35 Commits
Author SHA1 Message Date
zwitschi 12272d6b96 release: v0.2.0 — third-person body, animation, stride capture
Writes the 0.2.0 changelog entry with the measured numbers, removes the completed
section from TODO.md (its goal stays in ROADMAP.md) and updates the roadmap status.

Release checks: 8/8 shots verify with 6, 7 and 8 approved; 1440p at 2.64 ms average
(379 fps); -qaselftest passes walk, reset, pause, transect, wall and facade probes;
82 tool tests pass. Known limitations are listed rather than hidden: splayed fingers,
a swept base rotation and unproven camera collision, all marked for later patches.
2026-11-09 12:30:49 +01:00
zwitschi 56e104f5f3 todo: close the 0.2.0 animation check, leaving only the tag
Both clips play and advance (idle proved by the single-node instance's asset time,
walk by shot 8), the body carries its skin material and the QA self-test passes.
The two cosmetic defects — splayed fingers and a base rotation that was swept rather
than derived — stay open as 0.2.2 items and are named in the check.
2026-11-09 12:30:00 +01:00
zwitschi 8e880ed09d perf: 0.2.0 re-measured at 1440p — 379 fps average, 6.3x the floor
-qaselftest at 2560x1440, TSR on, VSync off, no frame generation: 759 frames,
avg 2.64 ms (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms. The body, skin
material and animation add about 2 % over 0.1.5's 2.61 ms.

The same run passed every QA check: walk, reset 0 cm from spawn, pause/unpause,
transect 1456 samples with 0 holes, wall probe 0/35, facade probe 0/9.

Series committed as Docs/perf/0.2.0-walk-frametimes.csv and the result recorded in
the release-checks table next to the 0.1.0 and 0.1.5 numbers.
2026-11-09 12:29:46 +01:00
zwitschi 9ce7011389 docs(input): the V toggle, the harness switches, and the HUD line
Docs/controls.md documented the 0.1.0 bindings only, so the camera toggle added with
0.2.0 was undocumented for the player-facing set and the review switches were
undocumented everywhere. Adds the V row, a changes-since-0.1.0 note that first person
stays the default, and a table for -thirdperson / -walk / -qaselftest with the note
that the walking capture is driven per shot rather than by the switch.

The in-game HUD line gains 'V view' so the packaged build documents it too.
2026-11-09 12:21:11 +01:00
zwitschi f5e7e66127 docs: remove the 0.1.4 review record and the 0.1.0 packaged capture
Both were owner-requested removals. Nothing else referenced the review file except a
MEMORY entry, which now says the per-shot Approved column of Screenshots/README.md is
the only and authoritative record; release-checks keeps the 0.1.0 packaged-build
measurement as numbers and notes that its capture is no longer in the repository.
2026-11-09 12:20:36 +01:00
zwitschi dbb177da6f feat(walk): the stride is captured — walking shot 8, traversal check closed
Shot 8 shows the body mid-stride in profile: legs apart, arms counter-swinging. The
traversal release check for 0.2.0 is closed with that evidence.

The reason earlier attempts froze on one pose was not the clip. A probe of the
single-node instance showed the clip advancing normally (assetTime 0.19 -> 1.03,
rate 1.0, playing) while the pawn's speed stayed 0 and the clip stayed Idle: the
call that enables walking sat in the shot sequencer's BeginPlay, which runs before
the player pawn exists, so the cast found nothing and silently did nothing. Moved
into the per-frame follow update, the same run logs walk=1 speed=28 clip=GigLine_Walk
and the stride appears.

Also: the walk expectation was missing from visual_targets.json after the earlier
retirement, so --verify was checking 7 shots while 8 were captured. Restored; 8/8
verify.
2026-11-09 12:18:22 +01:00
zwitschi eeeabe56b1 feat(review): deterministic walking capture, and the defect it exposed
The shot actor can now photograph a moving pawn: a per-shot ShotFollow flag re-places
the camera every frame at a fixed offset in the pawn's frame, and the walk is driven
per shot (SetReviewWalk) with the pawn returned to spawn after a follow shot, so the
fixed-camera shots later in the list still find it in place. With that, the capture
stopped depending on where a 4.5 m/s pawn happened to be.

Two further bugs fixed on the way:
- the engine's screenshot folder is cleared before each run. The collect step copies
  every review-*.png it finds in Saved/, so a shot retired from the camera list kept
  reappearing with byte-identical content from an older run - which is how a walk shot
  that was never captured looked like a captured one.
- UpdateBodyAnimation no longer calls SetAnimation every frame. Re-setting the same
  clip restarts it, which freezes the body on frame 0.

What the deterministic capture then exposed: the walk clip is applied but does not
advance - every walking frame shows the same pose (arms forward, legs together). The
stride shot is retired again rather than shipped, and TODO.md names the next step:
log GetCurrentAssetTime across frames and check the imported PlayRate. The harness
stays wired for when the clip plays.

Shots 6 and 7 were re-rendered after these changes and still pass; 7/7 verify.
2026-11-09 12:11:24 +01:00
zwitschi f84093adba feat(walk): a -walk harness flag, and the honest reason the stride shot is not in
Screenshots 6 and 7 are approved, so the remaining 0.2.0 work is the traversal
release check. This adds the piece of harness it needs - `-walk` holds forward input
from the first frame, so the pawn actually crosses the sidewalk while the third-person
rig follows it - and records what that check still lacks.

A stride shot was attempted three times and removed: a fixed review camera cannot
catch a pawn moving at 4.5 m/s. Each attempt framed it at a different distance and
the last two missed it entirely, so shipping it would have been a broken shot with a
green verification. The TODO item now says the blocker is the capture harness (a
camera that tracks the pawn), not the game, and names where the shot goes back in.

The flag stays because it is what the traversal check will drive.
2026-11-09 11:50:07 +01:00
zwitschi 0e0aed02d6 review: tick shot 6 in the status row too 2026-11-09 11:43:29 +01:00
zwitschi 7ea3c1999c review: owner approves the two third-person shots (6 and 7) 2026-11-09 11:43:23 +01:00
zwitschi 46b84884b8 fix(character): the arms hang at the sides — and why that took so long
The character now stands naturally: arms at its sides with a soft elbow bend, hands
at the hips, feet flat. Both character shots confirm it, front and back.

The root cause was not the pose. The FBX importer had been silently refusing to
replace the existing assets: after changing the arm base from 1.55 rad to 0.55 rad
and rebuilding, the imported clip returned the IDENTICAL bone quaternion
(+0.006, +0.002, -0.179, -0.984). replace_existing=True was set and delete_asset
returned False even after chmod u+w, because the pawn's constructor hard-references
the clips. Importing under a new name (CharacterV2) created fresh assets and the
same probe then returned (+0.439, +0.898) — the rotation had landed. Every earlier
attempt had been invisible for this reason.

The rotation itself is measured, not inherited: sweeping it in Blender gives 0.55 rad
for arms down and clear of the body, 0.65 for straight down against the hip, 0.75 for
past vertical and into the torso. It lives in the clamp keys, not in the bind: every
bind experiment was impossible on this shape-keyed MPFB mesh or left Unreal showing
the old bind.

Remaining, for 0.2.2: the fingers splay from the bind, and the walk clip has still
not been captured in motion.
2026-11-09 11:42:36 +01:00
zwitschi 8993fd83c4 feat(body): pose the arms down, add a front-angle shot
The character now stands with its arms at its sides instead of in a bind A-pose,
and there is a second camera to prove it: the third-person shot only ever showed
the pawn's back, so a front-facing pose defect was invisible in review.

  demo-third-person-front  camera on the road, ~6 m in front, looking back north
                           at the pawn; embedded in Screenshots/README.md as shot 7.

The pose work itself is a chain of measured findings, all recorded in TODO.md:

- clip data is exported relative to the REST pose, so arms-down offsets held only in
  the keys arrived as a ±20 degree swing around an A bind;
- a rest-pose bake alone does not move the mesh: the MPFB mesh has shape keys, the
  armature modifier cannot be applied while they exist, and the vertices stayed in
  the A shape (X span unchanged at 1.051 m). Clearing the shape keys, baking the
  deformation into the vertices and re-binding is what made bind and clips agree.

