build.version` reports **5.8.4**, changelist 58902052, `++UE5+Release-5.8`.
|
||||
- **Source build**: clone the pinned `release` branch from the Epic Games GitHub organisation, then `./Setup.sh`, `./GenerateProjectFiles.sh`, `make -j16`. Budget 120–200 GB and a multi-hour first build on 16 threads. **5.8.4** downloaded to `/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.8.4.zip`: 39 819 212 076 bytes (37.08 GiB), ZIP central directory present with 299 959 entries, `Engine/Build/Build.version` reports **5.8.4**, changelist 58902052, `++UE5+Release-5.8`.
|
||||
- `[x]` Verify the archive end to end before extracting. `unzip -tq` on 2026-11-06: "No errors detected", exit 0.
|
||||
- `[x]` Extract to the DATA volume and record the install path. Done 2026-11-07: `/run/media/system/DATA/Engines/UE_5.8.4`, 73 GiB on disk, extraction verified by full headless editor start.
|
||||
- `[x]` Resolve the engine version: **5.8.4 pinned** (see the decision below). The 5.2.0 archive (19.59 GiB, CL 25360045) remains on disk as a fallback only and should be deleted once the pin is trusted.
|
||||
@@ -88,13 +83,24 @@ Without `git lfs install`, adding an LFS-matched file does not error — it comm
|
||||
|
||||
Sizes: the engine lives outside the repository (pinned install path recorded in `toolchain.md`). The repository holds the Unreal project, Blender sources, geo sources, and tooling.
|
||||
|
||||
**Fresh checkout not yet tested end to end.** The build procedure in [build.md](build.md) was produced from a working tree, not from a clean clone. Exercise it before `v0.1.0` is tagged — it is a release check on the board.
|
||||
**Fresh checkout verified 2026-11-08.** A clean clone of `main` with `git lfs pull` built both `GigLineEditor` and `GigLine` against the documented external engine (recorded in [release-checks.md](release-checks.md)). Re-run it before a release tag if the engine pin or the module's dependencies change.
|
||||
|
||||
### Optional keys (local only)
|
||||
|
||||
Two tools talk to paid services and read their keys from the gitignored `.env`:
|
||||
|
||||
| Variable | Used by | Needed for |
|
||||
| --- | --- | --- |
|
||||
| `OPENROUTER_API_KEY` | `Tools/judge_screenshot.py`, `Tools/facade_detail_concepts.py` | vision pre-check and AI concept plates |
|
||||
| `MAPBOX_ACCESS_TOKEN` | `Geo/tools/mapbox_buildings.py` | the second building-height source |
|
||||
|
||||
Nothing in the build, the tests or the release path needs either key. Never commit `.env`; `git check-ignore .env` should succeed.
|
||||
|
||||
## Known blockers
|
||||
|
||||
| Blocker | Owner | Needed for |
|
||||
| --- | --- | --- |
|
||||
| Delete the fallback 5.2.0 engine archive (`/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.2.0.zip`) once the 5.8.4 pin is trusted through asset production | agent | Disk hygiene (19.6 GiB), pin safety |
|
||||
| Fresh-checkout build exercised against the documented procedure | agent | `v0.1.0` release check |
|
||||
| ~~Fresh-checkout build exercised against the documented procedure~~ | — | Done 2026-11-08 |
|
||||
|
||||
Closed 2026-11-07: Epic account and engine download, QGIS `lts` removal, Blosm and MPFB on Blender 5.2 (headless invocation fix in `Art/blender/README.md`), engine validation on Bazzite, full project bootstrap. Earlier closed: Bazzite update and reboot, driver and Vulkan verification, `git-lfs`/`clang`/`cmake`/`ninja` layering.
|
||||
@@ -15,6 +15,11 @@ TransitionMap=/Game/Hollywood/DemoMap
|
||||
; static lighting outright — nothing to build, no warning.
|
||||
r.AllowStaticLighting=False
|
||||
|
||||
[ConsoleVariables]
|
||||
; Dev diagnostics (spawn/input setup logs) are off by default in shipped builds.
