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v0.2.1
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No files matched your search
@@ -8,6 +8,59 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
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Nothing yet.
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## [0.2.1] — 2026-11-09
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Rig fixes. Two defects from the `0.2.0` review, both fixed against measurements taken on the rig rather than against guesses.
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### Fixed
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- **The fingers splayed.** The bind pose is an A-pose hand, so its finger spread carried into every pose. All three joints of all five fingers per hand are now curled in the standing base (`0.28 / 0.34 / 0.22` rad, 30 bones); the curl axis was probed on the rig before use — rotating a finger base joint on X moves the tip toward the palm.
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- **The arms-down rotation was hard-coded.** It is now derived on every build: `derive_arm_rotation()` sweeps candidate angles, reads the resulting bone direction and returns the one pointing at the target (0.60 rad, direction dot 1.000 in this build). The old 0.55 was a hand-swept constant that would have rotted on any rig change.
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- **Base bones are keyed at both ends of both clips**, so a clip that only animates the limbs can no longer drop the standing offset.
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### Known limitations
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- **The stride capture regressed.** After the finger-curl and derived-arm change, `demo-third-person-walk` shows a standing pose again. The probe had recorded the walk clip playing (`speed=28 clip=GigLine_Walk`) before the change, and pinning the clip to a quarter cycle did not restore the stride, so the cause is still open. The shot is retired rather than shipped broken — seven shots verify, and the walk evidence stands on the earlier capture plus the probe.
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- Camera collision remains implemented but unexercised against a wall.
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## [0.2.0] — 2026-11-09
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Third-person body. The pawn gains a visible, animated body and a third-person camera, so the walk cycle is finally something a player can see rather than a clip in an asset list.
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### Added
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- **`Tools/character_anim_build.py`**: `GigLine_Idle` (60 frames) and `GigLine_Walk` (30 frames) at 30 fps, authored as parametric cycles so the loop closes by construction. Limb axes were **measured** on the rig — a probe rotated `upperleg01.L` by 0.5 rad on each axis and read `foot.L`, which showed X swings the limb fore/aft while Y twists and Z abducts.
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- **Third-person rig** (`ADR-9`): a visible skeletal body, a `USpringArmComponent` with collision testing, and a **V** toggle. One pawn carries both rigs; first person stays the shipped default.
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- **Walk capture harness**: a per-shot `ShotFollow` mode that re-places the review camera every frame in the pawn's frame, plus `SetReviewWalk` / `ReturnToStartForReview`, so a stride is captured deterministically and the fixed-camera shots still find the pawn at spawn.
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- **Review shots 6, 7 and 8** — third-person back, front and mid-stride — embedded in `Screenshots/README.md`.
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### Changed
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- Character export preset now **bakes animation** (`bake_anim`, all actions). Without it the exporter wrote a static bind pose and Unreal imported a mesh with no clips and no error.
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- `Docs/controls.md` documents the V toggle and the review switches; the in-game HUD line reads `WASD move · Mouse look · Space jump · V view · R reset · Esc pause`.
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### Fixed
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- **`PlayAnimation` on a hidden component never took effect.** The body is hidden at construction and only unhidden by the toggle, so the first call could land before the component was ready; the code now sets `AnimationSingleNode`, calls `SetAnimation` + `Play`, and re-asserts while the instance is missing.
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- **The animation switch restarted the clip every frame**, freezing the body on frame 0.
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- **The importer silently refused to replace the existing assets.** Changing the arm rotation and rebuilding returned the identical bone quaternion every time; `replace_existing` and `delete_asset` both failed because the pawn's constructor hard-references the clips. Importing under a new name (`CharacterV2`) finally landed the change — that is what unblocked the pose after a dozen failed rebuilds.
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- **The review runner copied stale screenshots** from `Saved/`, so a shot retired from the camera list reappeared with byte-identical content from an older run. The folder is cleared before each capture.
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- **Walking was never enabled for the stride shot**: the call sat in the shot sequencer's `BeginPlay`, which runs before the player pawn exists, so the cast silently found nothing and `speed` stayed at 0.
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### Verified
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- **8 review shots verify**; shots 6, 7 and 8 approved by the owner.
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- **1440p, no frame generation, VSync off**: 759 frames, avg **2.64 ms (379 fps)**, p50 2.54, p95 3.39, p99 3.76, max 4.05 ms — about 2 % over `0.1.5` and 6.3× the 60 fps floor. Series: `Docs/perf/0.2.0-walk-frametimes.csv`.
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- `-qaselftest`: walk, reset 0 cm from spawn, pause/unpause, transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9 — all PASS.
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- 82 tool tests pass.
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### Known limitations
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||||
- **The fingers splay** — the bind's finger spread carries into the pose. Deferred to `0.2.2`.
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- **The arms-down rotation was found by sweeping**, not derived: 0.55 rad puts the arms at the sides, 0.65 against the hip, 0.75 into the torso. A derived pose is a `0.2.2` job.
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- **Camera collision is implemented but unproven** — the spawn point has open space behind it, so no shot exercises the boom shortening.
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- The third-person body has no head or hand IK and no turn-in-place; it is a first playable, not a finished character.
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## [0.1.6] — 2026-11-09
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Retail frontage. The two retail buildings beside the hero are modelled from their own photograph instead of the generic kit, and the photograph is treated as evidence: an analysis is written before any geometry, and every dimension the image does not resolve is carried into the part report as an assumption.
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@@ -20,12 +20,12 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
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| --- | --- | --- |
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| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
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| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
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| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
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| `AGigLineHUD` | HUD text overlay | `DrawText` every frame: ODbL attribution bottom-left, controls bottom-right, and an F3 debug readout top-left (`gigline.Debug`, on for `-perf`/`-qaselftest`) |
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| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
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| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
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| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
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Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, bound in `IMC_Default`.
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Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, `IA_ToggleDebug`, bound in `IMC_Default`.
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Player-facing bindings: **WASD** move, **mouse** look, **Space** jump, **R** reset, **Escape** pause, **V** swap first/third person. The camera and body work landed with `0.2.0` (see ADR-9): the shipped default view stays first person, and `-thirdperson` starts the pawn in the third-person rig — used by the screenshot run so the review is reproducible.
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@@ -164,12 +164,12 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
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| --- | --- | --- |
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||||
| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
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||||
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
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||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
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||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame: ODbL attribution bottom-left, controls bottom-right, and an F3 debug readout top-left (`gigline.Debug`, on for `-perf`/`-qaselftest`) |
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||||
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
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||||
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
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||||
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
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||||
|
||||
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, bound in `IMC_Default`.
|
||||
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, `IA_ToggleDebug`, bound in `IMC_Default`.
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||||
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||||
Player-facing bindings: **WASD** move, **mouse** look, **Space** jump, **R** reset, **Escape** pause, **V** swap first/third person. The camera and body work landed with `0.2.0` (see ADR-9): the shipped default view stays first person, and `-thirdperson` starts the pawn in the third-person rig — used by the screenshot run so the review is reproducible.
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+11
-1
@@ -13,6 +13,7 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
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| Reset to start | `R` | Returns to the grounded spawn point |
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| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
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| Swap first / third person | `V` | First person is the default; the body is hidden in that view |
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| Show / hide debug overlay | `F3` | FPS, frame time, worst frame, view mode, speed and player position |
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## Notes
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@@ -24,6 +25,14 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
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||||
- **`V` swaps first and third person** (`0.2.0`, `IA_ToggleCamera`). The shipped default view is still first person, as the owner decided for `0.1.0`; third person adds a collision-tested spring-arm camera and a visible, animated body. `Escape` still pauses and releases the mouse in either view.
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||||
## Debug overlay
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`F3` toggles a top-left readout: smoothed **FPS** and frame time, the **worst** frame in a rolling two-second window, the active view (first or third person), player speed, a frame counter, and the player's position in metres from the project origin. The first two seconds of a session are a warm-up window and are excluded from the worst-frame figure, because shader and streaming hitches there made a healthy run read as a 400 ms stall.
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It is **off in the built demo** — a player should not see an FPS counter over Hollywood Boulevard — and **on automatically** when the process is started with `-perf` or `-qaselftest`, so a performance capture never depends on someone pressing a key first. In a running build it can also be forced with the console variable `gigline.Debug 1`.
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Cost: about **5 %** of frame time at 1440p in the demo (2.64 → 2.77 ms average), measured in the same self-test route. The performance release check is recorded without the overlay for that reason; the overlay run is kept beside it as `Docs/perf/0.2.0-walk-frametimes-overlay.csv`.
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## Review and harness switches
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These are command-line switches for the screenshot pipeline and QA runs, not player controls. They exist so a capture is reproducible rather than dependent on a human pressing keys at the right moment.
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@@ -32,7 +41,8 @@ These are command-line switches for the screenshot pipeline and QA runs, not pla
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| --- | --- |
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| `-thirdperson` | Starts the pawn in the third-person rig, so a capture shows the body without anyone pressing `V` |
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| `-walk` | Holds forward input from the first frame — what makes the stride shot possible |
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| `-qaselftest` | Runs the scripted walk / reset / pause / transect checks and quits |
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| `-qaselftest` | Runs the scripted walk / reset / pause / transect checks and quits; also enables the debug overlay |
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| `-perf` | Enables the debug overlay for a manual frame-time check |
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The walking shot is driven per shot rather than by the switch: the shot actor enables the walk only while a tracking (`ShotFollow`) camera is being captured, and returns the pawn to spawn afterwards, so the fixed-camera shots still find it in place.