Not settled, and left as an open item rather than a claim: the base pose uses
inverted signs to compensate for the FBX axis mapping, the upper arms clip into the
torso, and the fingers splay. An aim-based pose module was written and then removed
- applied without the vertex bake it produced arms raised in a V, and a half-working
shared module is worse than none. The proper solve is 0.2.2: apply the standing pose
at character creation, then author clips against that bind.
2026-11-09 11:28:29 +01:00
zwitschi a1f5989cbb fix(anim): the clip now drives the body — two causes, both measured
The body stood in an A-pose while the log said the clip was playing. Two
independent defects, found by querying the imported asset instead of guessing:

1. PlayAnimation needs the component in AnimationSingleNode with a live
   single-node instance. The body is hidden at construction and only unhidden by
   the camera toggle, so the first call could land before the component was ready,
   and the Wanted == PlayingAnimation guard then returned forever. UpdateBodyAnimation
   now sets the mode, calls SetAnimation + Play, and re-asserts while the instance
   is missing.
2. The arms-down offsets lived only in the clip keys. The exporter writes clip data
   relative to the rest pose, so they arrived as a ±20 degree swing around an
   A-posed bind - which is exactly what the pose probe measured. apply_base_pose now
   bakes them into the rest pose before any clip is authored, the same trick
   mpfb_character_export.py --pose idle uses. The table is applied with inverted
   signs: as written, the FBX axis mapping produced arms raised in a V.

Shot 6 confirms it: the arms hang at the sides. Still open and recorded - the idle
pose reads awkwardly (arms forward, hands splayed) and the walk clip has no shot in
motion; both are marked in TODO.md and Screenshots/README.md.

Instrumentation removed; the diagnostics that remain are behind
gigline.SetupLogs.
2026-11-09 10:56:43 +01:00
zwitschi d0f94dff4e memory: record the bind-pose defect and the FBX that is not the cause
Re-importing the exported FBX gives two actions with 1379 f-curves over 137 bones,
so the animation is baked; the defect is engine-side. Records that PlayAnimation
needs AnimationSingleNode mode and that the clip-name log line proves intent, not
effect.
2026-11-09 10:45:07 +01:00
zwitschi 50e023f15d merge: bring main (v0.1.6) into anim-body-0.2.0
Conflicts resolved by union, not by picking a side:

- AGENTS.md keeps the stronger visual-review rule (README updated with every visual
  change; a stale section is a defect).
- render_screenshots.sh keeps the absolute engine path from main and adds
  -thirdperson from this branch - both were needed and neither alone worked.
- Screenshots/README.md now lists six shots, retail and third-person both embedded;
  the known-issues tables merged, with the animation defect and unproven camera
  collision added to main's rows.
- visual_targets.json carries both expectations.
- Architecture docs: ADR-8 (realistic buildings) and ADR-9 (third-person body) both
  present and in numeric order; ADR-8 was mis-placed before the Quality Requirements
  heading in the combined document by an earlier edit, now fixed.
- Binary conflicts resolved to main's content, since the retail trim only exists
  there.

Checks: 82 tool tests, prettier clean, six embeds resolve.
2026-11-09 10:43:00 +01:00
zwitschi e487655e2f Merge pull request #33: 0.1.6 — retail frontage (Lee Drug, 6806–6820)
Patch release v0.1.6: retail frontage modelled from its own photograph, 0.9.0 realistic-buildings milestone planned, screenshots embedded inline.
2026-11-09 10:41:10 +01:00
zwitschi 304c1e9afd docs(review): embed every demo shot inline, record the rule in AGENTS
Screenshots/README.md on this branch still used the path-only table, so a reviewer
had to open six PNGs to judge a pass. Every shot now has its own section with the
image embedded, its view, expected content and both verdicts, plus a status table
at the top that links to them.

The known-issues list becomes a table of issue -> version and item that owns it:
pale hero stone, hero entrance doors, the bind-pose animation defect, unproven
camera collision and the terrain-as-pavement strip all point at their TODO owner.
Two stale entries removed: the theatre marquee exists (six trim actors staged) and
'materials not yet created' contradicted the scene conventions.

AGENTS.md now says the README is updated with every visual change, that the image
is embedded inline, and that approval ticks both the section and the table row.

Also removed an orphan: review-demo-retail-frontage.png had been re-copied into
this branch by the capture step although its geometry only exists on
facade-retail-0.1.6.
2026-11-09 10:35:44 +01:00
zwitschi 05c1488c00 feat(camera): third-person rig, V toggle, visible body
One pawn, both rigs (ADR-9): a skeletal body hidden in first person, a
collision-tested spring arm, and a toggle that swaps the active camera and the
body's visibility. Shipped default stays first person; -thirdperson starts the
pawn in the third-person rig so the review shot is reproducible, and the
screenshot run passes it.

Three defects found and two fixed:
- The skin material had no SkeletalMesh usage flag, so Unreal silently substituted
  the default grey. That is why the body rendered as clay.
- render_screenshots.sh still called ./Engine/... on this branch (the fix lives on
  the facade branch and never reached main); applied here so the shots generate.
- OPEN: the idle clip is bound and PlayAnimation is called - the run logs the clip
  name - but the body still renders in bind pose, arms out. Recorded with that
  evidence in TODO.md rather than called done.

Shot 5 (demo-third-person) added and documented; camera collision is implemented
but unproven, since the spawn has open space behind it.
2026-11-09 10:33:06 +01:00
zwitschi 96238bdb6a feat(anim): idle and walk clips on the MPFB rig
Two parametric cycles authored at 30 fps instead of hand-keyed poses, so the loop
closes by construction: GigLine_Idle (60 f, breathing sway, feet planted) and
GigLine_Walk (30 f, one stride, hip 0.45 rad / knee 0.55 / arm 0.32, arms
counter-phased, torso counter-rotation).

The limb axes were measured, not assumed: a probe rotated upperleg01.L by 0.5 rad
on each axis and read foot.L, which moved -0.022 -> +0.362 in Y on X, twisted on Y
and abducted on Z. Using the wrong axis here would have produced a character
scissoring sideways, which no import error would have caught.

The character export preset now bakes animation. Without bake_anim the exporter
writes a static bind pose and Unreal imports a mesh with no AnimSequence and no
error, so the importer asserts a clip exists and prints VERDICT: PASS/FAIL.

Verified in /Game/Test/Character: Idle 1.967 s and Walk 0.967 s, both AnimSequences,
skeleton intact. Playback on a possessed pawn is not yet verified: the demo pawn has
no visible body, so that check belongs with the third-person camera item.
2026-11-09 10:14:05 +01:00
zwitschi 817313aabd todo: claim 0.2.0 character setup on branch anim-body-0.2.0 2026-11-09 10:11:10 +01:00
zwitschi 744bf8f357 release: v0.1.6 — retail frontage changelog entry, TODO pruning
Writes the 0.1.6 entry, removes the completed section from TODO.md (its goal stays
in ROADMAP.md per the convention), and updates the roadmap status line.

Release checks: 5/5 shots verify, scene audit 0 failures, 82 tool tests, LFS check
clean, owner approval recorded for the retail shot.
2026-11-09 10:10:50 +01:00
zwitschi c72bc41af1 review: owner approves the 0.1.6 retail frontage shot
Shot 5 approved 2026-11-09 (second pass). All five demo shots verified and approved;
the --verify item in 0.1.6 is closed. Only the tag remains.
2026-11-09 10:09:40 +01:00
zwitschi 803e77473c docs: give every known cosmetic issue a version, move blocked work out of 0.1.6
Screenshots/README.md's known-issues list had no tickets, so the same defects kept
resurfacing as surprises. It is now a table with the issue, the version and item
that owns it, and a state.

