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No files matched your search
+9
-1
@@ -47,12 +47,18 @@ Thumbs.db
|
||||
/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
|
||||
/Docs/environment.md
|
||||
/Docs/reference-notes-hollywood.md
|
||||
/.agents/skills/blender-skills/
|
||||
|
||||
# leave skills out of repo
|
||||
/.agents/skills/
|
||||
|
||||
# Blender/Blosm working caches
|
||||
/Art/blender/.cache/
|
||||
@@ -65,3 +71,5 @@ Thumbs.db
|
||||
|
||||
# Unreal per-project build artefacts (FileOpenOrder logs and the like)
|
||||
Build/
|
||||
dsh-session-*
|
||||
tmp/
|
||||
@@ -55,7 +55,7 @@ Semantic Versioning: `MAJOR.MINOR.PATCH`.
|
||||
|
||||
The two files have separate roles:
|
||||
|
||||
- **[TODO.md](TODO.md)** is the single, central task list for all agents: checkbox items, progress marks, and active-section ownership. Put all planned actionable work and follow-ups there. Do not create parallel task lists elsewhere.
|
||||
- **[TODO.md](TODO.md)** is the single, central task list for all agents: checkbox items, progress marks, and active-section ownership. Put all planned actionable work and follow-ups there. Do not create parallel task lists elsewhere. Any notes or observations should be recorded in [MEMORY.md](#memory).
|
||||
- **[ROADMAP.md](ROADMAP.md)** holds the development plan: milestone goals, scope, decisions, and release gates for each version. It is a planning document and contains **no checkbox items**. Read it for future direction; record scope changes there as prose, and record the resulting tasks in `TODO.md`.
|
||||
|
||||
Rules for `TODO.md`:
|
||||
@@ -67,6 +67,7 @@ Rules for `TODO.md`:
|
||||
- When **all** steps in a version section are done: write a short descriptive entry to `CHANGELOG.md`, remove the version section from `TODO.md`, and leave its goal in `ROADMAP.md`.
|
||||
- Release checks for each version are listed at the end of its `TODO.md` section; `Docs/release-checks.md` defines the checks themselves. If a check fails, do not tag the release; open a patch task in `TODO.md` and report the failing check in `CHANGELOG.md`.
|
||||
- Finish each milestone's release checks **before** expanding scope. Cut map size and simulation complexity before compromising the core walking/driving experience.
|
||||
- **Realism leads, performance is a floor.** When a realism improvement costs frame time, realism wins and the cost is paid — but 60 FPS at 1440p without frame generation must still be met at every release. If realism cannot fit the budget, reduce the realism scope deliberately and record it in `CHANGELOG.md`; never ship below the floor without the owner's approval. Walkability outranks realism in one direction only: a block the player falls through is not a demo.
|
||||
|
||||
## Git workflow
|
||||
|
||||
@@ -125,7 +126,7 @@ Rules that keep tools reusable and reviewable:
|
||||
- **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.
|
||||
- **Network and paid-API tools are human-triggered.** `Tools/gen/commons_fetch.py`, `Tools/gen/page_image_fetch.py`, `Tools/review/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.
|
||||
@@ -140,7 +141,7 @@ Keep the tools standard-library-only where practical; if a third-party import is
|
||||
|
||||
## 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.
|
||||
[`Docs/Architecture/`](Docs/Architecture/) is the arc42 documentation: [`README.md`](Docs/Architecture/README.md) provides the overview and links to twelve numbered section files; `about-arc42.md` records the template attribution. **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:
|
||||
|
||||
@@ -159,7 +160,7 @@ 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.
|
||||
- **Keep the index current.** `Docs/Architecture/README.md` links to the canonical section pages; update it when the structure or section list changes.
|
||||
- **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.
|
||||
|
||||
@@ -178,20 +179,102 @@ Always use a consistent scale test, named export presets, and repeatable import
|
||||
|
||||
## Blender skills
|
||||
|
||||
`.agents/skills/blender-skills/` holds 94 Blender skill packs (MIT, blender-skills 1.3.0). They are agent instructions, not add-ons, and nothing in the pipeline depends on them.
|
||||
The 93 upstream Blender skill packs (MIT, blender-skills 1.3.0) live once, in the **common** agent folder `~/.pi/agent/skills/`, together with the shared `references/` notes and the upstream `LICENSE`. They are agent instructions, not add-ons, and nothing in the pipeline depends on them.
|
||||
|
||||
**All agents must consult the relevant skill packs before starting a task in that discipline.** Each patch section in `TODO.md` lists its suggested skills; the general mapping is:
|
||||
The project-specific pack, `.agents/skills/blender-skills/blender-director/` — the pipeline orchestrator, which names this project's tools and stages — also stays **out of the repository**: `/.agents/skills/` is gitignored. It refers to the shared notes by absolute path (`~/.pi/agent/skills/references/…`).
|
||||
|
||||
- **Modeling / procedural assets** — `blender-modeler`, `procedural-modeling`, `geometry-nodes`, `hard-surface`.
|
||||
- **Façades and architecture** — `archviz`, `historical-worlds` (1920s Hollywood Blvd direction), `realistic-style`.
|
||||
Do not copy the common packs into the repository: a second copy under a different root is a name collision, and Pi keeps the first one it finds and warns on every start. Add a pack to `~/.pi/agent/skills/<pack>/SKILL.md` (one level down, flat) and it is picked up everywhere; `references/` sits beside them at `~/.pi/agent/skills/references/`.
|
||||
|
||||
**Entry point:** `blender-director` — the orchestrator picks the specialist packs in pipeline order and matches a reference photograph before detail work. Start any multi-step Blender task there.
|
||||
|
||||
**Pack index.** Every pack available to this project, grouped by discipline. The 93 common packs plus the project's `blender-director`; `unity-export` and `godot-export` are installed for other projects and unused here, since the project ships Unreal only.
|
||||
|
||||
| Group | Packs |
|
||||
| --- | --- |
|
||||
| Pipeline entry point | `blender-director` (project pack) |
|
||||
| Core modelling | `blender-modeler`, `hard-surface`, `prop-artist`, `vehicle-artist`, `character-artist`, `creature-artist`, `sculpting`, `retopology`, `geometry-nodes`, `procedural-modeling` |
|
||||
| Environment and architecture | `environment-artist`, `archviz`, `set-dressing`, `vegetation-artist`, `scene-assembly`, `collision-proxy` |
|
||||
| Characters and animation | `character-archetypes`, `rigging`, `animation`, `cloth-sim`, `hair-groom` |
|
||||
| Materials, light and render | `materials`, `texture-workflow`, `lookdev`, `lighting`, `rendering`, `compositing`, `camera-cinematography` |
|
||||
| UVs, export and optimisation | `uv-workflow`, `export-pipeline`, `unreal-export`, `asset-optimization`, `lod-pipeline` |
|
||||
| Physics and VFX | `physics-sim`, `vfx-fx` |
|
||||
| Review and QA | `qa-review`, plus the `references/` notes below |
|
||||
| Project direction | `realistic-style`, `historical-worlds` |
|
||||
| World packs | `apocalypse-worlds`, `biome-worlds`, `fantasy-worlds`, `sci-fi-punk-worlds` |
|
||||
| Genre art direction | `genre-action-combat`, `genre-card-party-idle`, `genre-metroidvania-roguelike`, `genre-narrative-vn`, `genre-open-world-sandbox`, `genre-puzzle-platformer`, `genre-racing-sports`, `genre-rpg`, `genre-shooter`, `genre-soulslike`, `genre-stealth`, `genre-strategy-sim`, `genre-survival` |
|
||||
| Mood art direction | `brutalist-mood`, `cozy-wholesome-mood`, `dark-gritty-mood`, `dream-surreal-mood`, `neon-retrofuturism`, `noir-style` |
|
||||
| Style art direction | `analog-found-footage-horror`, `anime-style`, `body-horror-style`, `cartoon-style`, `chibi-style`, `comic-book-style`, `cosmic-eldritch-horror`, `dream-weirdcore-style`, `folk-horror-style`, `frutiger-aero-style`, `hand-painted-style`, `hd-2d-style`, `horror-style`, `indie-horror-aesthetics`, `isometric-style`, `liminal-space-style`, `lowpoly-style`, `manga-style`, `mascot-puppet-horror`, `minimalist-style`, `painterly-style`, `pixel-art-style`, `psx-horror-style`, `retro-16bit-style`, `retro-8bit-style`, `stop-motion-craft-style`, `stylized-style`, `vector-style`, `visual-console-eras`, `voxel-style` |
|
||||
| Other engines (unused) | `unity-export`, `godot-export` |
|
||||
|
||||
**All agents must consult the relevant skill packs before starting a task in that discipline.** Each task section in `TODO.md` names its suggested skills; the general mapping is:
|
||||
|
||||
- **Modeling / procedural assets** — `blender-modeler`, `procedural-modeling`, `geometry-nodes`, `hard-surface`, `prop-artist`, `sculpting`, `retopology`.
|
||||
- **Vehicles** — `vehicle-artist` with `hard-surface`, `collision-proxy`, `lod-pipeline` (the `0.3.0` car).
|
||||
- **Façades and architecture** — `archviz`, `historical-worlds` (1920s Hollywood Blvd direction), `realistic-style`, `environment-artist`.
|
||||
- **Characters and animation** — `character-artist`, `rigging`, `animation`, `cloth-sim`, `hair-groom` (the MPFB `AGigLineNPCPerson` prefab; `character-archetypes` for crowd variety).
|
||||
- **Materials and textures** — `materials`, `texture-workflow`, `lookdev`.
|
||||
- **UVs and export** — `uv-workflow`, `export-pipeline`, `unreal-export` (verify against the `ue_metric_v1` / `ue_character_v1` presets in `Tools/`).
|
||||
- **UVs and export** — `uv-workflow`, `export-pipeline`, `unreal-export` (verify against the `ue_metric_v1` / `ue_character_v1` presets in `Tools/`), `asset-optimization`, `lod-pipeline`.
|
||||
- **Collision** — `collision-proxy` (UCX/UHX naming, hulls, simple colliders).
|
||||
- **Scene assembly / optimization** — `scene-assembly`, `asset-optimization`, `lod-pipeline`.
|
||||
- **Lighting and rendering** — `lighting`, `rendering`, `lookdev`, `compositing`, `camera-cinematography`.
|
||||
- **Blender-side physics and VFX** — `physics-sim`, `vfx-fx`.
|
||||
- **Review and QA** — `qa-review`, `references` (reference-image-match and visual-match checklists), `camera-cinematography` (matching reference camera angles).
|
||||
|
||||
**Reference notes.** `~/.pi/agent/skills/references/` sits beside the packs and holds the checklists they cite:
|
||||
|
||||
- `asset-pipeline.md` — the stage order every asset follows.
|
||||
- `reference-image-match.md` and `reference-analysis-template.md` — match the camera and write the analysis before micro-detail when a photograph drives the asset.
|
||||
- `visual-match-checklist.md` and `validation-checklist.md` — the two gates before an asset is called done.
|
||||
- `naming-conventions.md` and `polycount-budgets.md` — names and budgets to hold to.
|
||||
- `mcp-integration.md` and `mcp-tools.md` — the packs' MCP tooling, **not used here** (see the caveat below).
|
||||
|
||||
**Caveat:** the skill packs assume MCP-driven interactive Blender. This project runs Blender headless via scripts in `Tools/` — use the skills as method guides (checklists, naming conventions, proportions, validation steps), not for their MCP tooling. The headless scripts remain the execution path.
|
||||
|
||||
## Unreal Engine skills
|
||||
|
||||
The 31 Unreal Engine skill packs (MIT, [quodsoler/unreal-engine-skills](https://github.com/quodsoler/unreal-engine-skills) `f3742d7`) live locally at `.agents/skills/ue-*/` (gitignored, not committed) and target **UE 5.8 C++**. Each carries API examples verified against the 5.8 headers plus a deprecated-API table that maps old calls to the 5.8 forms. They are agent instructions, not add-ons.
|
||||
|
||||
`.agents/skills/ue-project-context/` is the entry point: it writes `.agents/ue-project-context.md` (module names, conventions, enabled plugins), and every other UE skill reads that file first. Refresh it when the project changes — new module, new plugin, engine bump — before consulting the rest.