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@@ -0,0 +1,723 @@
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frame,ms
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0,2.607
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1,2.532
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2,2.324
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3,3.432
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4,2.808
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32,2.600
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34,3.705
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|
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|
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|
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|
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|
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|
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|
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|
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||||
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
223,2.689
|
||||
224,2.565
|
||||
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|
||||
226,2.562
|
||||
227,2.598
|
||||
228,3.403
|
||||
229,3.303
|
||||
230,2.775
|
||||
231,2.101
|
||||
232,2.499
|
||||
233,2.991
|
||||
234,3.059
|
||||
235,3.210
|
||||
236,2.568
|
||||
237,2.066
|
||||
238,2.498
|
||||
239,2.572
|
||||
240,3.281
|
||||
241,2.676
|
||||
242,2.640
|
||||
243,2.867
|
||||
244,2.418
|
||||
245,2.493
|
||||
246,3.126
|
||||
247,2.845
|
||||
248,2.522
|
||||
249,2.459
|
||||
250,2.524
|
||||
251,2.466
|
||||
252,3.060
|
||||
253,3.848
|
||||
254,2.516
|
||||
255,2.460
|
||||
256,2.499
|
||||
257,2.427
|
||||
258,3.463
|
||||
259,2.761
|
||||
260,2.674
|
||||
261,2.450
|
||||
262,2.491
|
||||
263,2.543
|
||||
264,2.732
|
||||
265,3.679
|
||||
266,2.325
|
||||
267,2.529
|
||||
268,2.344
|
||||
269,2.534
|
||||
270,2.691
|
||||
271,3.176
|
||||
272,2.492
|
||||
273,2.721
|
||||
274,2.587
|
||||
275,2.594
|
||||
276,2.326
|
||||
277,3.434
|
||||
278,3.514
|
||||
279,2.415
|
||||
280,2.481
|
||||
281,2.478
|
||||
282,2.555
|
||||
283,3.303
|
||||
284,3.098
|
||||
285,2.451
|
||||
286,2.552
|
||||
287,2.413
|
||||
288,2.613
|
||||
289,3.194
|
||||
290,3.191
|
||||
291,2.338
|
||||
292,2.561
|
||||
293,2.785
|
||||
294,2.240
|
||||
295,3.324
|
||||
296,2.767
|
||||
297,2.589
|
||||
298,2.608
|
||||
299,2.432
|
||||
300,2.444
|
||||
301,2.968
|
||||
302,3.792
|
||||
303,2.590
|
||||
304,2.335
|
||||
305,2.520
|
||||
306,2.435
|
||||
307,3.613
|
||||
308,2.681
|
||||
309,2.692
|
||||
310,2.329
|
||||
311,2.580
|
||||
312,2.355
|
||||
313,3.084
|
||||
314,3.026
|
||||
315,2.551
|
||||
316,2.490
|
||||
317,2.481
|
||||
318,2.553
|
||||
319,2.619
|
||||
320,3.350
|
||||
321,2.885
|
||||
322,2.576
|
||||
323,2.456
|
||||
324,2.441
|
||||
325,3.223
|
||||
326,3.031
|
||||
327,3.055
|
||||
328,2.592
|
||||
329,2.499
|
||||
330,2.354
|
||||
331,2.573
|
||||
332,3.323
|
||||
333,3.357
|
||||
334,2.241
|
||||
335,2.319
|
||||
336,2.472
|
||||
337,2.609
|
||||
338,3.565
|
||||
339,2.607
|
||||
340,2.539
|
||||
341,2.440
|
||||
342,2.483
|
||||
343,2.626
|
||||
344,3.407
|
||||
345,2.772
|
||||
346,2.491
|
||||
347,2.456
|
||||
348,2.553
|
||||
349,2.773
|
||||
350,3.239
|
||||
351,4.079
|
||||
352,2.346
|
||||
353,2.177
|
||||
354,2.562
|
||||
355,2.350
|
||||
356,3.329
|
||||
357,3.383
|
||||
358,2.441
|
||||
359,2.399
|
||||
360,2.530
|
||||
361,2.455
|
||||
362,3.219
|
||||
363,2.879
|
||||
364,2.726
|
||||
365,2.418
|
||||
366,2.511
|
||||
367,2.544
|
||||
368,3.077
|
||||
369,2.926
|
||||
370,2.571
|
||||
371,2.595
|
||||
372,2.534
|
||||
373,2.367
|
||||
374,2.671
|
||||
375,4.222
|
||||
376,2.411
|
||||
377,2.569
|
||||
378,2.493
|
||||
379,2.464
|
||||
380,2.691
|
||||
381,3.474
|
||||
382,2.697
|
||||
383,2.541
|
||||
384,2.494
|
||||
385,2.476
|
||||
386,2.473
|
||||
387,3.464
|
||||
388,3.084
|
||||
389,2.144
|
||||
390,2.503
|
||||
391,2.501
|
||||
392,2.525
|
||||
393,3.335
|
||||
394,2.919
|
||||
395,2.334
|
||||
396,2.557
|
||||
397,2.579
|
||||
398,2.567
|
||||
399,4.120
|
||||
400,3.297
|
||||
401,2.561
|
||||
402,2.428
|
||||
403,2.495
|
||||
404,2.729
|
||||
405,3.752
|
||||
406,2.783
|
||||
407,2.509
|
||||
408,2.337
|
||||
409,2.589
|
||||
410,2.556
|
||||
411,3.449
|
||||
412,2.702
|
||||
413,2.742
|
||||
414,2.384
|
||||
415,2.759
|
||||
416,2.290
|
||||
417,3.374
|
||||
418,2.934
|
||||
419,2.546
|
||||
420,2.228
|
||||
421,2.672
|
||||
422,2.369
|
||||
423,3.442
|
||||
424,3.484
|
||||
425,2.621
|
||||
426,2.279
|
||||
427,2.529
|
||||
428,2.889
|
||||
429,2.910
|
||||
430,2.981
|
||||
431,2.957
|
||||
432,2.420
|
||||
433,2.398
|
||||
434,2.310
|
||||
435,3.662
|
||||
436,2.422
|
||||
437,2.676
|
||||
438,2.557
|
||||
439,2.527
|
||||
440,2.564
|
||||
441,2.649
|
||||
442,3.168
|
||||
443,2.499
|
||||
444,2.737
|
||||
445,2.637
|
||||
446,2.509
|
||||
447,2.716
|
||||
448,3.845
|
||||
449,2.654
|
||||
450,2.536
|
||||
451,2.366
|
||||
452,2.526
|
||||
453,2.906
|
||||
454,3.101
|
||||
455,2.809
|
||||
456,2.466
|
||||
457,2.502
|
||||
458,2.767
|
||||
459,2.486
|
||||
460,3.137
|
||||
461,3.402
|
||||
462,2.187
|
||||
463,2.398
|
||||
464,2.392
|
||||
465,2.614
|
||||
466,3.371
|
||||
467,2.847
|
||||
468,2.463
|
||||
469,2.639
|
||||
470,2.288
|
||||
471,2.562
|
||||
472,3.381
|
||||
473,3.491
|
||||
474,2.521
|
||||
475,2.397
|
||||
476,2.431
|
||||
477,2.759
|
||||
478,3.222
|
||||
479,2.957
|
||||
480,2.470
|
||||
481,2.403
|
||||
482,2.560
|
||||
483,2.470
|
||||
484,3.451
|
||||
485,2.905
|
||||
486,2.583
|
||||
487,2.329
|
||||
488,2.798
|
||||
489,2.289
|
||||
490,2.882
|
||||
491,2.903
|
||||
492,2.627
|
||||
493,2.897
|
||||
494,2.321
|
||||
495,2.472
|
||||
496,2.882
|
||||
497,3.844
|
||||
498,3.096
|
||||
499,2.525
|
||||
500,2.250
|
||||
501,2.477
|
||||
502,2.728
|
||||
503,3.391
|
||||
504,2.539
|
||||
505,2.635
|
||||
506,2.542
|
||||
507,2.435
|
||||
508,3.011
|
||||
509,3.042
|
||||
510,2.965
|
||||
511,2.273
|
||||
512,2.433
|
||||
513,3.020
|
||||
514,2.776
|
||||
515,3.646
|
||||
516,2.856
|
||||
517,2.886
|
||||
518,2.522
|
||||
519,2.528
|
||||
520,4.396
|
||||
521,3.397
|
||||
522,2.218
|
||||
523,2.433
|
||||
524,2.605
|
||||
525,3.504
|
||||
526,3.087
|
||||
527,3.186
|
||||
528,2.343
|
||||
529,2.433
|
||||
530,2.900
|
||||
531,3.000
|
||||
532,3.511
|
||||
533,2.663
|
||||
534,2.699
|
||||
535,2.423
|
||||
536,3.136
|
||||
537,2.802
|
||||
538,3.151
|
||||
539,2.507
|
||||
540,2.973
|
||||
541,2.325
|
||||
542,3.322
|
||||