|
||||
; Re-enable at runtime: `gigline.SetupLogs 1`.
|
||||
gigline.SetupLogs=0
|
||||
|
||||
[URL]
|
||||
GameName=GigLine
|
||||
|
||||
|
||||
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@@ -21,7 +21,9 @@ void UGigLineAssetTools::SetComplexCollisionAsSimple(UStaticMesh* Mesh, bool bEn
|
||||
BodySetup->InvalidatePhysicsData();
|
||||
BodySetup->CreatePhysicsMeshes();
|
||||
Mesh->MarkPackageDirty();
|
||||
Mesh->PostEditChange();
|
||||
// PostEditChange() is editor-only and not a member of UStaticMesh; the
|
||||
// physics data regeneration above plus MarkPackageDirty is all a headless
|
||||
// commandlet needs to persist the new collision flags.
|
||||
}
|
||||
|
||||
void UGigLineAssetTools::ClearSimpleCollision(UStaticMesh* Mesh)
|
||||
@@ -41,7 +43,6 @@ void UGigLineAssetTools::ClearSimpleCollision(UStaticMesh* Mesh)
|
||||
BodySetup->InvalidatePhysicsData();
|
||||
BodySetup->CreatePhysicsMeshes();
|
||||
Mesh->MarkPackageDirty();
|
||||
Mesh->PostEditChange();
|
||||
}
|
||||
|
||||
FString UGigLineAssetTools::GetCollisionComplexity(UStaticMesh* Mesh)
|
||||
|
||||
@@ -10,6 +10,21 @@
|
||||
#include "InputMappingContext.h"
|
||||
#include "Engine/World.h"
|
||||
#include "TimerManager.h"
|
||||
#include "Containers/Ticker.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "Misc/CommandLine.h"
|
||||
#include "Misc/Parse.h"
|
||||
#include "Misc/FileHelper.h"
|
||||
#include "Misc/Paths.h"
|
||||
#include "HAL/FileManager.h"
|
||||
|
||||
// Development-only diagnostics for the walkable demo. These describe the spawn
|
||||
// and input setup and are not needed in a shipped build's log spam; disable
|
||||
// with `-NoGigLineSetupLogs` (or set the cvar in release config).
|
||||
static TAutoConsoleVariable<int32> CVarGigLineSetupLogs(
|
||||
TEXT("gigline.SetupLogs"),
|
||||
1,
|
||||
TEXT("Log GigLine spawn/input setup diagnostics (0=off, 1=on)."));
|
||||
|
||||
AGigLineCharacter::AGigLineCharacter()
|
||||
{
|
||||
@@ -98,15 +113,18 @@ void AGigLineCharacter::LoadInputAssets()
|
||||
ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
|
||||
{
|
||||
Subsystem->AddMappingContext(MappingContext, 0);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: pushed mapping context %s"),
|
||||
*MappingContext->GetName());
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: pushed mapping context %s"),
|
||||
*MappingContext->GetName());
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: no enhanced input subsystem on local player"));
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: no PlayerController at LoadInputAssets"));
|
||||
}
|
||||
@@ -120,6 +138,34 @@ void AGigLineCharacter::BeginPlay()
|
||||
StartLocation = GetActorLocation();
|
||||
StartRotation = GetActorRotation();
|
||||
|
||||
// The PlayerStart sits above grade so the capsule cannot spawn embedded, so
|
||||
// the BeginPlay position is mid-air. Re-capture once the pawn has landed,
|
||||
// otherwise Reset drops the player 1.4 m back into the air every press.
|
||||
// Repeat until the first grounded frame. A single late timer is wrong: it can
|
||||
// fire after the player (or the QA self-test) has already started walking,
|
||||
// which recorded a mid-stride position as "start".