|
||||
|
||||
The general mapping to this project's work:
|
||||
|
||||
- **Build and modules** — `ue-module-build-system` (Build.cs, unresolved externals, include order, plugin enablement).
|
||||
- **Reflection and core types** — `ue-cpp-foundations` (UCLASS/UPROPERTY/UFUNCTION, TObjectPtr, delegates), `ue-blueprint-cpp-interop`.
|
||||
- **Actor/component lifecycle** — `ue-actor-component-architecture` (spawning, attachment, tick groups, EndPlay).
|
||||
- **Player and pawns** — `ue-character-movement` (the character's walking), `ue-gameplay-framework` (GameMode/Pawn/Controller), `ue-input-system` (Enhanced Input). The Chaos vehicle is the `ChaosVehiclesPlugin` — see the vehicle notes in `TODO.md`, not a skill pack.
|
||||
- **Physics and collision** — `ue-physics-collision` (channels, traces, overlaps, profiles).
|
||||
- **Materials and rendering** — `ue-materials-rendering`, `ue-niagara-effects`.
|
||||
- **World and streaming** — `ue-world-level-streaming` (World Partition, level streaming, travel), `ue-procedural-generation` (PCG).
|
||||
- **Data, save and serialization** — `ue-data-assets-tables`, `ue-serialization-savegames`.
|
||||
- **Networking** — `ue-networking-replication` (replication, RPCs, relevance).
|
||||
- **UI** — `ue-ui-umg-slate` (UMG, Slate, Common UI).
|
||||
- **Debugging, profiling, tests** — `ue-testing-debugging`, `ue-async-threading`.
|
||||
- **Editor tooling** — `ue-editor-tools` (detail customizations, menus, factories).
|
||||
- **Animation** — `ue-animation-system` (AnimInstance, montages, notifies, root motion).
|
||||
- **As-needed** — `ue-ai-navigation`, `ue-audio-system`, `ue-game-features`, `ue-gameplay-abilities` (GAS), `ue-gameplay-cameras`, `ue-gameplay-tags-messaging`, `ue-mass-entity`, `ue-mover`, `ue-sequencer-cinematics`, `ue-state-trees`.
|
||||
|
||||
## C++ skill
|
||||
|
||||
One router skill, `cpp` (MIT, [DiamonDinoia/skill-cpp](https://github.com/DiamonDinoia/skill-cpp) `f2617fb`), lives at `.agents/skills/cpp/` and covers general C++11 through C++23 against the C++ Core Guidelines. It detects the project language standard from the build system (**C++20** for this project, from the UBT compile flags), then loads the matching standard reference plus the topic references the task touches. Load it for any C++ work that is not Unreal-specific; the UE skills supersede it for engine API questions.
|
||||
|
||||
## Skill roots and provenance
|
||||
|
||||
Every skill pack is agent instruction, never game code or an add-on, and none is committed: `/.agents/skills/` is gitignored. The runtime discovers packs from these roots:
|
||||
|
||||
| Root | Packs | Source |
|
||||
| --- | --- | --- |
|
||||
| `~/.pi/agent/skills/<pack>/SKILL.md` | 93 Blender packs, flat, one level down | [blender-skills](https://github.com/arjun988/blender-skills) 1.3.0, MIT |
|
||||
| `~/.pi/agent/skills/references/` | shared notes beside the packs, not a pack | same |
|
||||
| `.agents/skills/blender-skills/blender-director/` | 1 project orchestrator | project-specific |
|
||||
| `.agents/skills/ue-*/` | 31 Unreal Engine 5.8 C++ packs | [quodsoler/unreal-engine-skills](https://github.com/quodsoler/unreal-engine-skills) `f3742d7`, MIT |
|
||||
| `.agents/skills/cpp/` | 1 C++ router | [DiamonDinoia/skill-cpp](https://github.com/DiamonDinoia/skill-cpp) `f2617fb`, MIT |
|
||||
| `~/.agents/skills/` | user-level packs shared with other projects | local |
|
||||
|
||||
- `.agents/skills/skills.manifest.json` records every installed source, commit, target and local patch, with `LICENSE-unreal-engine-skills.txt` and `LICENSE-skill-cpp.txt` beside it. Keep the manifest current when a pack is installed, upgraded or removed.
|
||||
- The upstream Blender clone sits at `~/.agents/skills/blender-skills/` (`git remote https://github.com/arjun988/blender-skills.git`, 94 packs under `.claude/skills/`). `~/.pi/agent/skills/` is the installed copy the runtime actually reads and holds 93 of them; `blender-director` is kept project-local because it names this project's tools and stages.
|
||||
- Because the packs are gitignored, a fresh checkout has none of them: every task must stay doable from the scripts in `Tools/`, `Geo/tools/` and `Art/blender/`, with the packs only guiding method.
|
||||
- User-level packs: `de-ai-writing` strips AI-writing tells from `Docs/`, `CHANGELOG.md` and `MEMORY.md` prose; `hf-cli` (Hugging Face Hub CLI) and `reverse-engineer-anything` (REA for shipped binaries and packaged builds) are not part of this pipeline and are loaded only when the task is actually about them.
|
||||
|
||||
## Licensing & Distribution
|
||||
|
||||
- Publish project-owned code under a chosen open-source license.
|
||||
@@ -207,10 +290,10 @@ Always use a consistent scale test, named export presets, and repeatable import
|
||||
|
||||
Any change that affects the game's appearance — meshes, materials, lighting, levels, character, camera, post-processing — must be rendered for human review:
|
||||
|
||||
1. Run `Tools/render_screenshots.sh` (rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it, captures the fixed camera list, copies the PNGs into `Screenshots/`).
|
||||
2. Optional pre-check with a vision model: `Tools/judge_screenshot.py --image <shot.png> --expect "<what it should show>"` (or `--shots` to run every shot in the README) flags likely-missing content before a human looks. It reads `OPENROUTER_API_KEY` from `.env` (ignored). Small helper only — it never replaces the human verdict.
|
||||
3. Update `Screenshots/README.md`: one row per screenshot with what it shows and an approval state; describe any new shots or scene changes in the same change.
|
||||
1. Run `Tools/review/render_screenshots.sh` (rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it, captures the fixed camera list, copies the PNGs into `Screenshots/`).
|
||||
2. Optional pre-check with a vision model: `Tools/review/judge_screenshot.py --image <shot.png> --expect "<what it should show>"` (or `--shots` to run every shot in the README) flags likely-missing content before a human looks. It reads `OPENROUTER_API_KEY` from `.env` (ignored). Small helper only — it never replaces the human verdict.
|
||||
3. Update `Screenshots/README.md` **in the same change as any visual work** — every change that affects appearance, not only new shots: the image is **embedded inline** (``) with its view, expected content, verification and approval state, plus one row in the status table at the top. The review happens in the file; a path alone is not a review, and a shot whose README section is stale is a defect.
|
||||
4. The PNGs **are committed** so reviewers see exactly what the build rendered (`.gitignore` does not exclude them). Keep them in sync with this README: drop retired shots in the same change.
|
||||
5. Wait for the user's approval before treating a visual change as done; record approval by ticking the table in `Screenshots/README.md`.
|
||||
5. Wait for the user's approval before treating a visual change as done; record approval by ticking both the shot's section and its row in the status table in `Screenshots/README.md`.
|
||||
|
||||
New content that needs a different camera angle gets a new entry in the shot list in `Tools/ue_build_review_map.py`.
|
||||
New content that needs a different camera angle gets a new entry in the shot list in `Tools/unreal/ue_build_review_map.py`.
|
||||
@@ -153,7 +153,7 @@ The extract is complete for the block but not for every relation inside its bbox
|
||||
|
||||
## Scale test and the Unreal frame (2026-11-07)
|
||||
|
||||
`Art/blender/scaletest/scale-test-2026-11-07.blend` — three 1 m cubes at origin, +10 m east, +10 m north, plus one red test material. Regenerate with `Tools/scale_test_export.py`; import with `Tools/ue_scale_test_import.py`. Both are the named-preset templates for production assets.
|
||||
`Art/blender/scaletest/scale-test-2026-11-07.blend` — three 1 m cubes at origin, +10 m east, +10 m north, plus one red test material. Regenerate with `Tools/blender/scale_test_export.py`; import with `Tools/unreal/ue_scale_test_import.py`. Both are the named-preset templates for production assets.
|
||||
|
||||
Export preset **`ue_metric_v1`** (Blender FBX): `apply_unit_scale`, `apply_scale_options='FBX_SCALE_NONE'`, `axis_forward='-Y'`, `axis_up='Z'`, `use_space_transform`, no bake-space-transform. Import preset **`ue_metric_v1`** (UE `FbxImportUI`): static mesh, import materials, uniform scale 1.0, no unit conversion, no force-front-X.
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -10,12 +10,12 @@
|
||||
"max": [
|
||||
13.08,
|
||||
0.13,
|
||||
14.5
|
||||
14.7
|
||||
],
|
||||
"size": [
|
||||
26.16,
|
||||
12.63,
|
||||
14.5
|
||||
14.7
|
||||
]
|
||||
},
|
||||
"parts": [
|
||||
@@ -37,6 +37,15 @@
|
||||
],
|
||||
"evidence": "6 columns at 4.96 m centres (sibling notes x measured frontage)"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Flute_x120",
|
||||
"dims_m": [
|
||||
0.064,
|
||||
0.064,
|
||||
6.53
|
||||
],
|
||||
"evidence": "photographs: fluted shafts; 20 grooves per column modelled as shallow cylinders in the shadow tone rather than boolean cut grooves"
|
||||
},
|
||||
{
|
||||
"object": "Hero_ColumnBase_x6",
|
||||
"dims_m": [
|
||||
@@ -104,19 +113,19 @@
|
||||
"object": "Hero_MottoBand",
|
||||
"dims_m": [
|
||||
22.75,
|
||||
0.08,
|
||||
0.1,
|
||||
0.85
|
||||
],
|
||||
"evidence": "photographs: motto panel above the colonnade"
|
||||
"evidence": "photographs: motto panel above the colonnade, now an inset panel with a moulded surround rather than a flat stripe"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Medallion_x2",
|
||||
"dims_m": [
|
||||
1.1,
|
||||
0.04,
|
||||
0.2,
|
||||
1.1
|
||||
],
|
||||
"evidence": "photographs: two stone discs beside the motto, mounted on the parapet face"
|
||||
"evidence": "photographs: two round reliefs beside the motto - dark rim, raised light field, dark boss"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Stylobate",
|
||||
@@ -157,9 +166,9 @@
|
||||
{
|
||||
"object": "Hero_Banner_x3",
|
||||
"dims_m": [
|
||||
1.55,
|
||||
1.35,
|
||||
0.06,
|
||||
5.4
|
||||
6.2
|
||||
],
|
||||
"evidence": "photographs: JIMMY KIMMEL LIVE banners on the column line"
|
||||
},
|
||||
|
||||
@@ -0,0 +1,64 @@
|
||||
# Reference analysis — retail frontage, 0.1.6
|
||||
|
||||
Phase 0 of the `references` pack (reference-image-match). Written before any geometry, because the pass that produced the hero façade skipped it and cost two rebuilds.
|
||||
|
||||
## Source
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
| Image | `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (1920×953) |
|
||||
| Author / licence | Gb321, own work, **CC BY-SA 4.0** — attribution required |
|
||||
| Captured | 2024-07-19 11:11 local |
|
||||
| Description | "Lee Drug and 6806 Hollywood Buildings in Hollywood" |
|
||||
| Coverage | Both target buildings in one frame, mid-morning sun from the south-east |
|
||||
|
||||
**One photograph is the whole evidence base for 6800 and 6806–6820.** It is a street-level oblique, not an elevation: verticals converge, the ground floor of 6806–6820 is partly behind a parked car, and the Lee Drug shopfront is behind a bus. Everything below that the photo does not resolve is marked _assumed_ and is carried into the part report.
|
||||
|
||||
**6822 Budget has no photograph.** It is a 6.0 m × 5.5 m single-storey sliver west of 6806–6820, and the TODO item already records that Commons has nothing usable. It stays a blockout extrusion and the item is deferred rather than guessed.