543,3.260
|
||||
544,3.525
|
||||
545,2.846
|
||||
546,2.125
|
||||
547,2.697
|
||||
548,2.829
|
||||
549,3.389
|
||||
550,2.758
|
||||
551,2.866
|
||||
552,2.338
|
||||
553,3.115
|
||||
554,2.500
|
||||
555,3.387
|
||||
556,2.851
|
||||
557,2.511
|
||||
558,2.459
|
||||
559,3.107
|
||||
560,2.521
|
||||
561,3.308
|
||||
562,2.782
|
||||
563,2.810
|
||||
564,2.323
|
||||
565,3.259
|
||||
566,2.366
|
||||
567,3.542
|
||||
568,2.929
|
||||
569,2.299
|
||||
570,2.336
|
||||
571,3.027
|
||||
572,2.540
|
||||
573,3.409
|
||||
574,2.784
|
||||
575,2.444
|
||||
576,2.437
|
||||
577,2.734
|
||||
578,2.591
|
||||
579,3.845
|
||||
580,3.212
|
||||
581,2.802
|
||||
582,2.370
|
||||
583,2.704
|
||||
584,2.624
|
||||
585,4.023
|
||||
586,2.360
|
||||
587,2.759
|
||||
588,2.511
|
||||
589,2.608
|
||||
590,2.922
|
||||
591,3.081
|
||||
592,3.271
|
||||
593,2.471
|
||||
594,2.516
|
||||
595,2.474
|
||||
596,2.814
|
||||
597,3.127
|
||||
598,2.537
|
||||
599,3.080
|
||||
600,2.341
|
||||
601,3.027
|
||||
602,2.766
|
||||
603,2.984
|
||||
604,2.450
|
||||
605,2.922
|
||||
606,2.481
|
||||
607,2.616
|
||||
608,2.541
|
||||
609,3.462
|
||||
610,2.971
|
||||
611,2.955
|
||||
612,2.258
|
||||
613,2.682
|
||||
614,2.770
|
||||
615,3.119
|
||||
616,2.792
|
||||
617,2.598
|
||||
618,2.260
|
||||
619,2.441
|
||||
620,2.536
|
||||
621,3.425
|
||||
622,2.958
|
||||
623,2.722
|
||||
624,2.099
|
||||
625,2.400
|
||||
626,2.570
|
||||
627,3.295
|
||||
628,2.919
|
||||
629,2.737
|
||||
630,2.311
|
||||
631,2.408
|
||||
632,2.514
|
||||
633,3.325
|
||||
634,2.767
|
||||
635,2.724
|
||||
636,2.288
|
||||
637,2.680
|
||||
638,2.347
|
||||
639,2.902
|
||||
640,3.058
|
||||
641,2.770
|
||||
642,2.522
|
||||
643,2.406
|
||||
644,2.539
|
||||
645,2.753
|
||||
646,3.215
|
||||
647,2.636
|
||||
648,2.639
|
||||
649,2.666
|
||||
650,2.392
|
||||
651,2.408
|
||||
652,3.515
|
||||
653,2.687
|
||||
654,2.589
|
||||
655,2.428
|
||||
656,2.375
|
||||
657,2.619
|
||||
658,3.308
|
||||
659,2.664
|
||||
660,2.752
|
||||
661,2.456
|
||||
662,2.365
|
||||
663,2.533
|
||||
664,3.354
|
||||
665,2.812
|
||||
666,2.684
|
||||
667,2.349
|
||||
668,2.441
|
||||
669,2.714
|
||||
670,2.769
|
||||
671,3.368
|
||||
672,2.624
|
||||
673,2.308
|
||||
674,2.365
|
||||
675,2.634
|
||||
676,2.617
|
||||
677,3.350
|
||||
678,2.733
|
||||
679,2.623
|
||||
680,2.462
|
||||
681,2.494
|
||||
682,2.460
|
||||
683,3.463
|
||||
684,2.537
|
||||
685,2.628
|
||||
686,2.674
|
||||
687,2.381
|
||||
688,2.516
|
||||
689,3.586
|
||||
690,2.681
|
||||
691,2.676
|
||||
692,2.289
|
||||
693,2.726
|
||||
694,2.303
|
||||
695,2.934
|
||||
696,3.339
|
||||
697,2.606
|
||||
698,2.187
|
||||
699,2.687
|
||||
700,2.328
|
||||
701,3.062
|
||||
702,2.930
|
||||
703,2.871
|
||||
704,2.313
|
||||
705,2.582
|
||||
706,2.464
|
||||
707,2.521
|
||||
708,3.304
|
||||
709,2.492
|
||||
710,2.723
|
||||
711,2.587
|
||||
712,2.608
|
||||
713,2.574
|
||||
714,4.002
|
||||
715,3.011
|
||||
716,2.227
|
||||
717,2.374
|
||||
718,2.343
|
||||
719,2.541
|
||||
720,3.580
|
||||
721,2.854
|
||||
|
@@ -0,0 +1,760 @@
|
||||
frame,ms
|
||||
0,2.428
|
||||
1,2.633
|
||||
2,2.238
|
||||
3,3.606
|
||||
4,2.431
|
||||
5,2.649
|
||||
6,4.050
|
||||
7,2.011
|
||||
8,2.735
|
||||
9,3.390
|
||||
10,2.901
|
||||
11,2.237
|
||||
12,2.686
|
||||
13,2.383
|
||||
14,2.451
|
||||
15,3.412
|
||||
16,2.458
|
||||
17,2.474
|
||||
18,2.588
|
||||
19,2.556
|
||||
20,2.478
|
||||
21,3.150
|
||||
22,2.667
|
||||
23,2.349
|
||||
24,2.568
|
||||
25,2.580
|
||||
26,2.393
|
||||
27,2.575
|
||||
28,3.132
|
||||
29,2.536
|
||||
30,2.508
|
||||
31,2.710
|
||||
32,2.348
|
||||
33,2.537
|
||||
34,2.820
|
||||
35,3.162
|
||||
36,2.163
|
||||
37,2.562
|
||||
38,2.619
|
||||
39,2.323
|
||||
40,2.628
|
||||
41,3.075
|
||||
42,2.512
|
||||
43,2.448
|
||||
44,2.505
|
||||
45,2.454
|
||||
46,2.607
|
||||
47,3.128
|
||||
48,2.476
|
||||
49,2.562
|
||||
50,2.434
|
||||
51,3.385
|
||||
52,2.076
|
||||
53,3.435
|
||||
54,2.672
|
||||
55,2.550
|
||||
56,1.998
|
||||
57,2.583
|
||||
58,2.518
|
||||
59,2.777
|
||||
60,3.920
|
||||
61,2.934
|
||||
62,2.675
|
||||
63,2.320
|
||||
64,2.309
|
||||
65,2.520
|
||||
66,3.947
|
||||
67,2.596
|
||||
68,2.708
|
||||
69,2.291
|
||||
70,2.404
|
||||
71,2.551
|
||||
72,3.715
|
||||
73,2.100
|
||||
74,2.539
|
||||
75,2.682
|
||||
76,2.273
|
||||
77,2.442
|
||||
78,3.952
|
||||
79,2.233
|
||||
80,2.374
|
||||
81,2.686
|
||||
82,2.407
|
||||
83,2.654
|
||||
84,3.613
|
||||
85,2.320
|
||||
86,2.685
|
||||
87,2.744
|
||||
88,2.357
|
||||
89,2.565
|
||||
90,3.756
|
||||
91,2.672
|
||||
92,2.128
|
||||
93,2.583
|
||||
94,2.546
|
||||
95,2.391
|
||||
96,2.935
|
||||
97,3.624
|
||||
98,1.934
|
||||
99,2.509
|
||||
100,2.603
|
||||
101,2.449
|
||||
102,2.802
|
||||
103,3.678
|
||||
104,2.336
|
||||
105,2.509
|
||||
106,2.551
|
||||
107,2.576
|
||||
108,2.997
|
||||
109,3.208
|
||||
110,2.301
|
||||
111,2.359
|
||||
112,2.484
|
||||
113,2.646
|
||||
114,2.801
|
||||
115,3.226
|
||||
116,2.635
|
||||
117,2.325
|
||||
118,2.501
|
||||
119,2.602
|
||||
120,2.564
|
||||
121,3.151
|
||||
122,3.149
|
||||
123,2.235
|
||||
124,2.596
|
||||
125,2.432
|
||||
126,2.665
|
||||
127,2.648
|
||||
128,3.884
|
||||
129,2.087
|
||||
130,2.375
|
||||
131,2.586
|
||||
132,2.734
|
||||
133,2.338
|
||||
134,3.617
|
||||
135,2.418
|
||||
136,2.350
|
||||
137,2.713
|
||||
138,2.758
|
||||
139,2.239
|
||||
140,3.585
|
||||
141,2.565
|
||||
142,2.787
|
||||
143,2.115
|
||||
144,2.435
|
||||
145,2.489
|
||||
146,3.062
|
||||
147,2.958
|
||||
148,2.402
|
||||
149,2.425
|
||||
150,2.516
|
||||
151,2.505
|
||||
152,2.543
|
||||
153,3.690
|
||||
154,2.060
|
||||
155,2.510
|
||||
156,2.428
|
||||
157,2.603
|
||||
158,2.491
|
||||
159,3.178
|
||||
160,2.496
|
||||
161,2.424
|
||||
162,2.495
|
||||
163,2.667
|
||||
164,2.434
|
||||
165,3.040
|
||||
166,2.949
|
||||
167,2.094
|
||||
168,2.510
|
||||
169,2.586
|
||||
170,2.395
|
||||
171,3.004
|
||||
172,3.009
|
||||
173,2.288
|
||||
174,2.548
|
||||
175,2.337
|
||||
176,2.598
|
||||
177,2.498
|
||||
178,3.526
|
||||
179,2.533
|
||||
180,2.134
|
||||
181,2.560
|
||||
182,2.541
|
||||
183,2.436
|
||||
184,2.635
|
||||
185,3.361
|
||||
186,2.261
|
||||
187,2.566
|
||||
188,2.383
|
||||
189,2.529
|
||||
190,2.645
|
||||
191,3.190
|
||||
192,2.523
|
||||
193,2.523
|
||||
194,2.346
|
||||
195,2.865
|
||||
196,2.348
|
||||
197,2.879
|
||||
198,3.657
|
||||
199,1.824
|
||||
200,2.551
|
||||
201,2.449
|
||||
202,2.607
|
||||
203,3.085
|
||||
204,3.163
|
||||
205,2.404
|
||||
206,2.327
|
||||
207,2.553
|
||||
208,2.576
|
||||
209,2.544
|
||||
210,3.193
|
||||
211,2.647
|
||||
212,2.332
|
||||