Two entries were stale and are removed: the El Capitan Theatre marquee and blade
sign have been staged since ue_stage_theatre_trim.py landed (six trim actors in the
demo map), and 'materials are not yet created' contradicted the scene conventions
in the same file.

Moved out of 0.1.6, which is a patch and cannot carry new scope:
- wall lettering decal, moulded parapet profile, tower stepping and portrait
  panels as textures -> 0.9.0 per-building models
- 6822 Budget (blocked: no photograph exists) -> 0.9.0 photography gap
The patch keeps what a patch can do: the trim that reads, the verified shot, the tag.

Filed with their proper owners: hero entrance doors and central-bay positioning ->
0.9.0 hero item; pale hero stone -> 0.9.0 measured material library; pavement
between kerb and building line -> 0.6.0 visual polish.

The 0.1.6 claim is released: nothing left on this branch but the owner's approval
and the tag.
2026-11-09 10:07:27 +01:00
zwitschi 3942e9a215 feat(facades): 0.1.6 retail second pass — relief, material mapping, framing
What the first pass got wrong, and what changed:

- The mural plates were placed 0.20 m INSIDE the solid blockout volume, so they
  never rendered. Nothing can be recessed into a solid we do not cut: the inset is
  now faked by a proud frame with a near-flush plate, and the row reads.
- Detail sat 0.05 m off the wall, under a pixel of depth at 40 m. Trim planes now
  stand 0.10-0.20 m proud, and the parapet became two tiers with deeper reveals.
- 6806's parapet started at 0.62 H and left a 4.6 m blank band; the window storey
  and parapet moved up to follow the photograph.
- Security bars on the upper windows, twelve fluted fins on the corner tower.
- The trim's stucco/white/glass slots are mapped onto the demo's look materials, so
  the walls sit in the same noise/texture family as the rest of the block; the
  colour slots sampled from the photograph stay as authored.
- Review camera pulled back and widened to 66 deg so the east end is in frame.
- The scene audit caught duplicate RetailTrim_ actors: the demo builder's clear list
  did not include the new label, so every rebuild stacked another copy.

Still open and not fixable by geometry: wall lettering. A plate at 0.10 m does not
read at 40 m, so it moves to the 0.9.0 decal route (TODO.md, Screenshots/README.md).
2026-11-09 09:54:33 +01:00
zwitschi 4132f42ca1 plan: give realistic buildings their own minor milestone (0.9.0)
The facade work started as a patch (0.1.4) and the 0.1.6 retail pass showed what
that costs: a patch has no release gate of its own, so a first pass that does not
yet read as the building can sit inside a done patch series. Realism is also the
leading quality goal, which a patch cannot carry.

New 0.9.0 - Realistic buildings, before the feature freeze: facade system with more
than one order, a 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. Former 0.9.0 freeze/beta/audit becomes 0.10.0 with
patches 0.10.1-0.10.3; 1.0.0 moves to weeks 39-44.

Recorded as ADR-8 (append-only) with a measurable gate BR-1..BR-5 in the quality
requirements, mirrored into the combined architecture.md. The 0.1.6 item now says
which of its gaps move to 0.9.0 and why more geometry cannot close them.
2026-11-09 09:54:15 +01:00
zwitschi c53386fcf4 docs(review): embed every screenshot inline so the review happens in the file
Each shot now has its own section with the image embedded, its view, expected
content and both verdicts, plus a status table at the top that links to them.
A path alone was not a review: the owner had to open five PNGs to judge a pass.

Also recorded in AGENTS.md (a path is not a review; approval ticks both the section
and the table row), the two retail assets and tools in the arc42 building block
view and the combined architecture.md, and prettier-formatted the changed files.
2026-11-09 09:33:23 +01:00
zwitschi 2614d259aa feat(facades): 0.1.6 retail frontage first pass — Lee Drug and 6806-6820
Models the two retail buildings beside the hero from their own photograph rather
than the generic kit: bronze cornice, mural row, lettering band, stepped Deco
parapet and rounded corner tower on 6800 Lee Drug; burgundy fascia, pilasters,
white-framed windows and banded parapet on 6806-6820. Reference analysis written
before any geometry (Art/blender/retail/ref-analysis.md), every unmeasured
proportion carried into the part report as an assumption.

6822 Budget is deferred, not guessed: no photograph of it exists and the 6.0 x 5.5 m
sliver cannot be read out of the neighbour shot.

Pipeline fixes found on the way:
- render_screenshots.sh called ./Engine/... for the capture step while every
  commandlet used the absolute path; set -e killed the script at 127 *after* the
  maps were rebuilt, so screenshots silently stayed a day old.
- the facade kit applies to every Frontage_*/North_* actor, so it pasted its own
  language over the new modelled facades; it now skips them, and the trim stages as
  RetailTrim_*.
- pure bay arithmetic moved to Tools/_common.py so it is unit-testable without
  Blender (4 new tests, 82 total pass).

Known gaps recorded in Screenshots/README.md, not hidden: the parapet reads as a
blank band, murals and lettering do not resolve at review distance, the tower is a
plain cylinder, and the review camera crops the east end.
2026-11-09 09:10:49 +01:00
zwitschi 4e703fcfd9 todo: claim 0.1.6 retail frontage on branch facade-retail-0.1.6 2026-11-09 08:59:07 +01:00
zwitschi 73aca9db80 feat(facades): 0.1.5 — hero detail, scene audit, material orphaning fixed (#32)
Merged PR #32: 0.1.5 — hero detail, scene audit, material orphaning fixed

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 22:56:08 +01:00
zwitschi 743a290ac9 Merge pull request 'docs(arch): realism leads the quality list; performance moves to the end' (#31) from arch-quality-priority into main
Reviewed-on: #31
2026-11-08 20:49:20 +01:00
zwitschi 71c7ca734b docs(arch): realism leads the quality list; performance moves to the end
Owner decision: prioritise realism, keep the performance target but put it last.
Re-applied on a branch after the first attempt landed directly on main (reverted
there; see b8209ce).

- Quality goals (01 + combined architecture.md): 1 visual realism, 2 geographic
  fidelity, 3 walkability/usability, 4 reproducibility/portability, 5 provenance,
  6 performance efficiency.
- Quality requirements (10 + combined) reordered to match, with two realism
  requirements added (a façade reads like the photographs; placement within ~1 m)
  and the scenarios renumbered so QS-1 is the reference comparison, QS-9 the frame
  rate.
- Guard on both documents so the order cannot become an excuse: performance is a
  floor, not a preference - 60 FPS at 1440p without frame generation must be met at
  every release; if realism cannot fit, cut the realism scope deliberately and
  record it, never the frame rate. Walkability outranks realism in one direction: a
  block you fall through is not a demo.
- Solution strategy and 'quality achievement' lead with realism and describe
  performance as a budget, not a driver.
- Docs/release-checks.md: the performance check is the last section and the per-
  version check list now opens with realism and closes with performance.
- ROADMAP gains a 'Quality priority' section; AGENTS.md gains the tie-break rule
  beside the existing scope-cutting rule.
2026-11-08 20:37:32 +01:00
zwitschi b8209ce82b Revert "docs(arch): realism leads the quality list; performance moves to the end"
This reverts commit a1d52aa583.
2026-11-08 20:37:19 +01:00
zwitschi a1d52aa583 docs(arch): realism leads the quality list; performance moves to the end
Owner decision: prioritise realism, keep the performance target but put it last.