|
||||
|
||||
## Measured (not from the photo)
|
||||
|
||||
From `Geo/raw/osm-api-map-2026-11-06.osm` and the blockout, in the shared frame (metres, X east, Y north, Z from the project datum):
|
||||
|
||||
| Building | OSM way | X | Front face Y | Height | Depth |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| 6800 Lee Drug | 424024149 | −33.20 … −14.37 | −14.63 | 12.10 m | 33.5 m |
|
||||
| 6806–6820 | 424024150 | −66.08 … −33.07 | −12.52 | 12.10 m | 30.8 m |
|
||||
| 6822 Budget | 424024144 | −78.54 … −72.52 | −12.92 | 5.50 m | 15.4 m |
|
||||
|
||||
Both target buildings are 12.10 m tall, which makes the _relative_ proportions in the photo directly usable: the parapet line, the cornice and the shopfront line can be read as fractions of the frame height.
|
||||
|
||||
## 6800 Lee Drug — reading
|
||||
|
||||
| Category | Observation |
|
||||
| --- | --- |
|
||||
| Subject | Corner retail block at Hollywood × Highland; the street face and the corner return are both visible |
|
||||
| Silhouette | Long low box, broken by a **rounded corner tower** that rises above the frontage parapet; the parapet is **stepped**, not flat |
|
||||
| Storeys | Two zones, not storeys: a tall shopfront zone and a single tall display wall above it |
|
||||
| Proportion (vertical) | Shopfront ≈ 0 → 0.36 H; bronze cornice ≈ 0.36 → 0.43 H; mural + lettering wall ≈ 0.43 → 0.82 H; stepped parapet ≈ 0.82 → 1.0 H (_assumed split; read off the frame, ±0.03 H_) |
|
||||
| Proportion (horizontal) | Corner tower occupies ≈ 4 m of the east end; eight mural panels at roughly 2.2 m centres along the frontage |
|
||||
| Colour | Cream stucco wall `#EDE6D8`, bronze/brown cornice `#6B4A2F`, near-black mural plates `#1C1A18`, dark glazing `#20262A` (_sampled from the frame_) |
|
||||
| Unique features | Stepped Deco parapet with 4 horizontal reveal lines; projecting bronze cornice; row of black celebrity-portrait panels; large dark "SOUVENIRS OF …" lettering on the upper wall; shopfront glazing with slim mullions |
|
||||
| Mood | 1930s Deco retail, freshly painted, bright midday |
|
||||
|
||||
## 6806–6820 — reading
|
||||
|
||||
| Category | Observation |
|
||||
| --- | --- |
|
||||
| Silhouette | Flat-fronted two-storey block; parapet steps up in fins at the west end |
|
||||
| Proportion (vertical) | Shopfront ≈ 0 → 0.32 H; burgundy fascia band ≈ 0.32 → 0.38 H; window storey ≈ 0.38 → 0.62 H; blank wall + parapet ≈ 0.62 → 1.0 H (_assumed_) |
|
||||
| Horizontal | Brown pilaster strips divide the frontage into roughly 3 m bays; seven upper windows across 33 m |
|
||||
| Colour | Same cream stucco; brown pilasters `#6B4A2F`; **burgundy-green** fascia `#5B3A3A`; white window frames |
|
||||
| Unique features | Banded parapet with 3 reveal lines; white-framed upper windows with security bars; shopfront glazing behind a burgundy fascia |
|
||||
|
||||
## Camera match (for the review shot)
|
||||
|
||||
The photo is a street-level oblique from the **north** side looking south-east, subject filling ~80 % of the frame width. The demo review shot must reproduce that: camera at 1.7 m on the north sidewalk, yaw toward the south frontage, 35–42° lens, both buildings in frame. A wide block view will not compare usefully against this crop.
|
||||
|
||||
## Assumptions to carry into the model report
|
||||
|
||||
1. Vertical proportions, as above — the photo's convergence makes a pixel-perfect read impossible.
|
||||
2. Mural panel size and spacing; the lettering is modelled as a recessed plate, not as text.
|
||||
3. Shopfront bay spacing on both buildings; the bus hides most of Lee Drug's ground floor.
|
||||
4. Parapet reveal line count (4 on Lee Drug, 3 on 6806–6820).
|
||||
5. Corner tower radius; only the outer curve is visible.
|
||||
@@ -22,6 +22,85 @@ import fbx_export_preset as fbx_preset # noqa: E402
|
||||
MESHES = ("Terrain_DEM", "Road_Hollywood", "Sidewalk_South", "Sidewalk_North",
|
||||
"Kerb_South", "Kerb_North", "Crossing_Markings")
|
||||
|
||||
# Ground surfaces are exported in slices. One 279 m slab cannot report an honest height:
|
||||
# its bounding box is the highest point anywhere along the street, which is 2.2 m above the
|
||||
# surface at the player's position, and that misled every placement decision in the demo.
|
||||
# A 20 m slice has a bounding box that means something where it stands.
|
||||
# The road is sliced for the same reason as the sidewalks: a 279 m strip imports with a single
|
||||
# convex hull whose top is the strip's MAXIMUM height, so a downward trace anywhere on it lands on
|
||||
# that hull - a flat lid 2 m above the visible surface. A 20 m slice has a hull that follows the
|
||||
# surface it belongs to.
|
||||
SEGMENTED = ("Sidewalk_North", "Sidewalk_South", "Kerb_North", "Kerb_South",
|
||||
"Road_Hollywood")
|
||||
SEGMENT_M = 20.0
|
||||
|
||||
|
||||
def _ucx_box(name, x0, x1, y0, y1, z0, z1):
|
||||
"""A thin convex box for a ground slice, named for Unreal's UCX convention."""
|
||||
thickness = max(0.10, min(0.30, (z1 - z0) * 0.25))
|
||||
cx, cy = (x0 + x1) * 0.5, (y0 + y1) * 0.5
|
||||
cz = z1 - thickness * 0.5
|
||||
bpy.ops.mesh.primitive_cube_add(size=1.0, location=(cx, cy, cz))
|
||||
hull = bpy.context.active_object
|
||||
hull.name = f"UCX_{name}_01"
|
||||
hull.scale = ((x1 - x0) * 0.99, (y1 - y0) * 0.99, thickness)
|
||||
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
|
||||
return hull
|
||||
|
||||
|
||||
def _segment(obj, name, out_dir, length_m):
|
||||
"""Export `obj` as slices of `length_m` along X, each with its own honest bbox."""
|
||||
xs = [(obj.matrix_world @ v.co).x for v in obj.data.vertices]
|
||||
x0, x1 = min(xs), max(xs)
|
||||
count = max(1, int(round((x1 - x0) / length_m)))
|
||||
step = (x1 - x0) / count
|
||||
bpy.context.view_layer.objects.active = obj
|
||||
for index in range(count):
|
||||
a = x0 + index * step
|
||||
b = a + step
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
obj.select_set(True)
|
||||
bpy.ops.object.duplicate()
|
||||
piece = bpy.context.active_object
|
||||
bpy.context.view_layer.objects.active = piece
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
# Two cuts, each with the normal pointing at the half to KEEP and clear_inner=True:
|
||||
# normal +X at a -> keeps x > a
|
||||
# normal -X at b -> keeps x < b
|
||||
# The first version used clear_outer for the far cut and produced nested slices that
|
||||
# each still spanned to the end of the street, which made every slice's bbox top out
|
||||
# at the same far-away maximum.
|
||||
bpy.ops.mesh.select_all(action="SELECT")
|
||||
bpy.ops.mesh.bisect(plane_co=(a, 0.0, 0.0), plane_no=(1.0, 0.0, 0.0),
|
||||
clear_inner=True)
|
||||
bpy.ops.mesh.select_all(action="SELECT")
|
||||
bpy.ops.mesh.bisect(plane_co=(b, 0.0, 0.0), plane_no=(-1.0, 0.0, 0.0),
|
||||
clear_inner=True)
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
piece.name = f"{name}_{index:02d}"
|
||||
zs = [(piece.matrix_world @ v.co).z for v in piece.data.vertices]
|
||||
# Explicit UCX box per slice. Neither the triangulated complex collision nor
|
||||
# complex-as-simple makes these meshes block in Unreal, so the collision is authored
|
||||
# here: one convex box per 20 m slice, thin, with its top at the slice's surface.
|
||||
xs_w = [(piece.matrix_world @ v.co).x for v in piece.data.vertices]
|
||||
ys_w = [(piece.matrix_world @ v.co).y for v in piece.data.vertices]
|
||||
hull = _ucx_box(piece.name, min(xs_w), max(xs_w), min(ys_w), max(ys_w),
|
||||
min(zs), max(zs))
|
||||
path = os.path.join(out_dir, f"{piece.name}.fbx")
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
piece.select_set(True)
|
||||
hull.select_set(True)
|
||||
bpy.context.view_layer.objects.active = piece
|
||||
fbx_preset.export_static(path, selection=True)
|
||||
bpy.data.objects.remove(hull, do_unlink=True)
|
||||
print(f"[site] {piece.name:22} x {a:+.1f}..{b:+.1f} m "
|
||||
f"z {min(zs):+.2f}..{max(zs):+.2f} m -> {path}")
|
||||
bpy.data.objects.remove(piece, do_unlink=True)
|
||||
# The context loses its active object when the duplicate goes; restore the source so
|
||||
# the next iteration's operators have something to act on.
|
||||
bpy.context.view_layer.objects.active = obj
|
||||
obj.select_set(True)
|
||||
|
||||
|
||||
def main():
|
||||
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
|
||||
@@ -62,6 +141,9 @@ def main():
|
||||
me.update()
|
||||
_ = bpy.context.view_layer
|
||||
bpy.context.view_layer.objects.active = obj
|
||||
if name in SEGMENTED:
|
||||
_segment(obj, name, args.out, SEGMENT_M)
|
||||
continue
|
||||
path = os.path.join(args.out, name + ".fbx")
|
||||
fbx_preset.export_static(path, selection=True)
|
||||
if mirrored:
|
||||
|
||||
Binary file not shown.
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Binary file not shown.
Binary file not shown.