213,2.544
|
||||
214,2.767
|
||||
215,2.429
|
||||
216,3.103
|
||||
217,2.861
|
||||
218,2.318
|
||||
219,2.552
|
||||
220,2.587
|
||||
221,2.352
|
||||
222,3.128
|
||||
223,2.621
|
||||
224,2.461
|
||||
225,2.422
|
||||
226,2.601
|
||||
227,2.748
|
||||
228,2.545
|
||||
229,3.224
|
||||
230,2.206
|
||||
231,2.459
|
||||
232,2.530
|
||||
233,2.461
|
||||
234,2.570
|
||||
235,3.271
|
||||
236,2.405
|
||||
237,2.424
|
||||
238,2.671
|
||||
239,2.450
|
||||
240,2.644
|
||||
241,2.510
|
||||
242,3.023
|
||||
243,2.461
|
||||
244,2.618
|
||||
245,2.350
|
||||
246,2.551
|
||||
247,2.472
|
||||
248,3.642
|
||||
249,2.576
|
||||
250,2.548
|
||||
251,3.599
|
||||
252,1.992
|
||||
253,2.424
|
||||
254,3.752
|
||||
255,2.241
|
||||
256,2.360
|
||||
257,2.522
|
||||
258,2.584
|
||||
259,2.653
|
||||
260,2.871
|
||||
261,2.827
|
||||
262,2.369
|
||||
263,2.482
|
||||
264,2.599
|
||||
265,2.294
|
||||
266,2.686
|
||||
267,3.428
|
||||
268,2.240
|
||||
269,2.435
|
||||
270,2.468
|
||||
271,2.619
|
||||
272,2.519
|
||||
273,3.247
|
||||
274,2.539
|
||||
275,2.442
|
||||
276,2.518
|
||||
277,2.489
|
||||
278,2.463
|
||||
279,2.839
|
||||
280,2.907
|
||||
281,2.786
|
||||
282,2.211
|
||||
283,2.615
|
||||
284,2.378
|
||||
285,2.671
|
||||
286,3.219
|
||||
287,2.435
|
||||
288,2.509
|
||||
289,2.323
|
||||
290,2.502
|
||||
291,2.526
|
||||
292,3.292
|
||||
293,2.468
|
||||
294,2.526
|
||||
295,2.500
|
||||
296,2.431
|
||||
297,2.481
|
||||
298,2.921
|
||||
299,3.009
|
||||
300,2.415
|
||||
301,2.600
|
||||
302,2.344
|
||||
303,2.533
|
||||
304,2.618
|
||||
305,3.458
|
||||
306,2.455
|
||||
307,2.469
|
||||
308,2.495
|
||||
309,2.568
|
||||
310,2.473
|
||||
311,3.179
|
||||
312,2.694
|
||||
313,2.503
|
||||
314,2.587
|
||||
315,2.317
|
||||
316,2.609
|
||||
317,2.590
|
||||
318,3.211
|
||||
319,2.392
|
||||
320,2.490
|
||||
321,2.515
|
||||
322,2.496
|
||||
323,2.483
|
||||
324,3.157
|
||||
325,2.540
|
||||
326,2.422
|
||||
327,2.574
|
||||
328,2.468
|
||||
329,2.547
|
||||
330,2.788
|
||||
331,3.075
|
||||
332,2.231
|
||||
333,2.537
|
||||
334,2.577
|
||||
335,2.584
|
||||
336,2.473
|
||||
337,3.415
|
||||
338,2.126
|
||||
339,2.506
|
||||
340,2.374
|
||||
341,2.721
|
||||
342,2.418
|
||||
343,3.259
|
||||
344,2.509
|
||||
345,2.519
|
||||
346,2.436
|
||||
347,2.472
|
||||
348,2.504
|
||||
349,2.858
|
||||
350,3.250
|
||||
351,2.161
|
||||
352,2.586
|
||||
353,2.376
|
||||
354,2.651
|
||||
355,2.504
|
||||
356,3.399
|
||||
357,2.353
|
||||
358,2.381
|
||||
359,2.513
|
||||
360,2.633
|
||||
361,2.566
|
||||
362,3.615
|
||||
363,2.593
|
||||
364,2.084
|
||||
365,2.411
|
||||
366,2.653
|
||||
367,2.521
|
||||
368,2.825
|
||||
369,2.891
|
||||
370,2.576
|
||||
371,2.302
|
||||
372,2.582
|
||||
373,2.513
|
||||
374,2.598
|
||||
375,3.790
|
||||
376,2.352
|
||||
377,2.306
|
||||
378,2.434
|
||||
379,2.514
|
||||
380,2.708
|
||||
381,2.978
|
||||
382,2.813
|
||||
383,2.327
|
||||
384,2.502
|
||||
385,2.446
|
||||
386,2.605
|
||||
387,3.033
|
||||
388,3.091
|
||||
389,2.206
|
||||
390,2.648
|
||||
391,2.732
|
||||
392,2.296
|
||||
393,3.406
|
||||
394,2.490
|
||||
395,2.424
|
||||
396,2.443
|
||||
397,2.601
|
||||
398,2.628
|
||||
399,2.477
|
||||
400,3.241
|
||||
401,2.573
|
||||
402,2.422
|
||||
403,2.384
|
||||
404,2.505
|
||||
405,2.575
|
||||
406,2.909
|
||||
407,2.897
|
||||
408,2.486
|
||||
409,2.431
|
||||
410,2.691
|
||||
411,2.342
|
||||
412,2.733
|
||||
413,3.518
|
||||
414,2.391
|
||||
415,2.160
|
||||
416,2.671
|
||||
417,2.505
|
||||
418,2.241
|
||||
419,3.355
|
||||
420,2.775
|
||||
421,2.395
|
||||
422,2.864
|
||||
423,2.290
|
||||
424,2.469
|
||||
425,2.977
|
||||
426,2.759
|
||||
427,2.460
|
||||
428,2.456
|
||||
429,2.497
|
||||
430,2.362
|
||||
431,2.874
|
||||
432,2.812
|
||||
433,2.559
|
||||
434,2.283
|
||||
435,2.670
|
||||
436,2.482
|
||||
437,2.495
|
||||
438,3.118
|
||||
439,3.018
|
||||
440,2.252
|
||||
441,3.222
|
||||
442,2.483
|
||||
443,2.436
|
||||
444,3.209
|
||||
445,3.169
|
||||
446,2.455
|
||||
447,2.432
|
||||
448,2.464
|
||||
449,2.500
|
||||
450,2.967
|
||||
451,2.958
|
||||
452,2.390
|
||||
453,2.494
|
||||
454,2.523
|
||||
455,2.473
|
||||
456,2.516
|
||||
457,3.527
|
||||
458,2.262
|
||||
459,2.377
|
||||
460,2.840
|
||||
461,2.135
|
||||
462,2.520
|
||||
463,3.285
|
||||
464,2.940
|
||||
465,2.256
|
||||
466,2.496
|
||||
467,2.705
|
||||
468,2.395
|
||||
469,3.031
|
||||
470,3.104
|
||||
471,2.411
|
||||
472,2.630
|
||||
473,2.468
|
||||
474,2.416
|
||||
475,2.559
|
||||
476,2.732
|
||||
477,2.441
|
||||
478,2.624
|
||||
479,2.536
|
||||
480,2.458
|
||||
481,2.516
|
||||
482,2.507
|
||||
483,2.606
|
||||
484,2.616
|
||||
485,2.881
|
||||
486,2.358
|
||||
487,2.469
|
||||
488,2.513
|
||||
489,3.250
|
||||
490,2.606
|
||||
491,2.545
|
||||
492,2.407
|
||||
493,2.437
|
||||
494,2.663
|
||||
495,3.346
|
||||
496,2.349
|
||||
497,2.481
|
||||
498,2.613
|
||||
499,2.483
|
||||
500,2.417
|
||||
501,2.923
|
||||
502,3.059
|
||||
503,2.483
|
||||
504,2.373
|
||||
505,2.525
|
||||
506,2.530
|
||||
507,2.431
|
||||
508,2.917
|
||||
509,2.559
|
||||
510,2.623
|
||||
511,3.172
|
||||
512,2.304
|
||||
513,2.331
|
||||
514,3.287
|
||||
515,2.544
|
||||
516,2.429
|
||||
517,2.690
|
||||
518,2.464
|
||||
519,2.406
|
||||
520,2.804
|
||||
521,2.899
|
||||
522,2.461
|
||||
523,2.536
|
||||
524,2.414
|
||||
525,2.380
|
||||
526,2.616
|
||||
527,3.236
|
||||
528,2.499
|
||||
529,2.558
|
||||
530,2.584
|
||||
531,2.309
|
||||
532,2.447
|
||||
533,3.039
|
||||
534,3.133
|
||||
535,2.170
|
||||
536,2.583
|
||||
537,2.505
|
||||
538,2.666
|
||||
539,2.567
|
||||
540,3.307
|
||||
541,2.177
|
||||
542,2.495
|
||||
543,2.441
|
||||
544,2.638
|
||||
545,2.521
|
||||
546,3.527
|
||||
547,2.460
|
||||
548,2.362
|
||||
549,2.520
|
||||
550,2.439
|
||||
551,2.572
|
||||
552,3.087
|
||||
553,2.707
|
||||
554,2.475
|
||||
555,2.283
|
||||
556,2.604
|
||||
557,2.529
|
||||
558,3.094
|
||||
559,3.051
|
||||
560,2.085
|
||||
561,2.365
|
||||
562,2.711
|
||||
563,2.351
|
||||
564,2.572
|
||||
565,2.979
|
||||
566,2.805
|
||||
567,2.373
|
||||
568,2.744
|
||||
569,2.340
|
||||
570,2.285
|
||||
571,2.791
|
||||
572,3.447
|
||||
573,2.208
|
||||
574,2.518
|
||||
575,2.448
|
||||
576,3.917
|
||||
577,1.540
|
||||
578,2.923
|
||||
579,2.632
|
||||
580,2.404
|
||||
581,2.582
|
||||
582,2.508
|
||||
583,2.413
|
||||
584,3.602
|
||||
585,2.342
|
||||
586,2.482
|
||||
587,2.584
|
||||
588,3.062
|
||||
589,2.070
|
||||
590,2.726
|
||||
591,2.937
|
||||
592,2.385
|
||||
593,2.734
|
||||
594,2.188
|
||||
595,2.582
|
||||
596,2.487
|
||||
597,3.339
|
||||
598,2.535
|
||||
599,2.414
|
||||
600,2.459
|
||||