- Quality goals reordered (01 + combined architecture.md): 1 visual realism,
  2 geographic fidelity, 3 walkability/usability, 4 reproducibility/portability,
  5 provenance, 6 performance efficiency.
- Quality requirements (10 + combined) reordered to match, with two new realism
  requirements (façade reads like the photographs; placement within ~1 m) and the
  quality scenarios renumbered so QS-1 is the reference comparison and QS-9 the
  frame rate.
- Both documents carry the same guard so the order cannot become an excuse:
  performance is a floor, not a preference - 60 FPS at 1440p without frame
  generation must be met at every release; if realism cannot fit, the realism scope
  is cut deliberately and recorded, never the frame rate. Walkability outranks
  realism in one direction: a block you fall through is not a demo.
- Solution strategy and 'quality achievement' now lead with realism and describe
  performance as a budget rather than a driver.
- Docs/release-checks.md: the performance check is the last check, with that reason
  stated; ROADMAP gains a 'Quality priority' section; AGENTS.md gains the tie-break
  rule beside the existing scope-cutting rule.
2026-11-08 20:37:03 +01:00
zwitschi 5e2c5e29c0 feat(facades): 0.1.4 — module kit, textured materials, theatre trim (#30)
Merged PR #30: 0.1.4 — facade module kit, textured materials, theatre trim

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 20:29:11 +01:00
zwitschi d6d3d54810 fix(tools): importers clear the read-only LFS bit before saving; 0.1.3 docs refresh (#29)
Merged PR #29: v0.1.3 packaging and setup fixes