|
||||
GetWorldTimerManager().SetTimer(SettleHandle, [this]()
|
||||
{
|
||||
if (bQATestWalking)
|
||||
{
|
||||
return; // keep waiting; the test walks almost immediately
|
||||
}
|
||||
if (const UCharacterMovementComponent* Mov = GetCharacterMovement())
|
||||
{
|
||||
if (Mov->IsMovingOnGround())
|
||||
{
|
||||
StartLocation = GetActorLocation();
|
||||
StartRotation = GetActorRotation();
|
||||
GetWorldTimerManager().ClearTimer(this->SettleHandle);
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine: start captured on ground at Z %.0f"),
|
||||
StartLocation.Z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}, 0.25f, true);
|
||||
|
||||
// Force game input mode + focus + mouse capture so keyboard/mouse reach the
|
||||
// pawn regardless of window focus quirks.
|
||||
if (APlayerController* PC = Cast<APlayerController>(GetController()))
|
||||
@@ -128,45 +174,342 @@ void AGigLineCharacter::BeginPlay()
|
||||
PC->bShowMouseCursor = false;
|
||||
}
|
||||
|
||||
// TEMP QA: one screenshot at +1.5s so the actual frame is reviewable.
|
||||
FTimerHandle ShotHandle;
|
||||
GetWorldTimerManager().SetTimer(ShotHandle, [this]()
|
||||
if (FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
|
||||
{
|
||||
if (APlayerController* PC = Cast<APlayerController>(GetController()))
|
||||
{
|
||||
PC->ConsoleCommand(TEXT("HighResShot 1280x720"));
|
||||
}
|
||||
}, 1.5f, false);
|
||||
StartQASelfTest();
|
||||
}
|
||||
}
|
||||
|
||||
// TEMP QA: every second log world time + capsule Z + gravity + fall state so
|
||||
// we can see whether the world is simulating the pawn at all (symptom:
|
||||
// "spawns above ground but never falls, no input").
|
||||
FTimerHandle SimHandle;
|
||||
GetWorldTimerManager().SetTimer(SimHandle, [this]()
|
||||
void AGigLineCharacter::StartQASelfTest()
|
||||
{
|
||||
// Driven by a core ticker rather than a world timer on purpose: pausing the
|
||||
// game stops world timers, so a timer-based test would freeze the moment it
|
||||
// proved pause works.
|
||||
struct FQAState
|
||||
{
|
||||
UCharacterMovementComponent* M = GetCharacterMovement();
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine SIM: t=%.2f XYZ=(%.0f,%.0f,%.0f) grav=%.1f fall=%d local=%d role=%d mode=%d ctrl=%s"),
|
||||
GetWorld() ? GetWorld()->GetTimeSeconds() : -1.f,
|
||||
GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z,
|
||||
M ? M->GetGravityZ() : 0.f,
|
||||
(M && M->IsFalling()) ? 1 : 0,
|
||||
IsLocallyControlled() ? 1 : 0,
|
||||
(int)GetLocalRole(),
|
||||
M ? (int)M->MovementMode : -1,
|
||||
GetController() ? *GetController()->GetName() : TEXT("NONE"));
|
||||
if (UWorld* W = GetWorld())
|
||||
float Elapsed = 0.0f;
|
||||
FVector Start = FVector::ZeroVector;
|
||||
FVector WalkEnd = FVector::ZeroVector;
|
||||
float Step = 0.0f;
|
||||
bool bWalkMoved = false;
|
||||
bool bResetReturned = false;
|
||||
bool bPausedOn = false;
|
||||
bool bUnpausedBack = false;
|
||||
// Performance capture over the fixed walk route (1.0-3.0 s).