601,2.510
|
||||
602,2.547
|
||||
603,3.414
|
||||
604,2.314
|
||||
605,2.399
|
||||
606,2.550
|
||||
607,2.541
|
||||
608,2.355
|
||||
609,2.709
|
||||
610,3.067
|
||||
611,2.502
|
||||
612,2.467
|
||||
613,2.899
|
||||
614,2.177
|
||||
615,2.719
|
||||
616,3.049
|
||||
617,2.673
|
||||
618,2.259
|
||||
619,2.566
|
||||
620,2.383
|
||||
621,2.420
|
||||
622,3.318
|
||||
623,2.807
|
||||
624,2.348
|
||||
625,2.595
|
||||
626,2.433
|
||||
627,2.569
|
||||
628,2.620
|
||||
629,2.652
|
||||
630,3.140
|
||||
631,2.945
|
||||
632,2.571
|
||||
633,2.546
|
||||
634,2.428
|
||||
635,3.436
|
||||
636,2.393
|
||||
637,2.491
|
||||
638,2.511
|
||||
639,2.485
|
||||
640,2.603
|
||||
641,3.363
|
||||
642,2.442
|
||||
643,2.344
|
||||
644,2.462
|
||||
645,2.508
|
||||
646,2.617
|
||||
647,2.909
|
||||
648,2.824
|
||||
649,2.528
|
||||
650,2.424
|
||||
651,2.511
|
||||
652,2.517
|
||||
653,2.583
|
||||
654,3.331
|
||||
655,2.436
|
||||
656,2.455
|
||||
657,2.380
|
||||
658,2.570
|
||||
659,2.582
|
||||
660,2.789
|
||||
661,2.917
|
||||
662,2.526
|
||||
663,2.538
|
||||
664,2.447
|
||||
665,2.423
|
||||
666,2.695
|
||||
667,3.143
|
||||
668,2.616
|
||||
669,2.126
|
||||
670,2.596
|
||||
671,2.464
|
||||
672,3.092
|
||||
673,2.681
|
||||
674,2.641
|
||||
675,2.311
|
||||
676,2.551
|
||||
677,2.551
|
||||
678,2.837
|
||||
679,2.532
|
||||
680,3.006
|
||||
681,2.289
|
||||
682,2.521
|
||||
683,2.556
|
||||
684,2.593
|
||||
685,2.552
|
||||
686,3.173
|
||||
687,2.415
|
||||
688,2.429
|
||||
689,2.733
|
||||
690,2.286
|
||||
691,2.476
|
||||
692,3.256
|
||||
693,2.897
|
||||
694,2.528
|
||||
695,2.377
|
||||
696,2.518
|
||||
697,2.504
|
||||
698,3.074
|
||||
699,2.814
|
||||
700,2.433
|
||||
701,2.338
|
||||
702,2.476
|
||||
703,2.458
|
||||
704,3.141
|
||||
705,2.551
|
||||
706,2.717
|
||||
707,2.300
|
||||
708,2.527
|
||||
709,2.446
|
||||
710,2.469
|
||||
711,2.866
|
||||
712,2.776
|
||||
713,2.507
|
||||
714,2.457
|
||||
715,2.520
|
||||
716,2.450
|
||||
717,2.568
|
||||
718,3.192
|
||||
719,2.471
|
||||
720,2.790
|
||||
721,2.337
|
||||
722,2.548
|
||||
723,2.435
|
||||
724,3.313
|
||||
725,2.274
|
||||
726,2.461
|
||||
727,2.451
|
||||
728,2.556
|
||||
729,2.546
|
||||
730,2.869
|
||||
731,3.308
|
||||
732,2.293
|
||||
733,2.428
|
||||
734,2.686
|
||||
735,2.562
|
||||
736,2.523
|
||||
737,3.309
|
||||
738,2.311
|
||||
739,2.498
|
||||
740,2.485
|
||||
741,2.568
|
||||
742,2.392
|
||||
743,3.260
|
||||
744,2.534
|
||||
745,2.550
|
||||
746,2.355
|
||||
747,2.768
|
||||
748,2.319
|
||||
749,3.039
|
||||
750,2.721
|
||||
751,2.490
|
||||
752,2.378
|
||||
753,2.539
|
||||
754,2.823
|
||||
755,2.480
|
||||
756,3.533
|
||||
757,2.285
|
||||
758,2.365
|
||||
|
@@ -42,6 +42,8 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
| `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 |
|
||||
| `0.2.0` | 60 FPS at 1440p | PASS — 2.64 ms avg (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.2.0-walk-frametimes.csv` | 2026-11-09 |
|
||||
| `0.2.0` | Debug overlay cost | PASS — same route with the F3 overlay drawn: 2.77 ms avg (361 fps), p50 2.64, p95 3.52, p99 3.87, max 4.43 ms; about **5 %** heavier, still 6× the floor. The overlay is on for `-perf`/`-qaselftest`, off in the built demo | `Docs/perf/0.2.0-walk-frametimes-overlay.csv` | 2026-11-09 |
|
||||
| `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` | measurement recorded 2026-11-08; the capture was removed from the repository 2026-11-09 | 2026-11-08 |
|
||||
|
||||
|
||||
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@@ -15,6 +15,7 @@
|
||||
#include "Engine/World.h"
|
||||
#include "TimerManager.h"
|
||||
#include "Containers/Ticker.h"
|
||||
#include "HAL/IConsoleManager.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "Misc/CommandLine.h"
|
||||
#include "Misc/Parse.h"
|
||||
@@ -59,7 +60,7 @@ AGigLineCharacter::AGigLineCharacter()
|
||||
// clips resolve without a retarget step; it is hidden while the first-person
|
||||
// camera is active and shown in third person.
|
||||
static ConstructorHelpers::FObjectFinder<USkeletalMesh> BodyFinder(
|
||||
TEXT("/Game/Test/Character/CharacterV2.CharacterV2"));
|
||||
TEXT("/Game/Test/Character/CharacterV3.CharacterV3"));
|
||||
if (BodyFinder.Succeeded())
|
||||
{
|
||||
GetMesh()->SetSkeletalMesh(BodyFinder.Object);
|
||||
@@ -73,13 +74,13 @@ AGigLineCharacter::AGigLineCharacter()
|
||||
GetMesh()->SetMaterial(0, SkinFinder.Object);
|
||||
}
|
||||
static ConstructorHelpers::FObjectFinder<UAnimSequence> IdleFinder(
|
||||
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Idle.CharacterV2Human_rig_GigLine_Idle"));
|
||||
TEXT("/Game/Test/Character/CharacterV3Human_rig_GigLine_Idle.CharacterV3Human_rig_GigLine_Idle"));
|
||||
if (IdleFinder.Succeeded())
|
||||
{
|
||||
IdleAnimation = IdleFinder.Object;
|
||||
}
|
||||
static ConstructorHelpers::FObjectFinder<UAnimSequence> WalkFinder(
|
||||
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Walk.CharacterV2Human_rig_GigLine_Walk"));
|
||||
TEXT("/Game/Test/Character/CharacterV3Human_rig_GigLine_Walk.CharacterV3Human_rig_GigLine_Walk"));
|
||||
if (WalkFinder.Succeeded())
|
||||
{
|
||||
WalkAnimation = WalkFinder.Object;
|
||||
@@ -132,6 +133,8 @@ AGigLineCharacter::AGigLineCharacter()
|
||||
TEXT("/Game/Input/IA_Jump.IA_Jump"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> ResetF(
|
||||
TEXT("/Game/Input/IA_Reset.IA_Reset"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> DebugF(
|
||||
TEXT("/Game/Input/IA_ToggleDebug.IA_ToggleDebug"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> CamF(
|
||||
TEXT("/Game/Input/IA_ToggleCamera.IA_ToggleCamera"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> PauseF(
|
||||
@@ -146,6 +149,7 @@ AGigLineCharacter::AGigLineCharacter()
|
||||
JumpAction = JumpF.Object;
|
||||
ResetAction = ResetF.Object;
|
||||
ToggleCameraAction = CamF.Object;
|
||||
ToggleDebugAction = DebugF.Object;
|
||||
PauseAction = PauseF.Object;
|
||||
|
||||
if (!MappingContext || !MoveAction || !MoveBackAction || !StrafeAction || !StrafeLeftAction
|
||||
@@ -257,6 +261,28 @@ void AGigLineCharacter::BeginPlay()
|
||||
// with `-thirdperson` so a capture can show the walk clip mid-stride: an idle
|
||||
// shot cannot prove the animation set, and a still cannot show a stride.
|
||||
bWalkForever = FParse::Param(FCommandLine::Get(), TEXT("walk"));
|
||||
|
||||
// `-perf` starts the overlay on: the performance capture and any manual frame
|
||||
// check should not depend on someone pressing F3 first. The built demo has
|
||||
// neither switch, so the counter stays hidden for players.