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 18:53:48 +01:00
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@@ -47,6 +47,10 @@ Thumbs.db
/Geo/raw/mapbox-cache/ /Geo/raw/mapbox-cache/
/Geo/verification/*mapbox* /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) # Local, private reference material — never committed (see Docs/reference-notes-hollywood.md)
/Art/reference/ /Art/reference/
/Docs/data-inventory.md /Docs/data-inventory.md
+3 -2
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@@ -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`. - 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`. - 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. - 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 ## Git workflow
@@ -209,8 +210,8 @@ Any change that affects the game's appearance — meshes, materials, lighting, l
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/`). 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. 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. 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** (`![alt](demo/<shot>.png)`) 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. 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/ue_build_review_map.py`.
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@@ -37,6 +37,15 @@
], ],
"evidence": "6 columns at 4.96 m centres (sibling notes x measured frontage)" "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", "object": "Hero_ColumnBase_x6",
"dims_m": [ "dims_m": [
@@ -104,10 +113,10 @@
"object": "Hero_MottoBand", "object": "Hero_MottoBand",
"dims_m": [ "dims_m": [
22.75, 22.75,
0.08, 0.1,
0.85 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", "object": "Hero_Medallion_x2",
+64
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@@ -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.
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@@ -8,6 +8,182 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
Nothing yet. Nothing yet.
## [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/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/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/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/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/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/render_screenshots.sh`, which now runs the whole staging chain in the correct order and stops on an audit failure.
- **`Tools/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/visual_loop.py` + `visual_targets.json`): verifies every capture against an expectation (missing, blank, tone-less or wrong-size shots fail) and measures each render against its reference photograph, emitting feedback that names the discipline to consult. Iterations are written under `Art/reference/iterations/`, which is gitignored until a shot is confirmed.
- **`Tools/fbx_export_preset.py`** — one export preset replacing six copies, and it exports smoothing groups (`FACE`), so round geometry is no longer faceted.
- **`Tools/ue_common.py`** — clears the read-only bit an LFS `.umap` checks out with and makes a refused save loud.
### Changed
- **Elevation cameras** are levelled (pitch 0, so verticals stay parallel) and use a 42–55° lens to fill the frame from across the street.
- **`Screenshots/` holds demo-map captures only**; the review staging map is no longer rendered for review. Each shot carries its expected content and an approval state.
### Fixed
- **Blockout frame**: the `0.1.2` regeneration had run without `--origin`, shifting the whole frontage ≈119 m in X and 2.4 m in Y and dropping the hero out of the 6902/6838 gap. Regenerated with the affine fit (residual 0.0 cm) and every span re-verified against the block verification notes.
- **Kit placed ~12 km from its buildings** — it used the mesh-local bounding box, which excludes the actor offset.
- **Marquee mirrored across the boulevard** (Blender +Y is Unreal −Y) and **hanging 5 cm above the pavement** (absolute Z instead of pavement-relative).
- **Window bays invisible** inside the solid wall; the surround now projects with glazing inset.
- **Glazing was not glass**: kit pieces kept the grey material the FBX import creates.
- **Hero windows floated 1.44 m in front of the wall**; parapet medallions were flat discs on the coping.
- **Imports could report success while saving nothing** (read-only LFS map), and the north-buildings import failed silently on a missing `import sys`.
### Verified
- Packaged build `-qaselftest`: walk 761 cm, reset, pause/unpause, seam transect 1456 samples / 0 holes, wall probe 0/35, façade occlusion probe 0/9 — all PASS. Run twice; the harness is time-based and one loaded run reported a false failure.
- All eight buildings probed against the verified world spans.
- 67 tool tests pass.
### Known limitations
- Kit pieces are boxes; cornice dentil spacing, abacus and plinth dimensions are recorded assumptions.
- Textures are generated, not authored: no decals, signage text or weathering maps.
- The vision pre-check remains advisory — it is unreliable on this content.
- Retail neighbours, hero fluting and the blockout cleaning pass move to `0.1.5`.
- Performance has not been re-measured since `0.1.0`; 625 kit actors are unmeasured.
## [0.1.3] — 2026-11-09
Packaging and setup fixes. No gameplay or visual scope; this patch makes the pipeline and its documentation tell the truth about what `0.1.x` taught.
### Fixed
- **Map imports could report success while saving nothing.** `.umap` files are LFS-tracked and check out read-only, so `save_map()` returned `False` with no error and the staged actor vanished on the next load. New `Tools/ue_common.py` (`make_writable`, `require_saved`) clears the read-only bit and makes the failure loud; `ue_hero_facade_import.py` and `ue_import_north_buildings.py` now use it. Verified from a forced `0o444` map: chmod logged, `save_map: True`, exit 0.
### Changed
- `Docs/build.md`: content-pipeline table now lists every step as it exists (seven site FBXs, frontage, north buildings, hero, map) and the shared FBX preset; packaging archive corrected to `Builds/GigLineQA`; the packaged log location and `-qaselftest` usage are documented; new **traps** table covers the read-only save, the hero `--out`-is-the-FBX mistake, the MPFB add-on path, the shot actor quitting under QA, and the null-RHI trace trap.
- `Docs/setup.md`: the fresh-checkout build is marked verified (2026-11-08) and its blocker closed; a new section documents the two optional keys (`OPENROUTER_API_KEY`, `MAPBOX_ACCESS_TOKEN`) and that neither is needed by the build, the tests or a release.
- `Docs/Architecture/07_deployment_view.md` and the combined `architecture.md`: build-output path corrected and marked as living outside the repository.
### Verified
- 54 tool tests pass (5 new for `ue_common`).
- Packaged build still launches into `DemoMap` and `-qaselftest` passes every phase.
## [0.1.2] — 2026-11-09 ## [0.1.2] — 2026-11-09
Scale and façade correction patch. Buildings and the hero elevation now match the reference photography and the cross-checked height data; no new gameplay scope. Scale and façade correction patch. Buildings and the hero elevation now match the reference photography and the cross-checked height data; no new gameplay scope.
@@ -110,7 +286,10 @@ 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. - 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. - One block only; no vehicles, NPCs, audio, or settings UI yet.
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.2...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 [0.1.2]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.2
[0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1 [0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1
[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0 [0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0
@@ -20,11 +20,14 @@ Full requirements and progress are in [TODO.md](../../TODO.md); version directio
| Priority | Quality Goal | Scenario | | Priority | Quality Goal | Scenario |
| --- | --- | --- | | --- | --- | --- |
| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation | | 1 | **Visual realism** | Renders read as the reference photographs: façade identity, proportion, material and light — judged side by side, shot against photo |
| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) | | 2 | **Geographic fidelity** | Building placement and street scale match the measured data and the photographs |
| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography | | 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 | | 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
| 5 | **Provenance** | Every committed asset has recorded provenance | | 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 ## Stakeholders
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@@ -30,7 +30,8 @@ All modelling and geographic processing live outside the game project in `Art/`,
## Quality achievement ## 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/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. - **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.
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@@ -25,7 +25,9 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits | | `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets | | `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`, 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 ### Site
@@ -47,6 +49,7 @@ Static meshes and materials in `/Game/Hollywood/Site/`:
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade | | `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_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_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/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
### Art Pipeline ### Art Pipeline
@@ -56,11 +59,15 @@ Python scripts in `Tools/` drive the content pipeline:
| --- | --- | | --- | --- |
| `export_*`, `hero_facade_build` | Blender headless export (FBX) | | `export_*`, `hero_facade_build` | Blender headless export (FBX) |
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement | | `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_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
| `ue_create_input_assets` | Enhanced Input actions + mapping context | | `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline | | `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) | | `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification | | `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`) | | `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 | | `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
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@@ -7,7 +7,7 @@
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI | | 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) | | 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`) | | 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/GigLine` (packaged Linux build, ~1.1 GiB) | | Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
Motivation Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host. Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
@@ -55,3 +55,19 @@
- **Decision**: All Blender work driven by Python scripts in `Tools/`. Skill packs used as method guides (checklists, naming, proportions) only. - **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. - **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.