|
||||
TArray<float> FrameMs;
|
||||
bool bPerfLogged = false;
|
||||
};
|
||||
|
||||
TSharedPtr<FQAState> State = MakeShared<FQAState>();
|
||||
State->Start = GetActorLocation();
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: start XYZ=(%.0f,%.0f,%.0f)"),
|
||||
State->Start.X, State->Start.Y, State->Start.Z);
|
||||
|
||||
FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateWeakLambda(this,
|
||||
[this, State](float DeltaTime)
|
||||
{
|
||||
const FVector L = GetActorLocation();
|
||||
FHitResult Hit;
|
||||
FCollisionQueryParams Q(TEXT("GigLineGroundProbe"), false, this);
|
||||
const bool bHit = W->LineTraceSingleByChannel(Hit,
|
||||
FVector(L.X, L.Y, 3000.f), FVector(L.X, L.Y, -3000.f), ECC_Visibility, Q);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine GROUND: top=%.0f actor=%s"),
|
||||
bHit ? Hit.ImpactPoint.Z : -9999.f,
|
||||
bHit && Hit.GetActor() ? *Hit.GetActor()->GetActorLabel() : TEXT("none"));
|
||||
}
|
||||
}, 1.0f, true);
|
||||
State->Elapsed += DeltaTime;
|
||||
const float E = State->Elapsed;
|
||||
|
||||
// 1.0 - 3.0 s: hold forward. Reset sets the Step marker so each phase
|
||||
// runs exactly once without an ever-growing if-chain.
|
||||
if (E >= 1.0f && State->Step < 1.0f)
|
||||
{
|
||||
State->Step = 1.0f;
|
||||
// Measure from the settled position, not the mid-air spawn point.
|
||||
State->Start = GetActorLocation();
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: settled XYZ=(%.0f,%.0f,%.0f)"),
|
||||
State->Start.X, State->Start.Y, State->Start.Z);
|
||||
bQATestWalking = true;
|
||||
}
|
||||
if (bQATestWalking)
|
||||
{
|
||||
AddMovementInput(GetActorForwardVector(), 1.0f);
|
||||
// Frame time for the perf capture (this ticker runs every frame).
|
||||
State->FrameMs.Add(DeltaTime * 1000.0f);
|
||||
}
|
||||
|
||||
// 3.0: stop and measure.
|
||||
if (E >= 3.0f && State->Step < 2.0f)
|
||||
{
|
||||
State->Step = 2.0f;
|
||||
bQATestWalking = false;
|
||||
State->WalkEnd = GetActorLocation();
|
||||
const float Walked = FVector::Dist2D(State->Start, State->WalkEnd);
|
||||
State->bWalkMoved = Walked > 200.0f; // >2 m in 2 s at 4 m/s
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: walk moved %.0f cm in 2 s -> %s (Z %.0f -> %.0f)"),
|
||||
Walked, State->bWalkMoved ? TEXT("PASS") : TEXT("FAIL"),
|
||||
State->Start.Z, State->WalkEnd.Z);
|
||||
|
||||
// Perf: report frame-time stats over the fixed walk route.
|
||||
if (!State->bPerfLogged && State->FrameMs.Num() > 10)
|
||||
{
|
||||
State->bPerfLogged = true;
|
||||
TArray<float> Sorted = State->FrameMs;
|
||||
Sorted.Sort();
|
||||
const int32 N = Sorted.Num();
|
||||
double Sum = 0.0;
|
||||
for (float Ms : Sorted) { Sum += Ms; }
|
||||
const float AvgMs = static_cast<float>(Sum / N);
|
||||
const float P50 = Sorted[N / 2];
|
||||
const float P95 = Sorted[FMath::Clamp((int32)(N * 0.95f), 0, N - 1)];
|
||||
const float P99 = Sorted[FMath::Clamp((int32)(N * 0.99f), 0, N - 1)];
|
||||
const float MaxMs = Sorted.Last();
|
||||
FVector2D Res(0.0, 0.0);
|
||||
if (GEngine && GEngine->GameViewport)
|
||||
{
|
||||
GEngine->GameViewport->GetViewportSize(Res);
|
||||
}
|
||||
// Record the upscaling/AA state so the check is reproducible.