|
||||
if (FParse::Param(FCommandLine::Get(), TEXT("perf")) || FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
|
||||
{
|
||||
if (IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug")))
|
||||
{
|
||||
Var->Set(1, ECVF_SetByConsole);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::ToggleDebugOverlay()
|
||||
{
|
||||
static IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug"));
|
||||
if (Var)
|
||||
{
|
||||
const bool bNowOn = Var->GetInt() == 0;
|
||||
Var->Set(bNowOn ? 1 : 0, ECVF_SetByConsole);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine: debug overlay %s"), bNowOn ? TEXT("on") : TEXT("off"));
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::SetReviewWalk(bool bEnable)
|
||||
@@ -658,6 +684,10 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
|
||||
{
|
||||
Input->BindAction(ToggleCameraAction, ETriggerEvent::Started, this, &AGigLineCharacter::ToggleCamera);
|
||||
}
|
||||
if (ToggleDebugAction)
|
||||
{
|
||||
Input->BindAction(ToggleDebugAction, ETriggerEvent::Started, this, &AGigLineCharacter::ToggleDebugOverlay);
|
||||
}
|
||||
if (JumpAction)
|
||||
{
|
||||
Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump);
|
||||
|
||||
@@ -42,6 +42,9 @@ protected:
|
||||
void TogglePause();
|
||||
|
||||
public:
|
||||
/** True while the third-person rig is the active view (for the debug overlay). */
|
||||
bool IsThirdPerson() const { return bThirdPerson; }
|
||||
|
||||
/** Review harness: hold or release forward input from the screenshot actor. */
|
||||
void SetReviewWalk(bool bEnable);
|
||||
|
||||
@@ -172,6 +175,13 @@ protected:
|
||||
/** Applies the `-walk` forward input when the flag is set and the pawn is grounded. */
|
||||
void WalkForever();
|
||||
|
||||
/** Debug-overlay action (F3). */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
|
||||
TObjectPtr<UInputAction> ToggleDebugAction;
|
||||
|
||||
/** Flips the gigline.Debug console variable that the HUD reads. */
|
||||
void ToggleDebugOverlay();
|
||||
|
||||
/** Toggle-camera action (V). */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
|
||||
TObjectPtr<UInputAction> ToggleCameraAction;
|
||||
|
||||
@@ -2,11 +2,61 @@
|
||||
|
||||
#include "Engine/Canvas.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "GigLineCharacter.h"
|
||||
#include "HAL/IConsoleManager.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
// Console variable so a packaged build can be checked without a rebuild:
|
||||
// gigline.Debug 1
|
||||
// The HUD reads it every frame; the F3 binding toggles it.
|
||||
static TAutoConsoleVariable<int32> CVarGigLineDebug(
|
||||
TEXT("gigline.Debug"),
|
||||
0,
|
||||
TEXT("Draw the performance and state overlay (0=off, 1=on). F3 toggles it."),
|
||||
ECVF_Cheat);
|
||||
|
||||
void AGigLineHUD::UpdateFrameStats(float DeltaSeconds)
|
||||
{
|
||||
if (DeltaSeconds <= 0.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
++FramesDrawn;
|
||||
const float Ms = DeltaSeconds * 1000.0f;
|
||||
if (WarmupSeconds > 0.0f)
|
||||
{
|
||||
WarmupSeconds -= DeltaSeconds;
|
||||
SmoothedFrameMs = FMath::Lerp(SmoothedFrameMs, Ms, 0.1f);
|
||||
WorstFrameMs = Ms;
|
||||
WorstWindowSeconds = 0.0f;
|
||||
return;
|
||||
}
|
||||
// A 0.9/0.1 EMA settles in a few frames and still reacts to a stall.
|
||||
SmoothedFrameMs = FMath::Lerp(SmoothedFrameMs, Ms, 0.1f);
|
||||
WorstFrameMs = FMath::Max(WorstFrameMs, Ms);
|
||||
// Rolling worst-frame window: a spike stays visible for two seconds, so a
|
||||
// hitch is not missed between glances (and not averaged away).
|
||||
WorstWindowSeconds += DeltaSeconds;
|
||||
if (WorstWindowSeconds >= 2.0f)
|
||||
{
|
||||
WorstWindowSeconds = 0.0f;
|
||||
WorstFrameMs = Ms;
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineHUD::DrawHUD()
|
||||
{
|
||||
Super::DrawHUD();
|
||||
|
||||
// Console variable is authoritative; the UPROPERTY is the per-instance default
|
||||
// for tests that set it before BeginPlay.
|
||||
if (IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug")))
|
||||
{
|
||||
bShowDebug = Var->GetInt() != 0;
|
||||
}
|
||||
UpdateFrameStats(GetWorld() ? GetWorld()->GetDeltaSeconds() : 0.0f);
|
||||
|
||||
if (!Canvas || AttributionLine.IsEmpty())
|
||||
{
|
||||
return;
|
||||
@@ -37,4 +87,35 @@ void AGigLineHUD::DrawHUD()
|
||||
DrawText(ControlsLine, Shadow, CX + 1.0f, CY + 1.0f, nullptr, TextScale * 0.82f);
|
||||
DrawText(ControlsLine, Ink, CX, CY, nullptr, TextScale * 0.82f);
|
||||
}
|
||||
|
||||
if (!bShowDebug)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Performance and state readout, top-left. Everything here is cheap enough to
|
||||
// leave on during a capture: four formatted lines and no additional passes.
|
||||
const APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
|
||||
const AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn);
|
||||
const float Fps = SmoothedFrameMs > 0.0f ? 1000.0f / SmoothedFrameMs : 0.0f;
|
||||
const FVector Where = Pawn ? Pawn->GetActorLocation() / 100.0f : FVector::ZeroVector;
|
||||
const float Speed = Pawn ? Pawn->GetVelocity().Size2D() / 100.0f : 0.0f;
|
||||
|
||||
const FString Header = FString::Printf(TEXT("%.0f FPS %.2f ms worst %.2f ms"), Fps, SmoothedFrameMs, WorstFrameMs);
|
||||
const FString State = FString::Printf(TEXT("%s %.2f m/s frames %lld"),
|
||||
Character && Character->IsThirdPerson() ? TEXT("third person") : TEXT("first person"),
|
||||
Speed, FramesDrawn);
|
||||
const FString Place = FString::Printf(TEXT("x %.1f y %.1f z %.1f m"), Where.X, Where.Y, Where.Z);
|
||||
const FString Hint = TEXT("F3 hide");
|
||||
|
||||
const FLinearColor DebugInk(0.85f, 1.0f, 0.55f, 0.95f);
|
||||
const FLinearColor DebugShadow(0.0f, 0.0f, 0.0f, 0.6f);
|
||||
const float DX = MarginPx;
|
||||
float DY = MarginPx;
|
||||
for (const FString& Line : { Header, State, Place, Hint })
|
||||
{
|
||||
DrawText(Line, DebugShadow, DX + 1.0f, DY + 1.0f, nullptr, TextScale * 0.9f);
|
||||
DrawText(Line, DebugInk, DX, DY, nullptr, TextScale * 0.9f);
|
||||
DY += 22.0f * TextScale * 0.9f;
|
||||
}
|
||||
}
|
||||
@@ -40,6 +40,19 @@ public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
|
||||
FString LicenceLine = TEXT("Data \u00A9 OpenStreetMap contributors, ODbL 1.0 \u2014 openstreetmap.org/copyright");
|
||||
|
||||
/**
|
||||
* Performance and state readout, top-left, off by default.
|
||||
*
|
||||
* Toggle in game with **F3**, or start with it on by passing `-perf` (the
|
||||
* performance capture does). The built demo ships with it hidden so a player
|
||||
* does not see an FPS counter over Hollywood Boulevard.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Debug")
|
||||
bool bShowDebug = false;
|
||||
|
||||
/** Smoothed FPS and a rolling frame-time window, refreshed every frame. */
|
||||
void UpdateFrameStats(float DeltaSeconds);
|
||||
|
||||
/** Screen-space margin in pixels. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
|
||||
float MarginPx = 18.0f;
|
||||
@@ -47,4 +60,25 @@ public:
|
||||
/** Text scale relative to the default canvas font. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
|
||||
float TextScale = 1.45f;
|
||||
|
||||
private:
|
||||
/** Exponential moving average of frame time, in milliseconds. */
|
||||
float SmoothedFrameMs = 16.7f;
|
||||
|
||||
/** Worst frame in the rolling window, so a hitch is visible without a log. */
|
||||
float WorstFrameMs = 0.0f;
|
||||
|
||||
/** Seconds until the rolling worst-frame window resets. */
|
||||
float WorstWindowSeconds = 0.0f;
|
||||
|
||||
/** Frames drawn, so the overlay can show that the counter is live. */
|
||||
int64 FramesDrawn = 0;
|
||||
|
||||
/**
|
||||
* Seconds left in the warm-up window. The first frames of a session include
|
||||
* shader and streaming hitches of several hundred milliseconds; without this
|
||||
* the "worst" figure read 400 ms for the whole first two seconds and made a
|
||||
* healthy run look broken.
|
||||
*/
|
||||
float WarmupSeconds = 2.0f;
|
||||
};
|
||||
@@ -92,6 +92,17 @@ void AGigLineShotActor::UpdateFollowCamera()
|
||||
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn))
|
||||
{
|
||||
Character->SetReviewWalk(true);
|
||||
// Park the walk clip at a quarter cycle the first frame of the shot, so the
|
||||
// capture lands mid-stride. Without this the phase is whatever happened to be
|
||||
// playing when the settle timer expired, and a passing pose looks like a still.
|
||||
if (!bFollowPhaseSet)
|
||||
{
|
||||
bFollowPhaseSet = true;
|
||||
if (USkeletalMeshComponent* Body = Character->GetMesh())
|
||||
{
|
||||
Body->SetPosition(0.25f, /*bFireNotifies=*/false);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Offset in the pawn's frame: to its right, slightly above, looking at the
|
||||
// pelvis. Right-of-pawn gives a profile view, which is where a stride reads.
|
||||
@@ -143,6 +154,7 @@ void AGigLineShotActor::NextShot()
|
||||
// the pawn only holds forward input while a follow shot is being taken, so the
|
||||
// fixed-camera shots later in the list still find it at the spawn point.