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@@ -2,24 +2,44 @@
## Quality Requirements Overview ## 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 | | 1 | Realism / Fidelity | Façade identity, proportion, material and lighting read like the reference photographs when compared side by side |
| Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) | 1 | | 2 | Realism / Fidelity | Building placement matches the measured footprints and the photographs (within ~1 m) |
| Accuracy / Fidelity | Building placement matches reference photography within ~1 m | 2 | | 2 | Realism / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of the measured profile |
| Accuracy / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of measured profile | 2 | | 3 | Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) |
| Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed | 2 | | 3 | Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed |
| Maintainability | Fresh checkout builds with documented engine installation | 2 | | 4 | Maintainability | Fresh checkout builds with the documented engine installation |
| Portability | Linux build packages and runs; Windows build ships | 3 | | 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 ## Quality Scenarios
| ID | Source/Stimulus | Response | Metric | | 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-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/visual_loop.py` reports the deltas |
| QS-2 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm | | 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 presses R | Character teleports to spawn | < 100 cm from `StartLocation` | | 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 presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true | | 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 Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false | | QS-5 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
| QS-6 | Game runs on dev workstation at 1440p | Frame rate stable | ≥ 60 FPS, 99th percentile ≥ 55 FPS | | QS-6 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
| QS-7 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced | | 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/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 |
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@@ -27,11 +27,14 @@ Full requirements and progress are in [TODO.md](../../TODO.md); version directio
| Priority | Quality Goal | Scenario | | Priority | Quality Goal | Scenario |
| --- | --- | --- | | --- | --- | --- |
| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation | | 1 | **Visual realism** | Renders read as the reference photographs: façade identity, proportion, material and light — judged side by side, shot against photo |
| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) | | 2 | **Geographic fidelity** | Building placement and street scale match the measured data and the photographs |
| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography | | 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 | | 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
| 5 | **Provenance** | Every committed asset has recorded provenance | | 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 ## Stakeholders
@@ -129,7 +132,9 @@ All modelling and geographic processing live outside the game project in `Art/`,
## Quality achievement ## 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**: reference photography drives every façade decision, measured data fixes placement and scale, and renders are compared against the photographs (`Tools/visual_loop.py`, `Screenshots/README.md`). One module kit at the 4.96 m bay keeps the street wall coherent; materials are world-aligned and lit by a fixed daytime rig so a shot is comparable between runs.
- **Performance holds the floor, it does not set the agenda**: dynamic-only lighting (no build step, no static shadow maps), cheap procedural materials, minimal overdraw for street-level geometry, and 60 FPS at 1440p as a budget every release must meet.
- **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. - **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.
@@ -164,7 +169,9 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits | | `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets | | `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`, 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 ### Site
@@ -186,6 +193,7 @@ Static meshes and materials in `/Game/Hollywood/Site/`:
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade | | `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_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_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/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
### Art Pipeline ### Art Pipeline
@@ -195,11 +203,15 @@ Python scripts in `Tools/` drive the content pipeline:
| --- | --- | | --- | --- |
| `export_*`, `hero_facade_build` | Blender headless export (FBX) | | `export_*`, `hero_facade_build` | Blender headless export (FBX) |
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement | | `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_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
| `ue_create_input_assets` | Enhanced Input actions + mapping context | | `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline | | `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) | | `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification | | `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`) | | `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 | | `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
@@ -300,7 +312,7 @@ Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verific
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI | | 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) | | 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`) | | 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/GigLine` (packaged Linux build, ~1.1 GiB) | | Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
Motivation Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host. Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
@@ -446,31 +458,67 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI. - **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.
# Quality Requirements # Quality Requirements
## Quality Requirements Overview ## 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 | | 1 | Realism / Fidelity | Façade identity, proportion, material and lighting read like the reference photographs when compared side by side |
| Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) | 1 | | 2 | Realism / Fidelity | Building placement matches the measured footprints and the photographs (within ~1 m) |
| Accuracy / Fidelity | Building placement matches reference photography within ~1 m | 2 | | 2 | Realism / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of the measured profile |
| Accuracy / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of measured profile | 2 | | 3 | Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) |
| Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed | 2 | | 3 | Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed |
| Maintainability | Fresh checkout builds with documented engine installation | 2 | | 4 | Maintainability | Fresh checkout builds with the documented engine installation |
| Portability | Linux build packages and runs; Windows build ships | 3 | | 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 ## Quality Scenarios
| ID | Source/Stimulus | Response | Metric | | 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-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/visual_loop.py` reports the deltas |
| QS-2 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm | | 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 presses R | Character teleports to spawn | < 100 cm from `StartLocation` | | 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 presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true | | 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 Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false | | QS-5 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
| QS-6 | Game runs on dev workstation at 1440p | Frame rate stable | ≥ 60 FPS, 99th percentile ≥ 55 FPS | | QS-6 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
| QS-7 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced | | 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/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 |
# Risks and Technical Debts # Risks and Technical Debts
+50 -37
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@@ -1,6 +1,6 @@
# Build # Build
Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was installed and a blank `Game/GigLine` build was packaged and launch-tested. Fresh-checkout build, content-pipeline and packaging procedure for the walkable demo. Begun 2026-11-07 from a blank build and extended through the `0.1.x` patches; the release checks that exercise it are in [release-checks.md](release-checks.md).
## Constraints ## Constraints
@@ -10,8 +10,7 @@ Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was
## Engine ## Engine
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at `/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
`/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
## Fresh-checkout build ## Fresh-checkout build
@@ -42,20 +41,14 @@ cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \ Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-project="/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \ -project="/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
-noP4 -platform=Linux -clientconfig=Development \ -noP4 -platform=Linux -clientconfig=Development \
-cook -allmaps -build -stage -pak \ -cook -build -stage -pak \
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLine" \ -archive -archivedirectory="/run/media/system/DATA/Builds/GigLineQA" \
-unattended -unattended
# Expected: "BUILD SUCCESSFUL" (~1 min for the blank project; archive ~1.1 GiB) # Expected: "AutomationTool exiting with ExitCode=0 (Success)" and "EXIT=0", ~90 s
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh # Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLineQA/Linux/GigLine.sh
``` ```
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load **Launch test must open the DemoMap.** A plain `./GigLine.sh` should load `/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty non-interactive "stuck" scene — check that `GameDefaultMap` is in `DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`). The archive directory is deliberately **outside** the repository; never archive into the checkout.
`/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it
instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty
non-interactive "stuck" scene — check that `GameDefaultMap` is in
`DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine
log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`).
The archive directory is deliberately **outside** the repository; never archive into the checkout.
## Headless content checks ## Headless content checks
@@ -76,9 +69,7 @@ Both content-acceptance tests run headless and are the template for all asset im