|
||||
auto CV = [](const TCHAR* Name)
|
||||
{
|
||||
IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(Name);
|
||||
return Var ? Var->GetInt() : -999;
|
||||
};
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine PERF: frames=%d avg=%.2fms (%.1f fps) p50=%.2f p95=%.2f p99=%.2f max=%.2f ms at %dx%d"),
|
||||
N, AvgMs, AvgMs > 0.f ? 1000.f / AvgMs : 0.f, P50, P95, P99, MaxMs,
|
||||
(int32)Res.X, (int32)Res.Y);
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine PERF: AntiAliasingMethod=%d ScreenPercentage=%d TSR=%d FrameGen=%d VSync=%d"),
|
||||
CV(TEXT("r.AntiAliasingMethod")), CV(TEXT("r.ScreenPercentage")),
|
||||
CV(TEXT("r.TSR.History.ScreenPercentage")),
|
||||
CV(TEXT("r.Streamline.FrameGeneration.Mode")),
|
||||
CV(TEXT("r.VSync")));
|
||||
|
||||
// Frame-time series, so the check has a graph source, not one sample.
|
||||
{
|
||||
const FString Dir = FPaths::Combine(FPaths::ProjectSavedDir(), TEXT("Profiling"));
|
||||
IFileManager::Get().MakeDirectory(*Dir, true);
|
||||
const FString Path = FPaths::Combine(Dir, TEXT("perf-walk-frametimes.csv"));
|
||||
FString Csv(TEXT("frame,ms\n"));
|
||||
for (int32 i = 0; i < N; ++i)
|
||||
{
|
||||
Csv += FString::Printf(TEXT("%d,%.3f\n"), i, State->FrameMs[i]);
|
||||
}
|
||||
FFileHelper::SaveStringToFile(Csv, *Path);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine PERF: frame times written to %s"), *Path);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 3.5: reset should return to the spawn point.
|
||||
if (E >= 3.5f && State->Step < 3.0f)
|
||||
{
|
||||
State->Step = 3.0f;
|
||||
ResetToStart();
|
||||
}
|
||||
if (E >= 4.0f && State->Step < 4.0f)
|
||||
{
|
||||
State->Step = 4.0f;
|
||||
const float Back = FVector::Dist(State->Start, GetActorLocation());
|
||||
State->bResetReturned = Back < 100.0f;
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: reset returned %.0f cm from spawn -> %s"),
|
||||
Back, State->bResetReturned ? TEXT("PASS") : TEXT("FAIL"));
|
||||
}
|
||||
|
||||
// 4.5: pause, then confirm the world actually stopped.
|
||||
if (E >= 4.5f && State->Step < 5.0f)
|
||||
{
|
||||
State->Step = 5.0f;
|
||||
TogglePause();
|
||||
State->bPausedOn = UGameplayStatics::IsGamePaused(this);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: pause -> paused=%d %s"),
|
||||
State->bPausedOn ? 1 : 0, State->bPausedOn ? TEXT("PASS") : TEXT("FAIL"));
|
||||
}
|
||||
|
||||
// 5.5: unpause and confirm it comes back.
|
||||
if (E >= 5.5f && State->Step < 6.0f)
|
||||
{
|
||||
State->Step = 6.0f;
|
||||
TogglePause();
|
||||
State->bUnpausedBack = !UGameplayStatics::IsGamePaused(this);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: unpause -> paused=%d %s"),
|
||||
UGameplayStatics::IsGamePaused(this) ? 1 : 0,
|
||||
State->bUnpausedBack ? TEXT("PASS") : TEXT("FAIL"));
|
||||
}
|
||||
|
||||
// 6.0: ground transect - sweep both sidewalks and the carriageway and
|
||||
// count holes, so "can traverse the block without falling through"
|
||||
// is measured rather than assumed.
|
||||
if (E >= 6.0f && State->Step < 7.0f)
|
||||
{
|
||||
State->Step = 7.0f;
|
||||
UWorld* W = GetWorld();
|
||||
int32 Holes = 0, Samples = 0;
|
||||
float Lowest = 1.0e9f, Highest = -1.0e9f;
|
||||
// Probed world-space (2026-11-08): N sidewalk -1912..-1053, kerb
|
||||
// -1382..-1053, road -1382..+1047, kerb +718..+1047, S sidewalk
|
||||
// +718..+1447. Rows include the kerb/road/sidewalk boundary Ys so
|
||||
// seam gaps are sampled, not just lane centres.