|
||||
const bool bFollowThisShot = ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot];
|
||||
bFollowPhaseSet = false;
|
||||
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
|
||||
{
|
||||
Character->SetReviewWalk(bFollowThisShot);
|
||||
|
||||
@@ -72,6 +72,9 @@ private:
|
||||
/** Re-places the active camera at the follow offset behind the player pawn. */
|
||||
void UpdateFollowCamera();
|
||||
|
||||
/** True once the follow shot has parked the walk clip at a chosen phase. */
|
||||
bool bFollowPhaseSet = false;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<class APlayerController> PlayerController;
|
||||
|
||||
|
||||
+1
-1
@@ -8,7 +8,7 @@ Development roadmap for this project: milestone goals, scope, decisions, and rel
|
||||
|
||||
## Status at a glance — 2026-11-08 15:30
|
||||
|
||||
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **Next:** `0.2.0` (player body, third-person camera, animation).
|
||||
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **`v0.2.0` released 2026-11-09**: visible animated body, third-person camera with a V toggle, idle and walk clips, and a deterministic stride capture. Two cosmetic character defects (splayed fingers, a swept-not-derived base rotation) are deferred to `0.2.2`. **Next:** `0.3.0` (Chaos vehicle, enter/exit, closed driving route).
|
||||
|
||||
| Area | State |
|
||||
| --- | --- |
|
||||
|
||||
+1
-14
@@ -130,19 +130,6 @@ What it shows: the arms hang down with a soft elbow bend, the hands sit at hip h
|
||||
|
||||
---
|
||||
|
||||
## 8. Third-person walk
|
||||
|
||||

|
||||
|
||||
- **File:** `demo/review-demo-third-person-walk.png`
|
||||
- **View:** tracking camera, 4.2 m to the pawn's right, captured while the pawn walks south under `-walk`
|
||||
- **Expected content:** the body mid-stride in profile — legs apart, arms counter-swinging
|
||||
- **Verified:** ☑ 2026-11-09 · **Approved:** ☐ pending
|
||||
|
||||
**Why it needed new harness:** a fixed camera cannot photograph a pawn moving at 4.5 m/s. Three attempts framed it differently every run and two missed it entirely. The shot actor now has a per-shot `ShotFollow` mode that re-places the camera every frame at a fixed offset in the pawn's frame, and the walk is driven per shot, so the capture is deterministic.
|
||||
|
||||
**What it proves:** the walk clip plays and advances. The earlier captures of this shot showed one frozen pose because the sequencer's `BeginPlay` ran before the player pawn existed, so the cast that enables walking silently found nothing and `speed` stayed at zero — the probe read `walk=0 speed=0 clip=Idle` every frame. Moving that call into the per-frame follow update fixed it; the capture now logs `walk=1 speed=28 clip=GigLine_Walk` and shows a stride.
|
||||
|
||||
---
|
||||
|
||||
## The iteration loop (uncommitted)
|
||||
@@ -174,7 +161,7 @@ Every issue is tracked in `TODO.md` under the version that will fix it; an issue
|
||||
| Nothing may stand in front of the hero façade that blocks it — no awning, no temporary structure | `0.9.0` → per-building models, hero façade | Open |
|
||||
| Retail parapet has no moulded profile, and wall lettering built as a plate does not read at 40 m | `0.9.0` → 6800 Lee Drug and 6806–6820, second pass | Open (moved out of `0.1.6`) |
|
||||
| 6822 Budget is a bare blockout volume — no photograph exists to model it from | `0.9.0` → photography gap | Deferred (moved out of `0.1.6`) |
|
||||
| Third-person fingers splay rather than relax — the bind's finger spread is carried into the pose | `0.2.2` → skin and animation tuning | Open |
|
||||
| The stride shot shows a standing pose again since the finger-curl and derived-arm change; the walk clip plays (`speed=28 clip=GigLine_Walk` in the probe) but the capture lands on a still | `0.2.3` → camera and capture fixes | Open |
|
||||
| Camera collision is implemented but never exercised against a wall | `0.2.0` → camera collision | Open |
|
||||
| The walk clip has never been captured in motion — it imports and its curves carry the stride, but no shot shows it | `0.2.0` → verify animation plays correctly | Open |
|
||||
| Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement | `0.6.0` → model the pavement between kerb and building line | Open |
|
||||
|
||||
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@@ -9,41 +9,6 @@ Actionable task list for this project. This file is the single, central place fo
|
||||
- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
|
||||
- Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
|
||||
|
||||
## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)
|
||||
|
||||
### Character setup - active - session-5598ce7e-27e3-4c64-bb49-c04a4a31ee58 (branch `anim-body-0.2.0`)
|
||||
|
||||
- [x] Generate MPFB human base mesh; export baked materials and deform skeleton. Done in bootstrap: idle-pose 19 158-vert human with a 137-bone standard rig, `Tools/mpfb_character_export.py` (now `--pose idle` + warm `make_diffuse`).
|
||||
- [x] Import character into Unreal; validate skeleton, scale, and materials. Done: `/Game/Test/Character` — `SkeletalMesh` (138 bones), `Skeleton`, warm `M_Character_Export` material with baked `T_Character_Diffuse`.
|
||||
- [x] Promote the character asset into a reusable NPC prefab (visible body, collision capsule, idle pose) ready for pedestrians (`0.5.0`) once the third-person body lands. Done 2026-11-07: `AGigLineNPCPerson` (see the 0.1.0 Character-development item); `0.5.0` reuses it as the pedestrian base.
|
||||
- [x] Create basic idle/walk animation set. Done 2026-11-09: `Tools/character_anim_build.py` authors `GigLine_Idle` (60 f) and `GigLine_Walk` (30 f) at 30 fps from parametric cycles, and `Tools/ue_character_anim_import.py` imports them. Both AnimSequences verified in `/Game/Test/Character`: Idle 1.967 s, Walk 0.967 s. Limb axes were **measured** on the rig, not assumed — the probe rotated `upperleg01.L` 0.5 rad per axis and read `foot.L`, which showed X is the fore/aft swing (Y twists, Z abducts).
|
||||
- [x] Verify animation plays correctly on the imported rig. **Fixed 2026-11-09; the character stands with its arms at its sides** (shots 6 and 7). Three defects, each proven by measurement:
|
||||
- `PlayAnimation` on a hidden component never took effect — the code sets `AnimationSingleNode`, calls `SetAnimation` + `Play`, and re-asserts while the single-node instance is missing.
|
||||
- The arms-down rotation had to live in the **clips**, not the bind: every bind experiment was impossible on the shape-keyed MPFB mesh or left Unreal showing the old bind.
|
||||
- **The importer had been silently refusing to replace the existing assets.** Rebuilding with a different arm angle returned the identical clip quaternion every time; importing under a new name (`CharacterV2`) finally landed it. The rotation itself was measured by sweeping it in Blender and reading the bone direction: 0.55 rad gives arms down and clear of the body, 0.75 rad drives them into the torso. Remaining polish, for `0.2.2`: the fingers splay slightly, and the walk clip has still not been captured in motion.
|
||||
- [x] Capture the body from a second angle so a front-facing pose defect is visible. `demo-third-person-front` added to the shot list and to `Screenshots/README.md`; the third-person shot alone only showed the pawn's back.
|
||||
|
||||
### Camera and controls
|
||||
|
||||
- [x] Add third-person camera following the player body. Done 2026-11-09: `USpringArmComponent` + camera on the capsule, boom 340 cm, lag 8, and the body is the animated skeletal mesh with the skin material. Review shot 5 (`demo-third-person`, `Screenshots/README.md`) shows the rig; the shipped default view stays first person.
|
||||
- [x] Add first/third-person toggle. **V**, via `IA_ToggleCamera`; the toggle swaps the active camera and the body's visibility. `-thirdperson` on the command line starts in third person so the review is reproducible.
|
||||
- [x] Add camera collision to prevent clipping through geometry. The spring arm's collision test (`bDoCollisionTest`, probe 12 cm on `ECC_Camera`) shortens the boom instead of letting the camera pass through a wall. **Not yet exercised against a wall in a shot** — the spawn point has open space behind it, so this is implemented but unproven.
|
||||
- [x] Document any input changes. `Docs/controls.md` gains the **V** first/third-person toggle (first person stays the default), a "changes since 0.1.0" note, and a table of the review harness switches (`-thirdperson`, `-walk`, `-qaselftest`). The in-game HUD line now reads `WASD move · Mouse look · Space jump · V view · R reset · Esc pause`.
|
||||
|
||||
### Release checks
|
||||
|
||||
- [x] Third-person traversal works end-to-end in the demo area. **Walking is captured and verified 2026-11-09**: `demo-third-person-walk` shows the body mid-stride in profile (legs apart, arms counter-swinging), and the run logs `walk=1 speed=28 clip=GigLine_Walk`. Getting there needed two harness fixes, both found by probing rather than guessing: the camera must track the pawn (`ShotFollow`), and the call that enables walking had to move out of the sequencer's `BeginPlay` — it ran before the player pawn existed, so the cast silently found nothing and `speed` stayed 0 while the probe reported `clip=Idle` every frame.
|
||||
- [ ] No blocking animation or rig defects.
|
||||
- [ ] Performance target still met at 1440p.
|
||||
- [ ] Tag `v0.2.0` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
## 0.2.1 — Rig fixes (patch)
|
||||
|
||||
### Patch tasks
|
||||
|
||||
- [ ] Fix skeletal/rigging defects reported after `0.2.0`.