@@ -0,0 +1,37 @@
|
||||
{
|
||||
"character": "GigLine walker",
|
||||
"description": "lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers",
|
||||
"model": "juggernautXL_ragnarok.safetensors",
|
||||
"views": {
|
||||
"front": {
|
||||
"file": "Art/characters/blueprints/front.png",
|
||||
"seed": 101,
|
||||
"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, full body front view, neutral standing pose, arms at sides, even studio light, plain light grey background, character sheet",
|
||||
"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
|
||||
"prompt_id": "ff81a0c1-e4d7-4740-9310-806c11600539"
|
||||
},
|
||||
"side": {
|
||||
"file": "Art/characters/blueprints/side.png",
|
||||
"seed": 202,
|
||||
"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, full body side profile view, neutral standing pose, arms at sides, even studio light, plain light grey background, character sheet",
|
||||
"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
|
||||
"prompt_id": "cdd0bfac-446b-4c5a-8375-37fb5c70a75e"
|
||||
},
|
||||
"back": {
|
||||
"file": "Art/characters/blueprints/back.png",
|
||||
"seed": 303,
|
||||
"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, full body back view, neutral standing pose, arms at sides, even studio light, plain light grey background, character sheet",
|
||||
"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
|
||||
"prompt_id": "069bc59d-93bb-41ce-a95b-f5b2e8194982"
|
||||
},
|
||||
"head": {
|
||||
"file": "Art/characters/blueprints/head.png",
|
||||
"seed": 404,
|
||||
"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, head and shoulders portrait, front view, neutral expression, even studio light, plain light grey background",
|
||||
"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
|
||||
"prompt_id": "39ab3ba6-5e6f-4a69-bdbb-b2faf4318dc0"
|
||||
}
|
||||
},
|
||||
"contact_sheet": "Art/characters/blueprints/contact-sheet.png",
|
||||
"note": "generated locally by Tools/comfyui_character_blueprint.py; record the model licence in THIRD_PARTY_NOTICES.md before shipping"
|
||||
}
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"tool": "Tools/generate_character_textures.py",
|
||||
"asset": "T_Character_Hair",
|
||||
"size": 512,
|
||||
"procedural": true,
|
||||
"meta": {
|
||||
"strands": 190,
|
||||
"base": [
|
||||
44,
|
||||
32,
|
||||
26
|
||||
],
|
||||
"highlight": [
|
||||
96,
|
||||
74,
|
||||
58
|
||||
]
|
||||
},
|
||||
"note": "generated, not photographed; no third-party licence"
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"tool": "Tools/generate_character_textures.py",
|
||||
"asset": "T_Character_SkinDetail",
|
||||
"size": 512,
|
||||
"procedural": true,
|
||||
"meta": {
|
||||
"octaves": {
|
||||
"fine": 96,
|
||||
"mid": 24,
|
||||
"broad": 7
|
||||
},
|
||||
"detail": 9,
|
||||
"tint": [
|
||||
222,
|
||||
178,
|
||||
152
|
||||
]
|
||||
},
|
||||
"note": "generated, not photographed; no third-party licence"
|
||||
}
|
||||
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,106 @@
|
||||
{
|
||||
"prompt": "top-down orthographic game texture, flat even lighting, no shadows, no AO, no vignette, PBR albedo, material scan, neutral colours, smooth pale limestone marble cladding, large thin-jointed ashlar blocks, very low contrast, desaturated off-white concrete tone, fine even grain, flat even lighting, no shadows, no vignette, bright clean PBR albedo",
|
||||
"profile": "albedobase",
|
||||
"size": [
|
||||
1024,
|
||||
1024
|
||||
],
|
||||
"seed": 55,
|
||||
"settings": {
|
||||
"steps": 30,
|
||||
"cfg": 6.0,
|
||||
"sampler": "dpmpp_2m",
|
||||
"scheduler": "karras"
|
||||
},
|
||||
"licence": "AlbedoBase XL v3.1 (SDXL) - game albedo, commercial use with credit",
|
||||
"tool": "Tools/gen/comfyui_generate.py",
|
||||
"generated_utc": "2026-11-10T13:15:21Z",
|
||||
"workflow": {
|
||||
"1": {
|
||||
"class_type": "CheckpointLoaderSimple",
|
||||
"inputs": {
|
||||
"ckpt_name": "albedobaseXL_v31Large.safetensors"
|
||||
}
|
||||
},
|
||||
"4": {
|
||||
"class_type": "CLIPTextEncode",
|
||||
"inputs": {
|
||||
"text": "top-down orthographic game texture, flat even lighting, no shadows, no AO, no vignette, PBR albedo, material scan, neutral colours, smooth pale limestone marble cladding, large thin-jointed ashlar blocks, very low contrast, desaturated off-white concrete tone, fine even grain, flat even lighting, no shadows, no vignette, bright clean PBR albedo",
|
||||
"clip": [
|
||||
"1",
|
||||
1
|
||||
]
|
||||
}
|
||||
},
|
||||
"5": {
|
||||
"class_type": "CLIPTextEncode",
|
||||
"inputs": {
|
||||
"text": "shadows, perspective, vignette, dramatic lighting, blurry, low quality, text, watermark",
|
||||
"clip": [
|
||||
"1",
|
||||
1
|
||||
]
|
||||
}
|
||||
},
|
||||
"6": {
|
||||
"class_type": "EmptyLatentImage",
|
||||
"inputs": {
|
||||
"width": 1024,
|
||||
"height": 1024,
|
||||
"batch_size": 1
|
||||
}
|
||||
},
|
||||
"7": {
|
||||
"class_type": "KSampler",
|
||||
"inputs": {
|
||||
"seed": 55,
|
||||
"steps": 30,
|
||||
"cfg": 6.0,
|
||||
"sampler_name": "dpmpp_2m",
|
||||
"scheduler": "karras",
|
||||
"denoise": 1.0,
|
||||
"model": [
|
||||
"1",
|
||||
0
|
||||
],
|
||||
"positive": [
|
||||
"4",
|
||||
0
|
||||
],
|
||||
"negative": [
|
||||
"5",
|
||||
0
|
||||
],
|
||||
"latent_image": [
|
||||
"6",
|
||||
0
|
||||
]
|
||||
}
|
||||
},
|
||||
"8": {
|
||||
"class_type": "VAEDecode",
|
||||
"inputs": {
|
||||
"samples": [
|
||||
"7",
|
||||
0
|
||||
],
|
||||
"vae": [
|
||||
"1",
|
||||
2
|
||||
]
|
||||
}
|
||||
},
|
||||
"9": {
|
||||
"class_type": "SaveImage",
|
||||
"inputs": {
|
||||
"images": [
|
||||
"8",
|
||||
0
|
||||
],
|
||||
"filename_prefix": "texture_albedobase"
|
||||
}
|
||||
}
|
||||
},
|
||||
"comfyui_prompt_id": "aa517bfa-9ad0-4adb-b01a-39e50b1f8f23",
|
||||
"note": "generated locally; record the model licence in THIRD_PARTY_NOTICES.md before shipping"
|
||||
}
|
||||
@@ -0,0 +1,120 @@
|
||||
{
|
||||
"prompt": "top-down orthographic game texture, flat even lighting, no shadows, no AO, no vignette, PBR albedo, material scan, neutral colours, smooth pale limestone marble cladding, large thin-jointed ashlar blocks, very low contrast, desaturated off-white concrete tone, fine even grain, flat even lighting, no shadows, no vignette, bright clean PBR albedo",
|
||||
"profile": "krea2",
|
||||
"size": [
|
||||
1024,
|
||||
1024
|
||||
],
|
||||
"seed": 55,
|
||||
"settings": {
|
||||
"steps": 8,
|
||||
"cfg": 1.0,
|
||||
"sampler": "euler",
|
||||
"scheduler": "simple"
|
||||
},
|
||||
"licence": "Krea-2 Turbo NVFP4 - fast stochastic detail (stone, bark, foliage)",
|
||||
"tool": "Tools/gen/comfyui_generate.py",
|
||||
"generated_utc": "2026-11-10T13:15:33Z",
|
||||
"workflow": {
|
||||
"1": {
|
||||
"class_type": "UNETLoader",
|
||||
"inputs": {
|
||||
"unet_name": "krea2_turbo_nvfp4.safetensors",
|
||||
"weight_dtype": "default"
|
||||
}
|
||||
},
|
||||
"2": {
|
||||
"class_type": "CLIPLoader",
|
||||
"inputs": {
|
||||
"clip_name": "qwen3vl_4b_int8_convrot.safetensors",
|
||||
"type": "krea2",
|
||||
"device": "default"
|
||||
}
|
||||
},
|
||||
"3": {
|
||||
"class_type": "VAELoader",
|
||||
"inputs": {
|
||||
"vae_name": "texture_fix_vae_for_qwen_image_1_and_krea_2_bf16.safetensors"
|
||||
}
|
||||
},
|
||||
"4": {
|
||||
"class_type": "CLIPTextEncode",
|
||||
"inputs": {
|
||||
"text": "top-down orthographic game texture, flat even lighting, no shadows, no AO, no vignette, PBR albedo, material scan, neutral colours, smooth pale limestone marble cladding, large thin-jointed ashlar blocks, very low contrast, desaturated off-white concrete tone, fine even grain, flat even lighting, no shadows, no vignette, bright clean PBR albedo",
|
||||
"clip": [
|
||||
"2",
|
||||
0
|
||||
]
|
||||
}
|
||||
},
|
||||
"5": {
|
||||
"class_type": "ConditioningZeroOut",
|
||||
"inputs": {
|
||||
"conditioning": [
|
||||
"4",
|
||||
0
|
||||
]
|
||||
}
|
||||
},
|
||||
"6": {
|
||||
"class_type": "EmptyLatentImage",
|
||||
"inputs": {
|
||||
"width": 1024,
|
||||
"height": 1024,
|
||||
"batch_size": 1
|
||||
}
|
||||
},
|
||||
"7": {
|
||||
"class_type": "KSampler",
|
||||
"inputs": {
|
||||
"seed": 55,
|
||||
"steps": 8,
|
||||
"cfg": 1.0,
|
||||
"sampler_name": "euler",
|
||||
"scheduler": "simple",
|
||||
"denoise": 1.0,
|
||||
"model": [
|
||||
"1",
|
||||
0
|
||||
],
|
||||
"positive": [
|
||||
"4",
|
||||
0
|
||||
],
|
||||
"negative": [
|
||||
"5",
|
||||
0
|
||||
],
|
||||
"latent_image": [
|
||||
"6",
|
||||
0
|
||||
]
|
||||
}
|
||||
},
|
||||
"8": {
|
||||
"class_type": "VAEDecode",
|
||||
"inputs": {
|
||||
"samples": [
|
||||
"7",
|
||||
0
|
||||
],
|
||||
"vae": [
|
||||
"3",
|
||||
0
|
||||
]
|
||||
}
|
||||
},
|
||||
"9": {
|
||||
"class_type": "SaveImage",
|
||||
"inputs": {
|
||||
"images": [
|
||||
"8",
|
||||
0
|
||||
],
|
||||
"filename_prefix": "texture_krea2"
|
||||
}
|
||||
}
|
||||
},
|
||||
"comfyui_prompt_id": "946b5d1a-7198-43ac-8f71-afa800416803",
|
||||
"note": "generated locally; record the model licence in THIRD_PARTY_NOTICES.md before shipping"
|
||||
}
|
||||
Binary file not shown.
+244
-7
@@ -8,13 +8,248 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
|
||||
|
||||
Nothing yet.
|
||||
|
||||
## [0.2.3] — 2026-11-09
|
||||
|
||||
Camera collision worked in the code and never in the game.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **The third-person boom never shortened.** The spring arm was created with `SetAutoActivate(false)` and `ToggleCamera()` activated only the camera. A deactivated spring arm does not tick, and its collision probe runs in that tick, so the boom could not shorten no matter what stood behind the pawn. Both `ToggleCamera` and `BeginPlay` now activate the arm with the rig.
|
||||
|
||||
### Added
|
||||
|
||||
- **`-cameratest`** — backs the pawn against a spawned 2 m wall, waits for the boom, and reports the shortening, whether the boom ends inside geometry, and a back-trace from camera to head. It writes `review-demo-camera-collision.png` so the placement can be checked by eye.
|
||||
|
||||
### Verified
|
||||
|
||||
- With a wall 4 m behind the pawn the boom shortens from 340 cm to **288 cm** — 12 cm clear of the wall, matching the probe size. Recorded as a release check.
|
||||
- 8 review shots verify; 95 tool tests pass.
|
||||
|
||||
### Notes for future work
|
||||
|
||||
- **A spawned static-mesh actor has no collision unless it is deferred.** Setting the mesh and collision profile after `SpawnActor` produced a wall that blocked nothing (`blocks trace=0`) on three consecutive attempts. `SpawnActorDeferred` → set mesh and collision → `FinishSpawning` builds the physics state correctly.
|
||||
- **`TargetArmLength` is not rewritten when the boom shortens.** The spring arm applies the shortened length to the camera, so the measurement must be the camera's distance from the head; reading the property reports the requested length and looks like a failure.
|
||||
|
||||
## [0.2.2] — 2026-11-09
|
||||
|
||||
The character becomes a character: clothed, haired, and measured against a generated blueprint instead of judged by eye.
|
||||
|
||||
**Version note:** this ships as a patch by the owner's decision even though it adds asset categories, which the release policy otherwise puts in a minor release. Recorded here so the numbering is not mistaken for scope later.
|
||||
|
||||
### Added
|
||||
|
||||
- **Clothing** — navy tee, dark jeans and off-white shoes as three separate skinned meshes (`Tools/blender/character_clothing_build.py`), built from the body's own faces per the `character-artist` workflow: duplicate faces, solidify for cloth thickness, one mesh per piece. Each imports with its own single material slot and is attached as a leader-pose component.
|
||||
- **Hair cards** (`Tools/blender/character_hair_build.py`) — a scalp cap plus 26 cards in three overlapping rows, quads only, every vertex weighted to `head`. Cards are oriented from the scalp normal at their anchor, so the cut follows the skull instead of standing out as spikes.
|
||||
- **Character blueprints** (`Tools/blender/comfyui_character_blueprint.py`) — front, side, back and head views generated by the local ComfyUI instance from one description, with fixed seeds and a JSON record of prompts and prompt ids.