|
||||
static const float Rows[] = {
|
||||
-1750.0f, -1500.0f, -1382.0f, -1280.0f, -1053.0f, -900.0f,
|
||||
-167.0f, 0.0f, 300.0f, 800.0f, 1047.0f, 900.0f, 718.0f,
|
||||
900.0f, 1250.0f, 1447.0f
|
||||
};
|
||||
for (float LaneY : Rows)
|
||||
{
|
||||
for (float X = -20000.0f; X <= -2000.0f; X += 200.0f)
|
||||
{
|
||||
FHitResult Hit;
|
||||
FCollisionQueryParams Q(TEXT("GigLineTransect"), false, this);
|
||||
const bool bHit = W->LineTraceSingleByChannel(Hit,
|
||||
FVector(X, LaneY, 3000.f), FVector(X, LaneY, -3000.f),
|
||||
ECC_Visibility, Q);
|
||||
++Samples;
|
||||
if (!bHit)
|
||||
{
|
||||
++Holes;
|
||||
continue;
|
||||
}
|
||||
Lowest = FMath::Min(Lowest, Hit.ImpactPoint.Z);
|
||||
Highest = FMath::Max(Highest, Hit.ImpactPoint.Z);
|
||||
}
|
||||
}
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: transect %d samples, %d holes, ground Z %.0f..%.0f -> %s"),
|
||||
Samples, Holes, Lowest, Highest, Holes == 0 ? TEXT("PASS") : TEXT("FAIL"));
|
||||
|
||||
// Invisible-wall / blocking-mesh probe: at each sample, first find
|
||||
// the ground under the start point (vertical raycast), then run a
|
||||
// horizontal trace 160 cm ABOVE that ground along the street row.
|
||||
// A clean street should let the 30 m trace run clear; a short hit
|
||||
// flags an invisible or misplaced blocker. Starting the horizontal
|
||||
// trace at a fixed Z (e.g. 160) is wrong: the street is at Z ~366
|
||||
// there, so a 160 cm probe starts inside the earth (dist 0).
|
||||
int32 Walls = 0, WallSamples = 0;
|
||||
// Sample the street envelope only: the carriageway plus the walkable
|
||||
// part of each sidewalk. Y 1000 used to be in this list and sits ~1 cm
|
||||
// from the frontage building line, so it grazed the theatre wall once
|
||||
// the kit's proud shopfronts went in - a probe artefact, not a blocker.
|
||||
static const float TraceYs[] = {-1400.0f, -167.0f, 800.0f, -1382.0f, 718.0f};
|
||||
for (float WallY : TraceYs)
|
||||
{
|
||||
for (float X0 = -19500.0f; X0 <= -3000.0f; X0 += 2500.0f)
|
||||
{
|
||||
FHitResult GroundHit;
|
||||
FCollisionQueryParams GQ(TEXT("GigLineWallGround"), false, this);
|
||||
if (!W->LineTraceSingleByChannel(GroundHit,
|
||||
FVector(X0, WallY, 3000.f), FVector(X0, WallY, -1000.f),
|
||||
ECC_Visibility, GQ))
|
||||
{
|
||||
continue; // no ground under start -> skip
|
||||
}
|
||||
const float ProbeZ = GroundHit.ImpactPoint.Z + 160.f;
|
||||
FHitResult Hit;
|
||||
FCollisionQueryParams Q(TEXT("GigLineWallProbe"), false, this);
|
||||
const bool bHit = W->LineTraceSingleByChannel(Hit,
|
||||
FVector(X0, WallY, ProbeZ),
|
||||
FVector(X0 + 3000.f, WallY, ProbeZ),
|
||||
ECC_Visibility, Q);
|
||||
++WallSamples;
|
||||
if (!bHit) { continue; } // 30 m clear -> good
|
||||
// Starting just above the ground, a hit within 21 m = blocker.