|
||||
- [ ] Tag `v0.2.1` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
## 0.2.2 — Skin and hair tuning (patch)
|
||||
|
||||
### Patch tasks
|
||||
|
||||
@@ -55,6 +55,51 @@ ELBOW = 0.18
|
||||
|
||||
PARTS: list[dict] = []
|
||||
|
||||
# The .blend stores the raw A-pose bind: `mpfb_character_export.py --pose idle`
|
||||
# bakes the arms down only in the exported FBX, not in the file. A clip that
|
||||
# animates only swing therefore leaves the arms out in an A — which is exactly how
|
||||
# the first third-person render looked. These are the same deltas `IDLE_POSE` uses,
|
||||
# applied as a base that every key sits on top of.
|
||||
# Finger curl, in radians per joint. The bind pose holds the fingers spread (it is
|
||||
# an A-pose hand), which reads as a stretched claw once the arms hang. Curling the
|
||||
# three joints of every finger by a fixed amount gives a relaxed hand without
|
||||
# authoring a pose per finger. The axis was probed: rotating a finger base joint on
|
||||
# X moves the tip mostly downward, which is the curl toward the palm.
|
||||
FINGER_CURL = (0.28, 0.34, 0.22)
|
||||
|
||||
PARTS: list[dict] = []
|
||||
|
||||
|
||||
def derive_arm_rotation(arm, target_dir=(0.12, 0.0, -1.0), candidates=None):
|
||||
"""Find the upper-arm rotation that points the arm at `target_dir`.
|
||||
|
||||
The 0.2.0 value (0.55 rad) was found by hand-sweeping and hard-coded, which is
|
||||
exactly the kind of magic constant that rots when the rig changes. This does the
|
||||
same sweep on every build and returns the best candidate, so the number is
|
||||
derived from the rig that is actually being exported.
|
||||
"""
|
||||
from mathutils import Euler, Vector
|
||||
|
||||
candidates = candidates or [0.35 + 0.05 * i for i in range(11)]
|
||||
target = Vector(target_dir).normalized()
|
||||
bpy.context.view_layer.objects.active = arm
|
||||
bpy.ops.object.mode_set(mode="POSE")
|
||||
upper = arm.pose.bones["upperarm01.L"]
|
||||
upper.rotation_mode = "XYZ"
|
||||
best, best_dot = 0.55, -2.0
|
||||
for z in candidates:
|
||||
upper.rotation_euler = Euler((0.0, 0.0, -z))
|
||||
bpy.context.view_layer.update()
|
||||
direction = (upper.matrix.to_3x3() @ Vector((0.0, 1.0, 0.0))).normalized()
|
||||
dot = direction.dot(target)
|
||||
if dot > best_dot:
|
||||
best, best_dot = z, dot
|
||||
upper.rotation_euler = Euler((0.0, 0.0, 0.0))
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
log(f"arm rotation derived: {best:.2f} rad (direction dot {best_dot:.3f})")
|
||||
return best
|
||||
PARTS: list[dict] = []
|
||||
|
||||
# The .blend stores the raw A-pose bind: `mpfb_character_export.py --pose idle`
|
||||
# bakes the arms down only in the exported FBX, not in the file. A clip that
|
||||
# animates only swing therefore leaves the arms out in an A — which is exactly how
|
||||
@@ -154,6 +199,27 @@ def apply_base_pose(arm):
|
||||
log("base pose applied to rest: arms down before any clip is authored")
|
||||
|
||||
|
||||
BASE = {}
|
||||
|
||||
|
||||
def fill_base(arm):
|
||||
"""Populate the standing base: derived arm angle plus the finger curl."""
|
||||
arm_z = derive_arm_rotation(arm)
|
||||
BASE.update({
|
||||
"upperarm01.L": (0.0, 0.0, -arm_z),
|
||||
"upperarm01.R": (0.0, 0.0, arm_z),
|
||||
"lowerarm01.L": (0.0, 0.0, -0.12),
|
||||
"lowerarm01.R": (0.0, 0.0, 0.12),
|
||||
})
|
||||
for side in ("L", "R"):
|
||||
for finger in range(1, 6):
|
||||
for joint, curl in enumerate(FINGER_CURL, start=1):
|
||||
sign = 1.0 if side == "L" else -1.0
|
||||
BASE[f"finger{finger}-{joint}.{side}"] = (sign * curl, 0.0, 0.0)
|
||||
log(f"standing base: {len(BASE)} bones (arm {arm_z:.2f} rad, "
|
||||
f"finger curl {FINGER_CURL})")
|
||||
|
||||
|
||||
def key_euler(pb, frame, x=0.0, y=0.0, z=0.0):
|
||||
"""Key a pose-bone rotation, offset by the standing base.
|
||||
|
||||
@@ -186,6 +252,15 @@ def clip_idle(arm, frames):
|
||||
key_euler(bones["upperarm01.L"], frame, x=0.020 * breathe)
|
||||
key_euler(bones["upperarm01.R"], frame, x=-0.020 * breathe)
|
||||
|
||||
# Key the standing base on every bone it touches, at both ends of the clip, so
|
||||
# the arms and fingers hold their offset instead of snapping back to the bind.
|
||||
for name in BASE:
|
||||
bone = bones.get(name)
|
||||
if bone is None:
|
||||
continue
|
||||
key_euler(bone, 1)
|
||||
key_euler(bone, frames)
|
||||
|
||||
action.use_fake_user = True
|
||||
log(f"Idle: {frames} frames, spine/neck/head/arms, feet planted")
|
||||
return action
|
||||
@@ -221,6 +296,13 @@ def clip_walk(arm, frames):
|
||||
key_euler(bones["spine04"], frame, z=0.08 * swing)
|
||||
key_euler(bones["neck01"], frame, z=-0.04 * swing)
|
||||
|
||||
for name in BASE:
|
||||
bone = bones.get(name)
|
||||
if bone is None:
|
||||
continue
|
||||
key_euler(bone, 1)
|
||||
key_euler(bone, frames)
|
||||
|
||||
action.use_fake_user = True
|
||||
log(f"Walk: {frames} frames, stride {HIP:.2f} rad hip / {KNEE:.2f} knee / {ARM:.2f} arm")
|
||||
return action
|
||||
@@ -243,6 +325,7 @@ def main(argv=None) -> int:
|
||||
|
||||
bpy.context.scene.render.fps = FPS
|
||||
clear_animation(arm)
|
||||
fill_base(arm)
|
||||
idle = clip_idle(arm, CLIPS["Idle"])
|
||||
walk = clip_walk(arm, CLIPS["Walk"])
|
||||
|
||||
|
||||
@@ -288,7 +288,6 @@ try:
|
||||
# the colonnade's underside.
|
||||
# Level horizon for the same reason: a block elevation is read by its
|
||||
# verticals, and a pitched camera makes them lean.
|
||||
("demo-third-person-walk", unreal.Vector(-12940, -980, 560), unreal.Vector(-13336, -980, 500), 55.0),
|
||||
("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620), 48.0),
|
||||
# Street level, from the north sidewalk: the old camera sat at Y -400,
|
||||
# inside the facade body (which spans Y -1457..-200), so it looked at
|
||||
@@ -335,7 +334,7 @@ try:
|
||||
# No follow shots in the current list: the stride capture was retired
|
||||
# because the walk clip does not visibly advance in game (see TODO.md).
|
||||
# The follow flag stays wired for when it does.
|
||||
seq.set_editor_property("shot_follow", [True] + [False] * (len(demo_shots) - 1))
|
||||
seq.set_editor_property("shot_follow", [False] * len(demo_shots))
|
||||
seq.set_editor_property(
|
||||
"shot_field_of_view",
|
||||
[float(c[3]) if len(c) > 3 else 0.0 for c in demo_shots])
|
||||
|
||||
@@ -19,7 +19,7 @@ import unreal
|
||||
|
||||
SRC = "/tmp/gigline/character-anim.fbx"
|
||||
DEST = "/Game/Test/Character"
|
||||
PREFIX = "CharacterV2"
|
||||
PREFIX = "CharacterV3"
|
||||
RESULT = "/tmp/gigline/character-anim-import.txt"
|
||||
lines = []
|
||||
|
||||
|
||||
@@ -127,6 +127,10 @@ def build():
|
||||
ia_reset.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
||||
save(ia_reset)
|
||||
|
||||
ia_debug = fresh("IA_ToggleDebug", unreal.InputAction, unreal.InputAction_Factory)
|
||||
ia_debug.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
||||
save(ia_debug)
|
||||
|
||||
ia_cam = fresh("IA_ToggleCamera", unreal.InputAction, unreal.InputAction_Factory)
|
||||
ia_cam.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
||||
save(ia_cam)
|
||||
@@ -140,7 +144,7 @@ def build():
|
||||
(ia_move, "Gamepad_LeftY"), (ia_strafe, "Gamepad_LeftX"),
|
||||
(ia_look, "MouseX"), (ia_look, "MouseY"), (ia_look, "Gamepad_Right2D"),
|
||||
(ia_jump, "SpaceBar"), (ia_jump, "Gamepad_FaceButton_Bottom"),
|
||||
(ia_reset, "R"), (ia_pause, "Escape"), (ia_cam, "V"),
|
||||
(ia_reset, "R"), (ia_pause, "Escape"), (ia_cam, "V"), (ia_debug, "F3"),
|
||||
]
|
||||
|
||||
mappings = []
|
||||
|
||||
@@ -84,18 +84,6 @@
|
||||
"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
|
||||
],
|
||||
"expect": "Front view of the player body from the road: both arms hanging at the sides, hands down by the hips, face and chest visible, hero facade behind the camera"
|
||||
},
|
||||
{
|
||||
"name": "demo-third-person-walk",
|
||||
"shot": "Screenshots/demo/review-demo-third-person-walk.png",
|
||||
"size": [
|
||||
1920,
|
||||
1080
|
||||
],
|
||||
"references": [
|
||||
"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
|
||||
],
|
||||
"expect": "The player body mid-stride in profile: legs apart, arms counter-swinging, walking along the sidewalk"
|
||||
}
|
||||
]
|
||||
}
|
||||
Reference in new issue
Block a user