|
||||
- **Blueprint comparison** (`Tools/blender/character_match.py`) — figure aspect, fill and coverage deltas, mean CIE76 and dominant-palette distance, plus a side-by-side montage. The deltas stay separate on purpose: one similarity number between a photoreal sheet and a low-detail body would mean nothing.
|
||||
- **ComfyUI driver** (`Tools/gen/comfyui_generate.py`) and **procedural textures** (`Tools/gen/generate_character_textures.py`), each writing a provenance sidecar.
|
||||
- **Material builder** (`Tools/unreal/ue_character_materials.py`) — `M_Character_Skin` and `M_Character_Hair_Mat` built from scratch, because `unreal.MaterialEditingLibrary` segfaults in a headless commandlet when it rebuilds an existing graph.
|
||||
|
||||
### Changed
|
||||
|
||||
- **The sun was raised** from pitch -62 to -74. The character stood in building shadow lit almost entirely by the blue sky light, so warm skin sampled as blue-grey — face (99, 98, 100) before, (131, 121, 117) after at the same camera.
|
||||
- **The walk cycle starts at maximum stride**, so the deterministic stride capture lands on the stride rather than on one of the two frames where the legs pass together.
|
||||
- Cloth shells are fattened 8 mm along their own normals after solidify; 1 cm of solidify let the body through at shoulders, hips and knees.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Hair read blond and thin** because the strand sheet's pale RGB drove base colour; the sheet now supplies only the opacity mask, and the colour is a dark constant.
|
||||
- **Garment coverage holes** at shoulders, hips and knees, closed by 2 cm solidify plus the normal fatten.
|
||||
- **A crash of my own making:** binding materials in `Tick` with `ConstructorHelpers::FObjectFinder` is fatal outside a constructor. Moved to `BeginPlay` with `LoadObject`.
|
||||
- **Shots 6, 7 and 8 were documented as an unclothed body** after the appearance changed; the README now matches the render and all eight shots are approved.
|
||||
|
||||
### Verified
|
||||
|
||||
- 8 review shots verify; **all eight approved** by the owner 2026-11-09.
|
||||
- Blueprint comparison improved from mean ΔE **31.9 → 21.8** and palette ΔE **25.4 → 19.7** once the character was clothed.
|
||||
- 95 tool tests pass (13 new for the colour maths, masks and palettes).
|
||||
|
||||
### Known limitations
|
||||
|
||||
- **The garments are still shells over body faces**, not simulated cloth: no wrinkles, no drape, and no separation from the body in motion.
|
||||
- **`T_Character_Diffuse` cannot be used.** Sampling it renders the body black, so the MPFB mesh's UVs do not map onto that bake; skin is a constant tone and the generated pore sheet is unwired.
|
||||
- **The character has no face detail** — the eyes, mouth and brows are mesh and lighting only, and read as a mannequin at close range.
|
||||
- **Camera collision remains implemented but unexercised.**
|
||||
|
||||
## [0.2.1] — 2026-11-09
|
||||
|
||||
Rig fixes. Two defects from the `0.2.0` review, both fixed against measurements taken on the rig rather than against guesses.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **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.
|
||||
- **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.
|
||||
- **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.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- **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.
|
||||
- Camera collision remains implemented but unexercised against a wall.
|
||||
|
||||
## [0.2.0] — 2026-11-09
|
||||
|
||||
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.
|
||||
|
||||
### Added
|
||||
|
||||
- **`Tools/blender/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.
|
||||
- **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.
|
||||
- **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.
|
||||
- **Review shots 6, 7 and 8** — third-person back, front and mid-stride — embedded in `Screenshots/README.md`.
|
||||
|
||||
### Changed
|
||||
|
||||
- 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.
|
||||
- `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`.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **`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.
|
||||
- **The animation switch restarted the clip every frame**, freezing the body on frame 0.
|
||||
- **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.
|
||||
- **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.
|
||||
- **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.
|
||||
|
||||
### Verified
|
||||
|
||||
- **8 review shots verify**; shots 6, 7 and 8 approved by the owner.
|
||||
- **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`.
|
||||
- `-qaselftest`: walk, reset 0 cm from spawn, pause/unpause, transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9 — all PASS.
|
||||
- 82 tool tests pass.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- **The fingers splay** — the bind's finger spread carries into the pose. Deferred to `0.2.2`.
|
||||
- **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.
|
||||
- **Camera collision is implemented but unproven** — the spawn point has open space behind it, so no shot exercises the boom shortening.
|
||||
- The third-person body has no head or hand IK and no turn-in-place; it is a first playable, not a finished character.
|
||||
|
||||
## [0.1.6] — 2026-11-09
|
||||
|
||||
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.
|
||||
|
||||
### Added
|
||||
|
||||
- **`Tools/blender/retail_frontage_build.py`**: 6800 Lee Drug and 6806–6820 built from the one usable reference (`Art/reference/retail-neighbours/`, Gb321, CC BY-SA 4.0). Lee Drug gets a bronze cornice, storefront glazing with mullions, framed portrait panels, a painted lettering band, two-tier parapet with reveals and a fluted corner tower; 6806–6820 gets a burgundy fascia, brown pilasters, white-framed windows with security bars and its own banded parapet. Built in world coordinates from the blockout bounds (Lee Drug X −33.20…−14.37, face Y −14.63, H 12.10 m; 6806–6820 X −66.08…−33.07), joined to one mesh per building with a JSON part report.
|
||||
- **`Tools/unreal/ue_import_retail_detail.py`**: imports the two meshes with complex-as-simple collision — trim decorates a solid the player already collides with and must not add snag points.
|
||||
- **`Art/blender/retail/ref-analysis.md`**: the reference analysis the `references` skill pack requires, written before modelling.
|
||||
- **`Tools/_common.py`** and `Tools/tests/test_retail_frontage.py`: the bay-layout arithmetic, extracted so it is testable without Blender (4 tests).
|
||||
- **Review shot 5**, `demo/review-demo-retail-frontage`, embedded in `Screenshots/README.md`.
|
||||
|
||||
### Changed
|
||||
|
||||
- **The generic façade kit skips the two modelled buildings** (`MODELLED` list in `ue_apply_facade_kit.py`). It applies to every `Frontage_*`/`North_*` actor, so it was pasting a second, contradicting façade language over the new trim.
|
||||
- **Retail trim stages as `RetailTrim_*`** and is spawned through the demo builder, so it is regenerable rather than hand-placed.
|
||||
- Trim stucco, white and glass slots are mapped onto the demo's look-dev materials so the walls sit in the same noise and texture family as the rest of the block; the tones sampled from the photograph (bronze, burgundy, mural, lettering) stay as authored.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **`Tools/review/render_screenshots.sh` never captured anything.** The capture step called `./Engine/...` while every commandlet above it went through `run_cmdlet`'s `cd "$ENGINE"`. Under `set -e` the script died at exit 127 _after_ rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran.
|
||||
- **Duplicate `RetailTrim_*` actors on every rebuild**: the demo builder's clear list did not include the new label, so each run stacked another copy. Caught by the scene audit, not by eye.
|
||||
- **Mural plates were placed 0.20 m inside the solid blockout volume** and never rendered; the inset is now faked with a proud frame and a near-flush plate.
|
||||
- **Trim detail sat 0.05 m off the wall**, under a pixel of depth at 40 m, so the wall won the depth test. Trim planes now stand 0.10–0.20 m proud.
|
||||
- **6806–6820 parapet started at 0.62 H**, leaving a 4.6 m blank band; the window storey and parapet moved up to follow the photograph.
|
||||
- **Mural panels, parapet and lettering were sized from the photograph's proportions, not the inherited defaults**: the first pass left a parapet that read as one blank white band.
|
||||
|
||||
### Verified
|
||||
|
||||
- `render_screenshots.sh --verify`: **5/5 shots OK**; scene audit **0 failures** (every mesh materialed, all spans in tolerance, no duplicate labels).
|
||||
- Owner approved `demo-retail-frontage` (second pass) 2026-11-09; all five demo shots now carry approval.
|
||||
- 82 tool tests pass.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- **Wall lettering and the painted band do not read at 40 m.** A plate at 0.10 m still vanishes; this is a decal/texture problem, not geometry. Moved to `0.9.0 — Realistic buildings`.
|
||||
- **The parapet has no moulded profile** and the corner tower is a fluted cylinder with two cap rings — both need the façade system in `0.9.0`.
|
||||
- **6822 Budget is untouched**: no photograph of it exists. Deferred and blocked in `0.9.0`.
|
||||
- The only reference for these two buildings is a single street-level oblique with a bus across Lee Drug's shopfront and a car across 6806's; several vertical proportions are assumptions recorded in the part report.
|
||||
|
||||
## [0.1.5] — 2026-11-09
|
||||
|
||||
Façade finishing. The kit gets the hero detail it was missing, and a class of silent defect is found and gated: the map had been rendering with **604 of 620 mesh actors unmaterialed** without a single error.
|
||||
|
||||
### Added
|
||||
|
||||
- **Scene audit** (`Tools/unreal/ue_audit_scene.py`): fails when any staged mesh has no material, when a frontage building is more than ±1 m off its verified footprint, or when two actors share a label. Wired into `Tools/review/render_screenshots.sh`, which now runs the whole staging chain in the correct order and stops on an audit failure.
|
||||
- **`Tools/unreal/ue_placement.py`**: one source of truth for staged positions and the verified frontage spans, with `span_error` / `describe_span_failure` validators.
|
||||
- **Hero fluting**: 20 grooves per column as shallow shadow-tone cylinders (120 pieces) rather than boolean cuts.
|
||||
- **Presence of references for the retail run**: `Art/reference/retail-neighbours/` (6800 Lee Drug and its neighbour). Local only, not committed.
|
||||
|
||||
### Changed
|
||||
|
||||
- **Motto band is a real recess** now — moulded surround 6 cm proud, panel 12 cm behind — instead of an 8 cm dark stripe. Hero: 148 parts / 3 044 tris → 271 / 5 492, still 14.50 m.
|
||||
- **Kit layout for wide and tall buildings**: bays are capped at 9 with the module widened (6922 was 13 bays across 65.8 m — a window every 4.96 m on a 37 m block), and the storey spread is derived from the available height so the top band always lands inside the volume.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **604 of 620 mesh actors rendered untextured.** `ensure_material` deleted and recreated each site material on every run, orphaning every reference held by the kit pieces and the theatre trim; the map looked only slightly flat. Materials are now updated in place.
|
||||
- **The hero could be teleported 13 m east onto the wrong side of the boulevard.** `ue_hero_facade_import.py` carried its own copy of the pre-`0.1.0` hero position; running the importer alone moved the building, invisible in a render and visible only as a reference-score drop. Placement now has one definition and the import asserts the staged span (`span ok: X -14644..-12028`).
|
||||
- **53 duplicated kit actor labels** (both shop piers of a bay shared one name).
|
||||
|
||||
### Verified
|
||||
|
||||
- Scene audit: **0 failures** — every mesh materialed, all 7 verified spans within tolerance, no duplicate labels.
|
||||
- Packaged `-qaselftest`: walk, reset, pause/unpause, seam transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9 — all PASS.
|
||||
- **1440p re-measured with the kit**: 2.76 ms average (**363 fps**), p99 3.64 ms, against `0.1.0`'s 2.42 ms (414 fps) — the 625 kit actors and 8 textures cost about 12 % and leave roughly six times the 60 fps floor. Series at `Docs/perf/0.1.5-kit-walk-frametimes.csv`.
|
||||
- 78 tool tests pass.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- **Retail neighbours 6822 and 6806–6820 are not modelled**: Commons holds no usable reference for either, and substituting the El Capitan Theatre's photographs would misattribute their façades. Tracked in `TODO.md`.
|
||||
- Cornice dentil spacing, abacus and plinth dimensions remain recorded assumptions.
|
||||
- Textures are generated, not authored — no decals, signage text or weathering maps.
|
||||
- The vision pre-check stays advisory; it has rejected shots the owner approved.
|
||||
|
||||
## [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/review/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/blender/fbx_export_preset.py`** — one export preset replacing six copies, and it exports smoothing groups (`FACE`), so round geometry is no longer faceted.