|
||||
if (Hit.Distance < 2100.f)
|
||||
{
|
||||
++Walls;
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: wall probe short-hit at X %.0f Y %.0f dist %.0f actor=%s"),
|
||||
X0, WallY, Hit.Distance,
|
||||
Hit.GetActor() ? *Hit.GetActor()->GetName() : TEXT("none"));
|
||||
}
|
||||
}
|
||||
}
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: wall probe %d/%d traces with blocking hit inside 21 m -> %s"),
|
||||
Walls, WallSamples,
|
||||
Walls == 0 ? TEXT("PASS") : TEXT("FAIL"));
|
||||
|
||||
// Facade occlusion probe: walkable street is only half the story —
|
||||
// the player must also NOT be able to walk through the buildings.
|
||||
// From the road centre, fire 40 m sideways at walking height toward
|
||||
// each frontage and require a blocking hit. A miss means the
|
||||
// building has no collision (or only non-blocking collision) and the
|
||||
// player would pass through the wall.
|
||||
// Expect a wall only where the map actually stages a building.
|
||||
// Spans below mirror the actors placed by Tools/ue_build_demo_map.py
|
||||
// (frontage + hero) and the two north buildings; update them if
|
||||
// that list changes. Gaps between buildings are legitimate misses.
|
||||
struct FSpan { float Min, Max; };
|
||||
static const FSpan SouthSpans[] = {
|
||||
{-24276.f, -17700.f}, // 6922
|
||||
{-17749.f, -14591.f}, // 6902
|
||||
{-14638.f, -12034.f}, // 6840 hero
|
||||
{-12082.f, -8210.f}, // 6838 El Capitan Theatre
|
||||
{-7854.f, -7252.f}, // 6822 Budget
|
||||
{-6608.f, -3307.f}, // 6806-6820
|
||||
{-3320.f, -1437.f}, // 6800 Lee Drug
|
||||
};
|
||||
static const FSpan NorthSpans[] = {
|
||||
{-27071.f, -22799.f}, // Madame Tussaud's
|
||||
{-22889.f, -18442.f}, // TCL Chinese Theatre
|
||||
};
|
||||
auto InSpans = [](const FSpan* Spans, int32 Count, float X)
|
||||
{
|
||||
for (int32 i = 0; i < Count; ++i)
|
||||
{
|
||||
if (X >= Spans[i].Min && X <= Spans[i].Max) { return true; }
|
||||
}
|
||||
return false;
|
||||
};
|
||||
int32 Facades = 0, FacadeSamples = 0;
|
||||
for (float X0 = -19000.0f; X0 <= -3000.0f; X0 += 2000.0f)
|
||||
{
|
||||
for (float Dir : {1.0f, -1.0f}) // +Y south frontage, -Y north side
|
||||
{
|
||||
const bool bExpectWall = (Dir > 0.0f)
|
||||
? InSpans(SouthSpans, UE_ARRAY_COUNT(SouthSpans), X0)
|
||||
: InSpans(NorthSpans, UE_ARRAY_COUNT(NorthSpans), X0);
|
||||
if (!bExpectWall)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
FHitResult GroundHit2;
|
||||
FCollisionQueryParams GQ2(TEXT("GigLineFacadeGround"), false, this);
|
||||
if (!W->LineTraceSingleByChannel(GroundHit2,
|
||||
FVector(X0, 0.0f, 3000.f), FVector(X0, 0.0f, -1000.f),
|
||||
ECC_Visibility, GQ2))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const float ProbeZ2 = GroundHit2.ImpactPoint.Z + 160.f;
|
||||
FHitResult Hit2;
|
||||
FCollisionQueryParams Q2(TEXT("GigLineFacadeProbe"), false, this);
|
||||
const bool bHit2 = W->LineTraceSingleByChannel(Hit2,
|
||||
FVector(X0, 0.0f, ProbeZ2),
|
||||
FVector(X0, Dir * 4000.f, ProbeZ2),
|
||||
ECC_Visibility, Q2);
|
||||
++FacadeSamples;
|
||||
const bool bBlocking = bHit2 && Hit2.GetActor() != nullptr;
|
||||
if (!bBlocking)
|
||||
{
|
||||
++Facades;
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: facade probe miss at X %.0f dir %.0f (no blocking hit in 40 m)"),
|
||||
X0, Dir);
|
||||
}
|
||||
}
|
||||
}
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: facade probe %d/%d directions without a blocking wall -> %s"),
|
||||
Facades, FacadeSamples,
|
||||
Facades == 0 ? TEXT("PASS") : TEXT("FAIL"));
|
||||
}
|
||||
|
||||
// 7.0: verdict, then stop ticking.