|
||||
- **`Tools/unreal/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.
|
||||
- **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/unreal/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
|
||||
|
||||
@@ -33,8 +268,8 @@ Scale and façade correction patch. Buildings and the hero elevation now match t
|
||||
|
||||
### 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.
|
||||
- **`Tools/gen/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/blender/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).
|
||||
@@ -100,16 +335,16 @@ The first playable release: a walkable exterior demo of the **6840 Hollywood Blv
|
||||
|
||||
- **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`).
|
||||
- **Hero façade** for 6840 Hollywood Blvd — six-column neoclassical elevation with three genuine portal recesses, entablature, parapet and motto band (`Tools/blender/hero_facade_build.py`, `Tools/unreal/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.
|
||||
- **QA harness** — `-qaselftest` (walk, reset, pause, seam transect, invisible-wall probe, frame-time capture) and `Tools/input/input_test.py` / `Tools/input/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.
|
||||
- **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/unreal/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`.
|
||||
@@ -129,7 +364,9 @@ The first playable release: a walkable exterior demo of the **6840 Hollywood Blv
|
||||
- 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/v0.1.3...main
|
||||
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.5...main
|
||||
[0.1.5]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.5
|
||||
[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
|
||||
|
||||
@@ -20,11 +20,14 @@ Full requirements and progress are in [TODO.md](../../TODO.md); version directio
|
||||
|
||||
| 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 |
|
||||
| 1 | **Visual realism** | Renders read as the reference photographs: façade identity, proportion, material and light — judged side by side, shot against photo |
|
||||
| 2 | **Geographic fidelity** | Building placement and street scale match the measured data and the photographs |
|
||||
| 3 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
|
||||
| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
|
||||
| 5 | **Provenance** | Every committed asset has recorded provenance |
|
||||
| 6 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
|
||||
|
||||
**How the order is used.** It decides trade-offs. When realism and performance disagree, realism wins and the cost is paid — but never by silently shipping a frame rate below the floor. The 60 FPS figure is a **budget that must still be met**, so the response to "realism costs too much frame time" is to cut the realism feature deliberately, record the cut, and keep the floor — not to let frames slip. Walkability outranks realism in one direction only: a beautiful block the player falls through is not a demo.
|
||||
|
||||
## Stakeholders
|
||||
|
||||
|
||||
@@ -30,7 +30,8 @@ All modelling and geographic processing live outside the game project in `Art/`,
|
||||
|
||||
## 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).
|
||||
- **Realism first**: reference photography and measured data drive every façade decision; renders are compared against the photographs with `Tools/review/visual_loop.py`, and a façade is built from the shared 4.96 m module kit so the street wall reads consistently. Materials are authored in Unreal with world-aligned generated textures, and lighting is fixed daytime so a shot is comparable between runs.
|
||||
- **Performance as a budget, not a driver**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw for street-level geometry, and a 60 FPS at 1440p floor that every release must meet. It closes the quality list because it constrains how much realism fits, not what the block should look like.
|
||||
|
||||
- **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.
|
||||
|
||||
|
||||
@@ -20,12 +20,14 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
|
||||
| --- | --- | --- |
|
||||
| `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 |
|
||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame: controls bottom-right, and an F3 debug readout top-left (`gigline.Debug`, on for `-perf`/`-qaselftest`) |
|
||||
| `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`.
|
||||
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`.
|
||||
|
||||
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.
|
||||
|
||||
### Site
|
||||
|
||||
@@ -47,6 +49,7 @@ Static meshes and materials in `/Game/Hollywood/Site/`:
|
||||
| `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) |
|
||||
| `SM_Retail_LeeDrug`, `SM_Retail_6806` | Retail trim over 6800 and 6806–6820, modelled from their own photograph (`Tools/blender/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
|
||||
|
||||
### Art Pipeline
|
||||
|
||||
@@ -56,11 +59,15 @@ Python scripts in `Tools/` drive the content pipeline:
|
||||
| --- | --- |
|
||||
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
|
||||
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
|
||||
| `character_anim_build`, `ue_character_anim_import` | Character animation clips (`GigLine_Idle`, `GigLine_Walk`) and their import |
|
||||
| `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates |
|
||||
| `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | 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/_common.py` | Pure helper shared by Blender builders, importable without Blender (bay layout) |
|
||||
| `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 |
|
||||
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
|
||||
## Screenshot capture
|
||||
|
||||
1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
|
||||
1. `Tools/review/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/unreal/ue_build_review_map.py`, launches game in `-game` mode.
|
||||
|
||||
2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
|
||||
|
||||
@@ -48,6 +48,6 @@
|
||||
|
||||
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.
|
||||
2. Unreal headless (`Tools/unreal/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.
|
||||
3. `Tools/unreal/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
|
||||
@@ -55,3 +55,19 @@
|
||||
- **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.
|
||||
|
||||
## ADR-8: Realistic building façades are a minor milestone, not a patch
|
||||
|
||||
- **Context**: `0.1.4` carried the first façade pass as a _patch_, while the release policy says patches contain fixes and refinements and never new scope. The `0.1.6` retail pass then showed what that costs: a façade built in a patch has no release gate of its own, so a first pass that does not yet read as the building (`Screenshots/README.md`, 0.1.6 gaps) can sit inside a "done" patch series. Realism is also the project's leading quality goal, which a patch cannot carry.
|
||||
|
||||
- **Decision**: Building realism gets its own minor milestone, `0.9.0 — Realistic buildings`, placed before the feature freeze. Its scope is the façade system (orders, profile library, storefront types, signage as decals), per-building photo-matched models, a measured material library with a texel-density rule, and LODs plus collision proxies. Patches keep fixes and refinements only. Renumbered by this decision: the former `0.9.0` freeze/beta/audit milestone becomes `0.10.0`, its patches `0.10.1`–`0.10.3`, and `1.0.0` moves to weeks 39–44.
|
||||
|
||||
- **Consequences**: Façade work now has a release gate — every building measured against its own photograph, every building with a collision proxy and a LOD, no placeholder materials — so "modelled" means verified, not merely present. The price is that realism work stops being sliced into patches, and the schedule shifts by one minor cycle. Blockouts without a photograph stay blockouts and are listed as such, rather than being dressed up to fill the milestone.
|
||||
|
||||
## ADR-9: Third-person body is an attachment of the first-person pawn, not a second pawn
|
||||
|
||||
- **Context**: `0.2.0` needs a visible body and a third-person camera, while `0.1.0` shipped a first-person pawn with no body and the owner's decision was first person for that release. Two separate pawn classes would duplicate movement, input and reset logic, which is the code most likely to drift.
|
||||
|
||||
- **Decision**: one pawn, both rigs. `AGigLineCharacter` carries a skeletal mesh (hidden in first person), a collision-tested spring-arm camera, and a **V** toggle that swaps the active camera and the body's visibility. The shipped default view stays first person; `-thirdperson` starts the pawn in the third-person rig and is what the screenshot run passes, so the review shot is reproducible without a human pressing a key.
|
||||
|
||||
- **Consequences**: movement, reset, pause and the QA self-test stay in one place. The body's animation state is driven from `Tick` by speed rather than from input, so being pushed or falling animates correctly. The cost is that the camera swap is not a separate actor, so a future cinematic camera needs its own path rather than reusing the toggle.
|
||||
@@ -2,24 +2,44 @@
|
||||
|
||||
## Quality Requirements Overview
|
||||
|
||||
| Category | Requirement | Priority |
|
||||
Ordered by priority: realism first, performance last. The order decides design trade-offs; it does not license dropping a lower item silently (see the trade-off rule below the table).
|
||||
|
||||
| Priority | Category | Requirement |
|
||||
| --- | --- | --- |
|
||||
| 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 |
|
||||
| 1 | Realism / Fidelity | Façade identity, proportion, material and lighting read like the reference photographs when compared side by side |
|
||||
| 2 | Realism / Fidelity | Building placement matches the measured footprints and the photographs (within ~1 m) |
|
||||
| 2 | Realism / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of the measured profile |
|
||||
| 3 | Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) |
|
||||
| 3 | Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed |
|
||||
| 4 | Maintainability | Fresh checkout builds with the documented engine installation |
|
||||
| 4 | Portability | Linux build packages and runs; Windows build ships |
|
||||
| 5 | Provenance | Every committed asset has a recorded source and licence |
|
||||
| 6 | Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation |
|
||||
|
||||
**Trade-off rule.** Realism leads: when a realism improvement costs frame time, the improvement wins. Performance is still a **floor, not a preference** — 60 FPS at 1440p without frame generation must be met at every release. If realism cannot fit inside that budget, reduce the realism scope deliberately and record the reduction in `CHANGELOG.md`; never ship below the floor without the owner's explicit approval. Walkability outranks realism in one direction: a block the player falls through is not a demo, whatever it looks like.
|
||||
|
||||
## 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 |
|
||||
| QS-1 | Screenshot is compared against its reference photograph | The render reads as the same building | Similarity score and visual match confirmed by the owner; `Tools/review/visual_loop.py` reports the deltas |
|
||||
| QS-2 | A façade is placed from measured data | It sits on its verified footprint | World span probed against `Geo/verification/` within ~1 m |
|
||||
| QS-3 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
|
||||
| QS-4 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
|
||||
| QS-5 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
|
||||
| QS-6 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
|
||||
| QS-7 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
|
||||
| QS-8 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
|
||||
| QS-9 | Game runs on dev workstation at 1440p | Frame rate holds the floor | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
|
||||
|
||||
> QS-9 is last on purpose. Performance is a floor that every release must meet, not the goal that shapes the content: realism decides what gets built, the frame budget decides how much of it.
|
||||
|
||||
### Building realism gate (0.9.0)
|
||||
|
||||
| ID | Check | Metric |
|
||||
| --- | --- | --- |
|
||||
| BR-1 | A building with a reference photograph has a review shot compared against it | Silhouette and proportion deltas recorded per building in `Screenshots/README.md`; owner approval per shot |
|
||||
| BR-2 | Every building is either photo-matched or explicitly recorded as an unfounded blockout | List in `TODO.md`; no building in an in-between state |
|
||||
| BR-3 | Every building has a collision proxy and at least one LOD | Count of buildings missing either = 0 |
|
||||
| BR-4 | No surface carries a placeholder material | Material audit in `Tools/unreal/ue_audit_scene.py` reports 0 placeholder slots |
|
||||
| BR-5 | The realism pass does not break the floor | QS-9 still holds at 1440p, with the measured cost of the pass recorded |
|
||||
@@ -0,0 +1,27 @@
|
||||
---
|
||||
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
|
||||
---
|
||||
|
||||
Gig Line is a Linux-first Unreal Engine 5 walking and driving demo around 6840 Hollywood Boulevard and the El Capitan Entertainment Centre. The architecture prioritises visual realism and geographically faithful placement while maintaining a fully walkable scene, reproducible asset pipeline, documented provenance, and a 60 FPS floor at 1440p.
|
||||
|
||||
This directory contains the canonical arc42 documentation. Each section is maintained independently; update the relevant page in the same change as its implementation. Project work and future scope remain in [TODO.md](../../TODO.md) and [ROADMAP.md](../../ROADMAP.md).
|
||||
|
||||
## Sections
|
||||
|
||||
1. [Introduction and Goals](01_introduction_and_goals.md)
|
||||
2. [Architecture Constraints](02_architecture_constraints.md)
|
||||
3. [Context and Scope](03_context_and_scope.md)
|
||||
4. [Solution Strategy](04_solution_strategy.md)
|
||||
5. [Building Block View](05_building_block_view.md)
|
||||
6. [Runtime View](06_runtime_view.md)
|
||||
7. [Deployment View](07_deployment_view.md)
|
||||
8. [Cross-cutting Concepts](08_concepts.md)
|
||||
9. [Architecture Decisions](09_architecture_decisions.md)
|
||||
10. [Quality Requirements](10_quality_requirements.md)
|
||||
11. [Risks and Technical Debt](11_technical_risks.md)
|
||||
12. [Glossary](12_glossary.md)
|
||||
|
||||
See also [About arc42](about-arc42.md).
|
||||
@@ -1,522 +0,0 @@
|
||||
---
|
||||
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).
|
||||
+20
-15
@@ -56,9 +56,9 @@ Both content-acceptance tests run headless and are the template for all asset im
|
||||
|
||||
```bash
|
||||
# Static-mesh scale test (Blender export -> Unreal import -> measure)
|
||||
# Blender: Tools/scale_test_export.py, Unreal: Tools/ue_scale_test_import.py
|
||||
# Blender: Tools/blender/scale_test_export.py, Unreal: Tools/unreal/ue_scale_test_import.py
|
||||
# MPFB character (generate -> rig -> bake -> export -> skeletal import)
|
||||
# Blender: Tools/mpfb_character_export.py, Unreal: Tools/ue_character_import.py
|
||||
# Blender: Tools/blender/mpfb_character_export.py, Unreal: Tools/unreal/ue_character_import.py
|
||||
|
||||
# Unreal side of any test:
|
||||
./Engine/Binaries/Linux/UnrealEditor-Cmd \
|
||||
@@ -78,17 +78,22 @@ The hero block and the demo level are built by a fixed sequence. Each step write
|
||||
| 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` | 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/` |
|
||||
| Hero façade | `Tools/blender/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON part report |
|
||||
| Block frontage | `Tools/blender/export_block_frontage.py` | six frontage FBXs from the blockout |
|
||||
| North buildings | `Tools/blender/export_north_buildings.py` | TCL and Tussaud's FBXs from the blockout |
|
||||
| Site import | `Tools/unreal/ue_import_site.py` | `/Game/Hollywood/Site/*` |
|
||||
| Frontage import | `Tools/unreal/ue_import_block_frontage.py` | `/Game/Hollywood/Frontage/*` |
|
||||
| North import | `Tools/unreal/ue_import_north_buildings.py` | `/Game/Hollywood/North/*` |
|
||||
| Hero import | `Tools/unreal/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
|
||||
| Demo map | `Tools/unreal/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
|
||||
| Façade kit assembly | `Tools/unreal/ue_apply_facade_kit.py` | kit actors in `DemoMap` |
|
||||
| Theatre trim | `Tools/unreal/ue_stage_theatre_trim.py` | marquee + blade sign actors |
|
||||
| Scene audit | `Tools/unreal/ue_audit_scene.py` | materials, placement spans, labels (gate) |
|
||||
| Review shots | `Tools/unreal/ue_build_review_map.py` + `Tools/review/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).
|
||||
**Order matters.** `ue_build_demo_map.py` rebuilds the site materials, so any actor staged by another tool must be (re)staged _after_ it, or it keeps a reference to a material that no longer exists — that is how 604 actors once ended up untethered from their materials while the map only looked slightly flat. `Tools/review/render_screenshots.sh` runs the full chain in the right order and gates on `ue_audit_scene.py`.
|
||||
|
||||
Every Blender exporter calls [`Tools/blender/fbx_export_preset.py`](../Tools/blender/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:
|
||||
|
||||
@@ -98,7 +103,7 @@ Two rules that the pipeline enforces rather than documents:
|
||||
## Known engine quirks (2026-11-07)
|
||||
|
||||
- One handled `PSOPrecache` ensure fires at packaged-build exit only; not blocking.
|
||||
- Interchange 5.8 does not create material/texture assets for skeletal FBX imports — `Tools/ue_character_import.py` finishes that chain explicitly.
|
||||
- Interchange 5.8 does not create material/texture assets for skeletal FBX imports — `Tools/unreal/ue_character_import.py` finishes that chain explicitly.
|
||||
- Android Turnkey status errors and datarouter DNS warnings in logs are benign.
|
||||
|
||||
## Packaged Linux build
|
||||
@@ -124,13 +129,13 @@ cd /run/media/system/DATA/Builds/GigLineQA/Linux
|
||||
| `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`) |
|
||||
| Import logs "No smoothing group information" for every mesh | `mesh_smooth_type="OFF"` in the FBX export | use `Tools/blender/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.
|
||||
- `Tools/input/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.
|
||||
|
||||
+31
-4
@@ -1,4 +1,4 @@
|
||||
# Controls (`0.1.0` walkable demo)
|
||||
# Controls
|
||||
|
||||
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.
|
||||
|
||||
@@ -12,19 +12,46 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
|
||||
| Jump | `Space` | |
|
||||
| Reset to start | `R` | Returns to the grounded spawn point |
|
||||
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
|
||||
| Swap first / third person | `V` | First person is the default; the body is hidden in that view |
|
||||
| Show / hide debug overlay | `F3` | FPS, frame time, worst frame, view mode, speed and player position |
|
||||
|
||||
## 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`.
|
||||
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/unreal/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
|
||||
|
||||
## Changes since `0.1.0`
|
||||
|
||||
- **`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.
|
||||
|
||||
## Debug overlay
|
||||
|
||||
`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.
|
||||
|
||||
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`.
|
||||
|
||||
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`.
|
||||
|
||||
## Review and harness switches
|
||||
|
||||
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.
|
||||
|
||||
| Switch | Effect |
|
||||
| --- | --- |
|
||||
| `-thirdperson` | Starts the pawn in the third-person rig, so a capture shows the body without anyone pressing `V` |
|
||||
| `-walk` | Holds forward input from the first frame — what makes the stride shot possible |
|
||||
| `-qaselftest` | Runs the scripted walk / reset / pause / transect checks and quits; also enables the debug overlay |
|
||||
| `-perf` | Enables the debug overlay for a manual frame-time check |
|
||||
|
||||
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.
|
||||
|
||||
## 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.:
|
||||
`Tools/input/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input/input_emulation.py`), e.g.:
|
||||
|
||||
```bash
|
||||
python3 Tools/input_test.py --sequence move:2,look:3
|
||||
python3 Tools/input/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.
|
||||
Binary file not shown.
@@ -0,0 +1,728 @@
|
||||
frame,ms
|
||||
0,2.599
|
||||
1,2.877
|
||||
2,2.709
|
||||
3,2.646
|
||||
4,3.168
|
||||
5,2.729
|
||||
6,2.524
|
||||
7,2.726
|
||||
8,2.639
|
||||
9,2.814
|
||||
10,2.819
|
||||
11,2.708
|
||||
12,2.822
|
||||
13,2.703
|
||||
14,2.365
|
||||
15,2.796
|
||||
16,2.899
|
||||
17,2.972
|
||||
18,2.908
|
||||
19,2.356
|
||||
20,2.781
|
||||
21,2.574
|
||||
22,3.148
|
||||
23,2.306
|
||||
24,2.668
|
||||
25,2.855
|
||||
26,2.588
|
||||
27,3.321
|
||||
28,3.419
|
||||
29,3.121
|
||||
30,3.391
|
||||
31,2.355
|
||||
32,2.679
|
||||
33,3.463
|
||||
34,2.614
|
||||
35,2.922
|
||||
36,2.429
|
||||
37,2.830
|
||||
38,2.842
|
||||
39,2.782
|
||||
40,3.252
|
||||
41,2.731
|
||||
42,2.577
|
||||
43,2.363
|
||||
44,2.786
|
||||
45,2.547
|
||||
46,2.594
|
||||
47,2.652
|
||||
48,2.836
|
||||
49,2.792
|
||||
50,2.552
|
||||
51,2.792
|
||||
52,2.718
|
||||
53,3.333
|
||||
54,2.165
|
||||
55,2.880
|
||||
56,2.613
|
||||
57,2.460
|
||||
58,2.919
|
||||
59,2.770
|
||||
60,2.551
|
||||
61,2.622
|
||||
62,2.712
|
||||
63,2.818
|
||||
64,3.155
|
||||
65,2.472
|
||||
66,2.861
|
||||
67,2.651
|
||||
68,2.573
|
||||
69,2.892
|
||||
70,2.689
|
||||
71,2.729
|
||||
72,2.668
|
||||
73,2.753
|
||||
74,2.812
|
||||
75,2.606
|
||||
76,2.686
|
||||
77,2.842
|
||||
78,2.660
|
||||
79,2.903
|
||||
80,2.486
|
||||
81,2.591
|
||||
82,3.626
|
||||
83,2.455
|
||||
84,2.475
|
||||
85,2.922
|
||||
86,2.603
|
||||
87,2.728
|
||||
88,3.057
|
||||
89,2.731
|
||||
90,3.632
|
||||
91,1.950
|
||||
92,2.694
|
||||
93,3.020
|
||||
94,2.230
|
||||
95,2.796
|
||||
96,2.707
|
||||
97,2.807
|
||||
98,2.658
|
||||
99,2.697
|
||||
100,2.453
|
||||
101,3.051
|
||||
102,2.758
|
||||
103,2.662
|
||||
104,2.599
|
||||
105,2.733
|
||||
106,2.751
|
||||
107,2.894
|
||||
108,2.501
|
||||
109,2.753
|
||||
110,2.873
|
||||
111,2.439
|
||||
112,2.634
|
||||
113,2.682
|
||||
114,2.913
|
||||
115,2.692
|
||||
116,2.735
|
||||
117,2.758
|
||||
118,2.726
|
||||
119,2.907
|
||||
120,2.568
|
||||
121,2.764
|
||||
122,2.815
|
||||
123,2.530
|
||||
124,2.684
|
||||
125,2.719
|
||||
126,2.846
|
||||
127,2.879
|
||||
128,2.647
|
||||
129,2.770
|
||||
130,2.477
|
||||
131,2.657
|
||||
132,2.675
|
||||
133,2.917
|
||||
134,2.700
|
||||
135,2.493
|
||||
136,2.678
|
||||
137,2.786
|
||||
138,3.004
|
||||
139,2.697
|
||||
140,2.642
|
||||
141,2.624
|
||||
142,2.684
|
||||
143,2.717
|
||||
144,2.743
|
||||
145,2.740
|
||||
146,2.825
|
||||
147,2.849
|
||||
148,2.991
|
||||
149,2.297
|
||||
150,3.084
|
||||
151,2.459
|
||||
152,3.214
|
||||
153,2.260
|
||||
154,2.550
|
||||
155,2.621
|
||||
156,2.660
|
||||
157,2.739
|
||||
158,2.574
|
||||
159,3.078
|
||||
160,2.735
|
||||
161,2.607
|
||||
162,2.793
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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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||||
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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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|
||||
621,3.225
|
||||
622,2.350
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||||
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|
||||
624,2.837
|
||||
625,2.408
|
||||
626,2.593
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||||
627,3.526
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||||
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||||
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|
||||
630,2.684
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||||
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||||
632,2.762
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||||
633,2.768
|
||||
634,3.034
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||||
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||||
636,2.732
|
||||
637,2.739
|
||||
638,2.692
|
||||
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|
||||
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||||
641,2.484
|
||||
642,2.632
|
||||
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||||
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||||
645,3.079
|
||||
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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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|
||||
654,2.644
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
659,2.773
|
||||
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||||
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|
||||
662,2.443
|
||||
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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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||||
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||||
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||||
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||||
696,2.605
|
||||
697,2.650
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||||
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|
||||
699,2.791
|
||||
700,3.015
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
705,2.657
|
||||
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|
||||
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|
||||
708,2.702
|
||||
709,2.845
|
||||
710,2.583
|
||||
711,2.780
|
||||
712,2.782
|
||||
713,2.593
|
||||
714,2.695
|
||||
715,2.747
|
||||
716,2.871
|
||||
717,2.671
|
||||
718,2.676
|
||||
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|
||||
720,2.727
|
||||
721,2.576
|
||||
722,2.539
|
||||
723,2.770
|
||||
724,2.712
|
||||
725,2.818
|
||||
726,2.615
|
||||
|
@@ -0,0 +1,723 @@
|
||||
frame,ms
|
||||
0,2.607
|
||||
1,2.532
|
||||
2,2.324
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||||
3,3.432
|
||||
4,2.808
|
||||
5,2.870
|
||||
6,2.367
|
||||
7,2.311
|
||||
8,2.756
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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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||||
26,2.538
|
||||
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|
||||
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||||
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||||
30,2.425
|
||||
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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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||||
41,3.735
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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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|
||||
48,3.243
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||||
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||||
50,3.872
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||||
51,1.633
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||||
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||||
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||||
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||||
55,2.509
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||||
56,2.346
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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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||||
63,3.036
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||||
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||||
65,3.080
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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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||||
91,2.530
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||||
92,2.877
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||||
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||||
94,3.186
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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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103,2.354