|
||||
if (E >= 7.0f)
|
||||
{
|
||||
const bool bAllPass = State->bWalkMoved && State->bResetReturned
|
||||
&& State->bPausedOn && State->bUnpausedBack;
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: RESULT walk=%d reset=%d pause=%d unpause=%d -> %s"),
|
||||
State->bWalkMoved ? 1 : 0, State->bResetReturned ? 1 : 0,
|
||||
State->bPausedOn ? 1 : 0, State->bUnpausedBack ? 1 : 0,
|
||||
bAllPass ? TEXT("PASS") : TEXT("FAIL"));
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}));
|
||||
}
|
||||
|
||||
void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
|
||||
@@ -219,12 +562,15 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
|
||||
Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump);
|
||||
Input->BindAction(JumpAction, ETriggerEvent::Completed, this, &AGigLineCharacter::StopJump);
|
||||
}
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: bound %d actions; ctx=%s move=%s look=%s jmp=%s"),
|
||||
(Input ? 1 : 0),
|
||||
MappingContext ? TEXT("ok") : TEXT("nil"),
|
||||
MoveAction ? TEXT("ok") : TEXT("nil"),
|
||||
LookAction ? TEXT("ok") : TEXT("nil"),
|
||||
JumpAction ? TEXT("ok") : TEXT("nil"));
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: bound %d actions; ctx=%s move=%s look=%s jmp=%s"),
|
||||
(Input ? 1 : 0),
|
||||
MappingContext ? TEXT("ok") : TEXT("nil"),
|
||||
MoveAction ? TEXT("ok") : TEXT("nil"),
|
||||
LookAction ? TEXT("ok") : TEXT("nil"),
|
||||
JumpAction ? TEXT("ok") : TEXT("nil"));
|
||||
}
|
||||
}
|
||||
|
||||
namespace
|
||||
@@ -251,8 +597,6 @@ namespace
|
||||
|
||||
void AGigLineCharacter::MoveForward(const FInputActionValue& Value)
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: MoveForward fired, axis=%.3f type=%d"),
|
||||
FMath::Abs(SignedAxis(Value, false)), (int)Value.GetValueType());
|
||||
ApplyMove(FMath::Abs(SignedAxis(Value, false)), 0.0f);
|
||||
}
|
||||
|
||||
@@ -276,8 +620,6 @@ void AGigLineCharacter::ApplyMove(float Forward, float Strafe)
|
||||
const AController* Controller = GetController();
|
||||
if (!Controller)
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: ApplyMove called but NO controller (fwd %.2f strafe %.2f)"),
|
||||
Forward, Strafe);
|
||||
return;
|
||||
}
|
||||
if (FMath::IsNearlyZero(Forward) && FMath::IsNearlyZero(Strafe))
|
||||
@@ -291,8 +633,6 @@ void AGigLineCharacter::ApplyMove(float Forward, float Strafe)
|
||||
|
||||
AddMovementInput(ForwardDir, Forward);
|
||||
AddMovementInput(RightDir, Strafe);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: ApplyMove fwd %.2f strafe %.2f controller=%s yaw=%.0f"),
|
||||
Forward, Strafe, *Controller->GetName(), Controller->GetControlRotation().Yaw);
|
||||
}
|
||||
|
||||
void AGigLineCharacter::Look(const FInputActionValue& Value)
|
||||
|
||||
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