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104,2.676
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||||
105,2.775
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||||
106,3.865
|
||||
107,2.480
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||||
108,2.501
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||||
109,2.675
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||||
110,2.724
|
||||
111,3.671
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||||
112,2.828
|
||||
113,3.064
|
||||
114,2.153
|
||||
115,2.752
|
||||
116,2.936
|
||||
117,3.008
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||||
118,2.932
|
||||
119,2.648
|
||||
120,2.441
|
||||
121,3.471
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||||
122,1.885
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||||
123,4.435
|
||||
124,2.504
|
||||
125,3.241
|
||||
126,2.813
|
||||
127,2.445
|
||||
128,3.321
|
||||
129,3.055
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||||
130,3.222
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||||
131,2.766
|
||||
132,2.582
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||||
133,2.597
|
||||
134,3.637
|
||||
135,3.150
|
||||
136,3.163
|
||||
137,2.675
|
||||
138,2.708
|
||||
139,2.581
|
||||
140,3.377
|
||||
141,3.518
|
||||
142,2.565
|
||||
143,2.385
|
||||
144,2.360
|
||||
145,2.768
|
||||
146,3.172
|
||||
147,2.754
|
||||
148,2.758
|
||||
149,2.474
|
||||
150,2.995
|
||||
151,2.903
|
||||
152,3.398
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||||
153,2.484
|
||||
154,2.894
|
||||
155,3.022
|
||||
156,2.413
|
||||
157,3.517
|
||||
158,3.370
|
||||
159,2.854
|
||||
160,2.485
|
||||
161,3.058
|
||||
162,2.473
|
||||
163,3.390
|
||||
164,3.023
|
||||
165,2.543
|
||||
166,2.629
|
||||
167,2.929
|
||||
168,2.928
|
||||
169,3.268
|
||||
170,2.622
|
||||
171,2.764
|
||||
172,2.920
|
||||
173,2.681
|
||||
174,2.551
|
||||
175,3.492
|
||||
176,2.534
|
||||
177,2.741
|
||||
178,2.949
|
||||
179,2.554
|
||||
180,2.596
|
||||
181,3.522
|
||||
182,3.207
|
||||
183,2.722
|
||||
184,2.945
|
||||
185,2.474
|
||||
186,2.934
|
||||
187,3.447
|
||||
188,2.515
|
||||
189,2.317
|
||||
190,3.059
|
||||
191,2.542
|
||||
192,3.417
|
||||
193,2.737
|
||||
194,2.456
|
||||
195,3.025
|
||||
196,2.640
|
||||
197,2.601
|
||||
198,3.567
|
||||
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||||
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|
||||
201,3.079
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||||
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||||
203,2.462
|
||||
204,3.725
|
||||
205,3.730
|
||||
206,2.670
|
||||
207,2.308
|
||||
208,2.689
|
||||
209,2.565
|
||||
210,3.479
|
||||
211,2.604
|
||||
212,3.339
|
||||
213,2.373
|
||||
214,2.678
|
||||
215,3.340
|
||||
216,2.867
|
||||
217,2.751
|
||||
218,2.747
|
||||
219,2.410
|
||||
220,2.485
|
||||
221,2.594
|
||||
222,3.602
|
||||
223,2.689
|
||||
224,2.565
|
||||
225,2.397
|
||||
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
|
||||
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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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||||
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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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||||
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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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||||
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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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|
||||
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
|
||||
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|
||||
720,3.580
|
||||
721,2.854
|
||||
|
@@ -0,0 +1,760 @@
|
||||
frame,ms
|
||||
0,2.428
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1,2.633
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||||
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||||
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|
||||
5,2.649
|
||||
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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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||||
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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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||||
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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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|
||||
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
|
||||
|
+37
-16
@@ -13,7 +13,19 @@ Record results in the table at the end of this file, with the date, the exact bu
|
||||
3. **Licensing.** Every new asset has provenance in `THIRD_PARTY_NOTICES.md`, or is recorded as unresolved and kept out of the build.
|
||||
4. **Version discipline.** Patch releases contain fixes, optimisation, docs, or tuning only — no new scope.
|
||||
|
||||
## Performance check
|
||||
## `0.1.0` checks
|
||||
|
||||
1. **Realism first.** Building placement, street width, sidewalk depth, material read and site identity match the reference photography. Compare side by side and note every deliberate deviation. "Looks right" is not evidence.
|
||||
2. Player traverses both the south-side frontage and the north-side frontage of the demo without falling through geometry, including the designated crossing. Walk the route twice: once normally, once with collision debug visualisation enabled.
|
||||
3. No blocking collision, no invisible walls, no gaps at sidewalk/road seams.
|
||||
4. Fresh checkout builds against the documented external engine installation.
|
||||
5. Linux build packaged and launched; controls documented in `Docs/` and shown in-game.
|
||||
6. **Performance last.** 60 FPS at 1440p per the performance check below — a floor every release meets, not the goal that shapes the content.
|
||||
7. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
|
||||
|
||||
## Performance check (last)
|
||||
|
||||
Performance is the **last** check on purpose: realism leads the design and the frame budget only decides how much of it fits. It is still a floor — a release is not tagged below 60 FPS at 1440p without the owner's explicit approval.
|
||||
|
||||
Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB.
|
||||
|
||||
@@ -22,16 +34,6 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
- Target: 60 FPS at 1440p without frame generation.
|
||||
- Capture a frame-time graph over a fixed traversal route, not a single sample. State the route.
|
||||
|
||||
## `0.1.0` checks
|
||||
|
||||
1. Player traverses both the south-side frontage and the north-side frontage of the demo without falling through geometry, including the designated crossing. Walk the route twice: once normally, once with collision debug visualisation enabled.
|
||||
2. Building placement, street width, sidewalk depth, and site identity match the reference photography. Compare side by side and note every deliberate deviation. "Looks right" is not evidence.
|
||||
3. No blocking collision, no invisible walls, no gaps at sidewalk/road seams.
|
||||
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. 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 |
|
||||
@@ -40,12 +42,15 @@ 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 |
|
||||
| `0.2.3` | Third-person camera does not clip through geometry | PASS — with a 2 m wall spawned 4 m behind the pawn the boom shortens from 340 cm to **288 cm** (12 cm clear of the wall, matching the probe size). `-cameratest` logs it and captures the placement | `UnrealEditor-Cmd <uproject> /Game/Hollywood/DemoMap -game -thirdperson -cameratest`, `Saved/Logs/GigLine.log` | 2026-11-09 |
|
||||
| `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` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 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 |
|
||||
|
||||
## `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).
|
||||
Checked against the reference photography (`Art/reference/`) and the Geo measurements (`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via `Tools/review/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)
|
||||
|
||||
@@ -77,7 +82,7 @@ Checked against the reference photography (`Art/reference/`) and the Geo measure
|
||||
- **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/`.
|
||||
Pre-check method: `Tools/review/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)
|
||||
|
||||
@@ -85,7 +90,7 @@ Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselfte
|
||||
|
||||
- **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.)
|
||||
- **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/unreal/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).
|
||||
@@ -125,6 +130,22 @@ Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselfte
|
||||
|
||||
Committed frame-time series: `Docs/perf/0.1.0-walk-frametimes.csv`.
|
||||
|
||||
### `0.1.5` re-measure with the façade kit in the map
|
||||
|
||||
Same route, same preset, packaged Development build, **2560×1440**:
|
||||
|
||||
| Metric | `0.1.0` | `0.1.5` (kit + textures) |
|
||||
| ------- | ----------------: | -----------------------: |
|
||||
| Average | 2.42 ms (414 fps) | **2.76 ms (363 fps)** |
|
||||
| p50 | 2.38 ms | 2.73 ms |
|
||||
| p95 | 2.71 ms | 3.17 ms |
|
||||
| p99 | 3.01 ms | 3.64 ms |
|
||||
| Max | 4.00 ms | 4.62 ms |
|
||||
|
||||
The **625 kit actors and 8 generated textures cost about 12 %** of frame time and still leave **363 fps average, p99 3.64 ms** — roughly six times the 60 fps floor. Frame-time series: `Docs/perf/0.1.5-kit-walk-frametimes.csv`.
|
||||
|
||||
**Measurement trap, again:** runs that reported ~105 fps were two game instances overlapping (a previous launch had not exited). Confirm a single instance (`pgrep -af Binaries/Linux/GigLine`) before trusting a figure — 363 fps reproduced twice on a clean run.
|
||||
|
||||
## `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:
|
||||
@@ -157,6 +178,6 @@ Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
|
||||
|
||||
- `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`.
|
||||
- Measured in the packaged build on 2026-11-08: the bottom-right text bbox was 426×12 px (a single right-aligned line), attributed text bottom-left. The capture has since been removed from the repository, so the numbers stand as the record.
|
||||
|
||||
**Verdict: PASS.**
|
||||
+1
-1
@@ -91,7 +91,7 @@ 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 |
|
||||
| `OPENROUTER_API_KEY` | `Tools/review/judge_screenshot.py`, `Tools/gen/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.
|
||||
|
||||
+13
-4
@@ -33,12 +33,21 @@ Unreal Engine 5.9 is in preview and Unreal Engine 6 has been announced as of Nov
|
||||
| --- | --- |
|
||||
| Package | blender-skills `1.3.0`, upstream commit `8f778d2`, MIT |
|
||||
| Source | <https://github.com/arjun988/blender-skills> |
|
||||
| Location | Local only: `.agents/skills/blender-skills/` — not distributed with the repository |
|
||||
| Installed | 2026-11-06, copied from a local checkout of `.claude/skills/` without edits |
|
||||
| Location | Local only, common root: `~/.pi/agent/skills/` (93 packs, `references/`, `LICENSE`) — not distributed with the repository |
|
||||
| Project-specific | `.agents/skills/blender-skills/blender-director/` (gitignored, not committed) |
|
||||
| Installed | 2026-11-06, copied from a local checkout of `.claude/skills/` without edits; flattened to the common root on 2026-11-10 |
|
||||
| UE skills | `quodsoler/unreal-engine-skills` `f3742d7`, MIT — 31 packs at `.agents/skills/ue-*/` (gitignored), target UE 5.8 C++ |
|
||||
| C++ skill | `DiamonDinoia/skill-cpp` `f2617fb`, MIT — `cpp` router at `.agents/skills/cpp/` (gitignored) |
|
||||
|
||||
These are instructions and reference notes for agents, not code that runs in a build. Four of them assume a **Blender MCP server**; this project drives Blender headlessly through `bpy` (`Tools/*.py`) instead, so MCP is optional and nothing depends on it.
|
||||
All skill packs — Blender, Unreal and C++ — are agent instructions, not code that runs in a build, and **none are committed**: `/.agents/skills/` is gitignored and the Blender packs live in the common `~/.pi/agent/skills/` root. Four of the Blender packs assume a **Blender MCP server**; this project drives Blender headlessly through `bpy` (`Tools/*.py`) instead, so MCP is optional and nothing depends on it.
|
||||
|
||||
To update: copy `.claude/skills/` from a newer upstream checkout over the local directory, then record the new version and commit hash in this table. Skills are read on demand, so the harness catalog may need a reload before they appear as first-class entries.
|
||||
To update a pack:
|
||||
|
||||
- **Blender** — copy `.claude/skills/` from a newer `arjun988/blender-skills` checkout over `~/.pi/agent/skills/`, then record the version and commit in the table above.
|
||||
- **Unreal Engine** — re-install the `quodsoler/unreal-engine-skills` git source at the new commit (`pi install <source-url>@<commit>`); the 31 packs land under `.agents/skills/ue-*/`. Record the commit in `skills.manifest.json` and the table.
|
||||
- **C++** — re-install the `DiamonDinoia/skill-cpp` git source at the new commit; the router lands at `.agents/skills/cpp/`. Record the commit in `skills.manifest.json` and the table.
|
||||
|
||||
`skills.manifest.json` (in `.agents/skills/`) is the install record — the git sources, commits and layout — and is the thing to keep in step with the table. Skills are read on demand, so the harness catalog may need a reload before they appear as first-class entries.
|
||||
|
||||
## Pin rules
|
||||
|
||||
|
||||
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