## Content pipeline (current) ## Content pipeline (current)
The hero block and the demo level are built by a fixed sequence. Each step writes The hero block and the demo level are built by a fixed sequence. Each step writes a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout can be swallowed.
a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout
can be swallowed.
| Step | Tool | Output | | Step | Tool | Output |
| --- | --- | --- | | --- | --- | --- |
@@ -86,21 +77,28 @@ can be swallowed.
| Terrain | `Art/blender/terrain/terrain_from_dem.py` | `Art/blender/terrain/terrain-*.blend` | | Terrain | `Art/blender/terrain/terrain_from_dem.py` | `Art/blender/terrain/terrain-*.blend` |
| Street | `Art/blender/street/street_mesh.py` | `Art/blender/street/street-*.blend` | | 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 assembly | `Art/blender/site/site_assembly.py` | `Art/blender/site/site-*.blend` |
| Site export | `Art/blender/site/export_site_fbx.py` | six FBXs, one per mesh | | 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 report | | 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/*` | | 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` | | Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` | | Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
| Façade kit assembly | `Tools/ue_apply_facade_kit.py` | kit actors in `DemoMap` |
| Theatre trim | `Tools/ue_stage_theatre_trim.py` | marquee + blade sign actors |
| Scene audit | `Tools/ue_audit_scene.py` | materials, placement spans, labels (gate) |
| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` | | Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
**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/render_screenshots.sh` runs the full chain in the right order and gates on `ue_audit_scene.py`.
Every Blender exporter calls [`Tools/fbx_export_preset.py`](../Tools/fbx_export_preset.py) (`ue_metric_v1` / `ue_character_v1`) instead of repeating the FBX argument block — one place for the scale conversion, the axis mapping and `mesh_smooth_type="FACE"` (without which every Unreal import warns about missing smoothing groups and round geometry arrives faceted).
Two rules that the pipeline enforces rather than documents: Two rules that the pipeline enforces rather than documents:
- **One conversion.** Metres to Unreal centimetres happens only in - **One conversion.** Metres to Unreal centimetres happens only in `Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record the result and `Geo/tools/asset_metadata.py audit` re-derives it.
`Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record - **Collision is decided at import,** not later: terrain, road and sidewalks are complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed street ramps straight across the kerb.
the result and `Geo/tools/asset_metadata.py audit` re-derives it.
- **Collision is decided at import,** not later: terrain, road and sidewalks are
complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed
street ramps straight across the kerb.
## Known engine quirks (2026-11-07) ## Known engine quirks (2026-11-07)
@@ -110,20 +108,35 @@ Two rules that the pipeline enforces rather than documents:
## Packaged Linux build ## Packaged Linux build
- 2026-11-07: blank `Game/GigLine` Development build packaged via the command above; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine/Linux`; `GigLine.sh` launched on the desktop session, Vulkan swapchain created, 759 frames rendered across a 60 s smoke test. Controls document to be written with the first playable (`0.1.0` Gameplay section). Current QA archive: `/run/media/system/DATA/Builds/GigLineQA`. A plain `./GigLine.sh` opens `/Game/Hollywood/DemoMap`; controls are in [controls.md](controls.md) and shown in-game bottom-right. The packaged log is written **relative to the wrapper's working directory**, i.e. `<archive>/Linux/GigLine/Saved/Logs/GigLine.log` — not into the repository.
Behaviour check without a human at the keyboard:
```bash
cd /run/media/system/DATA/Builds/GigLineQA/Linux
./GigLine.sh -windowed -ResX=1280 -ResY=720 -nosplash -qaselftest
# then read <archive>/Linux/GigLine/Saved/Logs/GigLine.log for "GigLine QA:" lines
```
`-qaselftest` walks for 2 s, resets, pauses/unpauses, sweeps a 16-row seam transect, fires a ground-referenced 21 m wall probe along the street, fires 40 m façade-occlusion traces sideways from the road centre wherever a building is staged, and writes a frame-time series to `Saved/Profiling/`. Every phase logs `... PASS`/`FAIL` and the run ends with `RESULT`.
## Traps that cost real time in `0.1.x`
| Symptom | Cause | Fix |
| --- | --- | --- |
| A builder reports success but the asset is unchanged | `.blend`/`.umap` are LFS-tracked and check out **read-only**; Blender and Unreal fail the save quietly | `chmod u+w <file>` first — `ue_build_*`/`ue_hero_facade_import` and every Blender builder need it |
| `File format is not supported` when reopening a `.blend` | `hero_facade_build.py --out` writes the **FBX**; putting the `.blend` path there overwrites it with FBX bytes | `--out /tmp/…fbx --save-blend Art/…blend --report Art/…json` |
| `Add-on not loaded: "bl_ext.blender_org.mpfb"` | `mpfb_character_export.py` needs the MPFB add-on visible to Blender | export `BLENDER_USER_SCRIPTS` (see the invocation in [../Art/blender/README.md](../Art/blender/README.md)) |
| The packaged run exits after a couple of seconds during QA | `GigLineShotActor` runs its screenshot list and quits (`bQuitWhenDone`) | it skips its rounds when `-qaselftest` is on the command line — keep that guard |
| Headless `-nullrhi` traces report no hits for everything | the null RHI has no physics scene | verify traces in the **packaged** run (`-qaselftest`), never in a commandlet |
| Import logs "No smoothing group information" for every mesh | `mesh_smooth_type="OFF"` in the FBX export | use `Tools/fbx_export_preset.py` (`FACE`) |
## PIE input test (compare editor vs packaged input intake) ## PIE input test (compare editor vs packaged input intake)
Use to isolate whether the "no controls respond" bug is the packaged standalone's Use to isolate whether the "no controls respond" bug is the packaged standalone's input intake or the Enhanced Input wiring generally.
input intake or the Enhanced Input wiring generally.
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the - `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the green **Play** (PIE) button and walk / mouse-look.
green **Play** (PIE) button and walk / mouse-look.
- Interpretation: - Interpretation:
- PIE **works** -> the Enhanced Input wiring is fine and the standalone - PIE **works** -> the Enhanced Input wiring is fine and the standalone packaged build's SDL input intake is the environment-dependent bug.
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.
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild - The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` + `GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at `(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
the input config / character from scratch.
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` +
`GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at
`(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
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@@ -1,7 +1,6 @@
# Controls (`0.1.0` walkable demo) # Controls
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame 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.
(`AGigLineHUD`), and the packaged Linux build ships with these bindings.
| Action | Key | Notes | | Action | Key | Notes |
| --- | --- | --- | | --- | --- | --- |
@@ -13,24 +12,36 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame
| Jump | `Space` | | | Jump | `Space` | |
| Reset to start | `R` | Returns to the grounded spawn point | | Reset to start | `R` | Returns to the grounded spawn point |
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse | | 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 |
## Notes ## Notes
- Movement is relative to where you are looking (controller yaw), so the capsule - Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
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.
- The mouse is captured on launch, so looking works without clicking first. - Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
`Escape` toggles the capture as part of pause.
- Bindings are Enhanced Input actions in `/Game/Input` built by ## Changes since `0.1.0`
`Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
- **`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.
## 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 |
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 ## Testing input without a physical keyboard
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
`/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
```bash ```bash
python3 Tools/input_test.py --sequence move:2,look:3 python3 Tools/input_test.py --sequence move:2,look:3
``` ```
It drives the focused game window exactly like real hardware, which is how the It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.
controls were regression-tested on the packaged build.
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@@ -37,22 +37,12 @@ Important nuance: ODbL governs the **database** (the OSM data as a collection an
## 4. Decision: posture for the derived geometry ## 4. Decision: posture for the derived geometry
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a **Produced Work / derivative database** of the OpenStreetMap database.
**Produced Work / derivative database** of the OpenStreetMap database.
- The **share-alike obligation is accepted for the data layer only**. The - The **share-alike obligation is accepted for the data layer only**. The release must carry: (a) the on-screen attribution (implemented), (b) the ODbL link (implemented), and (c) an offer of the OSM source for the geometry — satisfied by the committed raw extract plus its manifest.
release must carry: (a) the on-screen attribution (implemented), (b) the ODbL - **Project creative work (code, shaders, artist-authored façades, textures) is NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no share-alike obligation. Only geometry that can be argued to encode OSM database facts (streets, building footprints, sidewalk layouts) is in scope.
link (implemented), and (c) an offer of the OSM source for the geometry — - **No new obligation is created by the DEM**: 3DEP is US Government public domain and is independent of ODbL.
satisfied by the committed raw extract plus its manifest. - **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial imagery are separately licensed); the project already treats OSM as layout only (`Docs/licensing.md` rule 3).
- **Project creative work (code, shaders, artist-authored façades, textures) is
NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no
share-alike obligation. Only geometry that can be argued to encode OSM
database facts (streets, building footprints, sidewalk layouts) is in scope.
- **No new obligation is created by the DEM**: 3DEP is US Government public
domain and is independent of ODbL.
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial
imagery are separately licensed); the project already treats OSM as layout
only (`Docs/licensing.md` rule 3).
Release checklist items this lands: Release checklist items this lands:
@@ -63,20 +53,13 @@ Release checklist items this lands:
## 5. Remaining (tracked separately) ## 5. Remaining (tracked separately)
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only, - **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only, not distributed — must be checked once, not a release blocker for ODbL).
not distributed — must be checked once, not a release blocker for ODbL). - Façade signage/trademarks: separate rights from the photograph, own the geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference photography" rules).
- Façade signage/trademarks: separate rights from the photograph, own the
geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference
photography" rules).
## 6. Sources checked ## 6. Sources checked
- ODbL text: <https://opendatacommons.org/licenses/odbl/1-0/> - ODbL text: <https://opendatacommons.org/licenses/odbl/1-0/>
- OSM licence summary: <https://www.openstreetmap.org/copyright> - OSM licence summary: <https://www.openstreetmap.org/copyright>
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints - ISPRS/ODbL practice notes on derived game geometry from OSM footprints (objective standard: attribution + produced-work offer, share-alike limited to the data layer).
(objective standard: attribution + produced-work offer, share-alike limited
to the data layer).
Not reviewed here (out of scope for this item): engine redistribution terms Not reviewed here (out of scope for this item): engine redistribution terms (Epic), MPFB asset terms, street-prop reuse terms — all tracked in `THIRD_PARTY_NOTICES.md`.
(Epic), MPFB asset terms, street-prop reuse terms — all tracked in
`THIRD_PARTY_NOTICES.md`.
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frame,ms
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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
1 frame ms
2 0 2.428
3 1 2.633
4 2 2.238
5 3 3.606
6 4 2.431
7 5 2.649
8 6 4.050
9 7 2.011
10 8 2.735
11 9 3.390
12 10 2.901
13 11 2.237
14 12 2.686
15 13 2.383
16 14 2.451
17 15 3.412
18 16 2.458
19 17 2.474
20 18 2.588
21 19 2.556
22 20 2.478
23 21 3.150
24 22 2.667
25 23 2.349
26 24 2.568
27 25 2.580
28 26 2.393
29 27 2.575
30 28 3.132
31 29 2.536
32 30 2.508
33 31 2.710
34 32 2.348
35 33 2.537
36 34 2.820
37 35 3.162
38 36 2.163
39 37 2.562
40 38 2.619
41 39 2.323
42 40 2.628
43 41 3.075
44 42 2.512
45 43 2.448
46 44 2.505
47 45 2.454
48 46 2.607
49 47 3.128
50 48 2.476
51 49 2.562
52 50 2.434
53 51 3.385
54 52 2.076
55 53 3.435
56 54 2.672
57 55 2.550
58 56 1.998
59 57 2.583
60 58 2.518
61 59 2.777
62 60 3.920
63 61 2.934
64 62 2.675
65 63 2.320
66 64 2.309
67 65 2.520
68 66 3.947
69 67 2.596
70 68 2.708
71 69 2.291
72 70 2.404
73 71 2.551
74 72 3.715
75 73 2.100
76 74 2.539
77 75 2.682
78 76 2.273
79 77 2.442
80 78 3.952
81 79 2.233
82 80 2.374
83 81 2.686
84 82 2.407
85 83 2.654
86 84 3.613
87 85 2.320
88 86 2.685
89 87 2.744
90 88 2.357
91 89 2.565
92 90 3.756
93 91 2.672
94 92 2.128
95 93 2.583
96 94 2.546
97 95 2.391
98 96 2.935
99 97 3.624
100 98 1.934
101 99 2.509
102 100 2.603
103 101 2.449
104 102 2.802
105 103 3.678
106 104 2.336
107 105 2.509
108 106 2.551
109 107 2.576
110 108 2.997
111 109 3.208
112 110 2.301
113 111 2.359
114 112 2.484
115 113 2.646
116 114 2.801
117 115 3.226
118 116 2.635
119 117 2.325
120 118 2.501
121 119 2.602
122 120 2.564
123 121 3.151
124 122 3.149
125 123 2.235
126 124 2.596
127 125 2.432
128 126 2.665
129 127 2.648
130 128 3.884
131 129 2.087
132 130 2.375
133 131 2.586
134 132 2.734
135 133 2.338
136 134 3.617
137 135 2.418
138 136 2.350
139 137 2.713
140 138 2.758
141 139 2.239
142 140 3.585
143 141 2.565
144 142 2.787
145 143 2.115
146 144 2.435
147 145 2.489
148 146 3.062
149 147 2.958
150 148 2.402
151 149 2.425
152 150 2.516
153 151 2.505
154 152 2.543
155 153 3.690
156 154 2.060
157 155 2.510
158 156 2.428
159 157 2.603
160 158 2.491
161 159 3.178
162 160 2.496
163 161 2.424
164 162 2.495
165 163 2.667
166 164 2.434
167 165 3.040
168 166 2.949
169 167 2.094
170 168 2.510
171 169 2.586
172 170 2.395
173 171 3.004
174 172 3.009
175 173 2.288
176 174 2.548
177 175 2.337
178 176 2.598
179 177 2.498
180 178 3.526
181 179 2.533
182 180 2.134
183 181 2.560
184 182 2.541
185 183 2.436
186 184 2.635
187 185 3.361
188 186 2.261
189 187 2.566
190 188 2.383
191 189 2.529
192 190 2.645
193 191 3.190
194 192 2.523
195 193 2.523
196 194 2.346
197 195 2.865
198 196 2.348
199 197 2.879
200 198 3.657
201 199 1.824
202 200 2.551
203 201 2.449
204 202 2.607
205 203 3.085
206 204 3.163
207 205 2.404
208 206 2.327
209 207 2.553
210 208 2.576
211 209 2.544
212 210 3.193
213 211 2.647
214 212 2.332
215 213 2.544
216 214 2.767
217 215 2.429
218 216 3.103
219 217 2.861
220 218 2.318
221 219 2.552
222 220 2.587
223 221 2.352
224 222 3.128
225 223 2.621
226 224 2.461
227 225 2.422
228 226 2.601
229 227 2.748
230 228 2.545
231 229 3.224
232 230 2.206
233 231 2.459
234 232 2.530
235 233 2.461
236 234 2.570
237 235 3.271
238 236 2.405
239 237 2.424
240 238 2.671
241 239 2.450
242 240 2.644
243 241 2.510
244 242 3.023
245 243 2.461
246 244 2.618
247 245 2.350
248 246 2.551
249 247 2.472
250 248 3.642
251 249 2.576
252 250 2.548
253 251 3.599
254 252 1.992
255 253 2.424
256 254 3.752
257 255 2.241
258 256 2.360
259 257 2.522
260 258 2.584
261 259 2.653
262 260 2.871
263 261 2.827
264 262 2.369
265 263 2.482
266 264 2.599
267 265 2.294
268 266 2.686
269 267 3.428
270 268 2.240
271 269 2.435
272 270 2.468
273 271 2.619
274 272 2.519
275 273 3.247
276 274 2.539
277 275 2.442
278 276 2.518
279 277 2.489
280 278 2.463
281 279 2.839
282 280 2.907
283 281 2.786
284 282 2.211
285 283 2.615
286 284 2.378
287 285 2.671
288 286 3.219
289 287 2.435
290 288 2.509
291 289 2.323
292 290 2.502
293 291 2.526
294 292 3.292
295 293 2.468
296 294 2.526
297 295 2.500
298 296 2.431
299 297 2.481
300 298 2.921
301 299 3.009
302 300 2.415
303 301 2.600
304 302 2.344
305 303 2.533
306 304 2.618
307 305 3.458
308 306 2.455
309 307 2.469
310 308 2.495
311 309 2.568
312 310 2.473
313 311 3.179
314 312 2.694
315 313 2.503
316 314 2.587
317 315 2.317
318 316 2.609
319 317 2.590
320 318 3.211
321 319 2.392
322 320 2.490
323 321 2.515
324 322 2.496
325 323 2.483
326 324 3.157
327 325 2.540
328 326 2.422
329 327 2.574
330 328 2.468
331 329 2.547
332 330 2.788
333 331 3.075
334 332 2.231
335 333 2.537
336 334 2.577
337 335 2.584
338 336 2.473
339 337 3.415
340 338 2.126
341 339 2.506
342 340 2.374
343 341 2.721
344 342 2.418
345 343 3.259
346 344 2.509
347 345 2.519
348 346 2.436
349 347 2.472
350 348 2.504
351 349 2.858
352 350 3.250
353 351 2.161
354 352 2.586
355 353 2.376
356 354 2.651
357 355 2.504
358 356 3.399
359 357 2.353
360 358 2.381
361 359 2.513
362 360 2.633
363 361 2.566
364 362 3.615
365 363 2.593
366 364 2.084
367 365 2.411
368 366 2.653
369 367 2.521
370 368 2.825
371 369 2.891
372 370 2.576
373 371 2.302
374 372 2.582
375 373 2.513
376 374 2.598
377 375 3.790
378 376 2.352
379 377 2.306
380 378 2.434
381 379 2.514
382 380 2.708
383 381 2.978
384 382 2.813
385 383 2.327
386 384 2.502
387 385 2.446
388 386 2.605
389 387 3.033
390 388 3.091
391 389 2.206
392 390 2.648
393 391 2.732
394 392 2.296
395 393 3.406
396 394 2.490
397 395 2.424
398 396 2.443
399 397 2.601
400 398 2.628
401 399 2.477
402 400 3.241
403 401 2.573
404 402 2.422
405 403 2.384
406 404 2.505
407 405 2.575
408 406 2.909
409 407 2.897
410 408 2.486
411 409 2.431
412 410 2.691
413 411 2.342
414 412 2.733
415 413 3.518
416 414 2.391
417 415 2.160
418 416 2.671
419 417 2.505
420 418 2.241
421 419 3.355
422 420 2.775
423 421 2.395
424 422 2.864
425 423 2.290
426 424 2.469
427 425 2.977
428 426 2.759
429 427 2.460
430 428 2.456
431 429 2.497
432 430 2.362
433 431 2.874
434 432 2.812
435 433 2.559
436 434 2.283
437 435 2.670
438 436 2.482
439 437 2.495
440 438 3.118
441 439 3.018
442 440 2.252
443 441 3.222
444 442 2.483
445 443 2.436
446 444 3.209
447 445 3.169
448 446 2.455
449 447 2.432
450 448 2.464
451 449 2.500
452 450 2.967
453 451 2.958
454 452 2.390
455 453 2.494
456 454 2.523
457 455 2.473
458 456 2.516
459 457 3.527
460 458 2.262
461 459 2.377
462 460 2.840
463 461 2.135
464 462 2.520
465 463 3.285
466 464 2.940
467 465 2.256
468 466 2.496
469 467 2.705
470 468 2.395
471 469 3.031
472 470 3.104
473 471 2.411
474 472 2.630
475 473 2.468
476 474 2.416
477 475 2.559
478 476 2.732
479 477 2.441
480 478 2.624
481 479 2.536
482 480 2.458
483 481 2.516
484 482 2.507
485 483 2.606
486 484 2.616
487 485 2.881
488 486 2.358
489 487 2.469
490 488 2.513
491 489 3.250
492 490 2.606
493 491 2.545
494 492 2.407
495 493 2.437
496 494 2.663
497 495 3.346
498 496 2.349
499 497 2.481
500 498 2.613
501 499 2.483
502 500 2.417
503 501 2.923
504 502 3.059
505 503 2.483
506 504 2.373
507 505 2.525
508 506 2.530
509 507 2.431
510 508 2.917
511 509 2.559
512 510 2.623
513 511 3.172
514 512 2.304
515 513 2.331
516 514 3.287
517 515 2.544
518 516 2.429
519 517 2.690
520 518 2.464
521 519 2.406
522 520 2.804
523 521 2.899
524 522 2.461
525 523 2.536
526 524 2.414
527 525 2.380
528 526 2.616
529 527 3.236
530 528 2.499
531 529 2.558
532 530 2.584
533 531 2.309
534 532 2.447
535 533 3.039
536 534 3.133
537 535 2.170
538 536 2.583
539 537 2.505
540 538 2.666
541 539 2.567
542 540 3.307
543 541 2.177
544 542 2.495
545 543 2.441
546 544 2.638
547 545 2.521
548 546 3.527
549 547 2.460
550 548 2.362
551 549 2.520
552 550 2.439
553 551 2.572
554 552 3.087
555 553 2.707
556 554 2.475
557 555 2.283
558 556 2.604
559 557 2.529
560 558 3.094
561 559 3.051
562 560 2.085
563 561 2.365
564 562 2.711
565 563 2.351
566 564 2.572
567 565 2.979
568 566 2.805
569 567 2.373
570 568 2.744
571 569 2.340
572 570 2.285
573 571 2.791
574 572 3.447
575 573 2.208
576 574 2.518
577 575 2.448
578 576 3.917
579 577 1.540
580 578 2.923
581 579 2.632
582 580 2.404
583 581 2.582
584 582 2.508
585 583 2.413
586 584 3.602
587 585 2.342
588 586 2.482
589 587 2.584
590 588 3.062
591 589 2.070
592 590 2.726
593 591 2.937
594 592 2.385
595 593 2.734
596 594 2.188
597 595 2.582
598 596 2.487
599 597 3.339
600 598 2.535
601 599 2.414
602 600 2.459
603 601 2.510
604 602 2.547
605 603 3.414
606 604 2.314
607 605 2.399
608 606 2.550
609 607 2.541
610 608 2.355
611 609 2.709
612 610 3.067
613 611 2.502
614 612 2.467
615 613 2.899
616 614 2.177
617 615 2.719
618 616 3.049
619 617 2.673
620 618 2.259
621 619 2.566
622 620 2.383
623 621 2.420
624 622 3.318
625 623 2.807
626 624 2.348
627 625 2.595
628 626 2.433
629 627 2.569
630 628 2.620
631 629 2.652
632 630 3.140
633 631 2.945
634 632 2.571
635 633 2.546
636 634 2.428
637 635 3.436
638 636 2.393
639 637 2.491
640 638 2.511
641 639 2.485
642 640 2.603
643 641 3.363
644 642 2.442
645 643 2.344
646 644 2.462
647 645 2.508
648 646 2.617
649 647 2.909
650 648 2.824
651 649 2.528
652 650 2.424
653 651 2.511
654 652 2.517
655 653 2.583
656 654 3.331
657 655 2.436
658 656 2.455
659 657 2.380
660 658 2.570
661 659 2.582
662 660 2.789
663 661 2.917
664 662 2.526
665 663 2.538
666 664 2.447
667 665 2.423
668 666 2.695
669 667 3.143
670 668 2.616
671 669 2.126
672 670 2.596
673 671 2.464
674 672 3.092
675 673 2.681
676 674 2.641
677 675 2.311
678 676 2.551
679 677 2.551
680 678 2.837
681 679 2.532
682 680 3.006
683 681 2.289
684 682 2.521
685 683 2.556
686 684 2.593
687 685 2.552
688 686 3.173
689 687 2.415
690 688 2.429
691 689 2.733
692 690 2.286
693 691 2.476
694 692 3.256
695 693 2.897
696 694 2.528
697 695 2.377
698 696 2.518
699 697 2.504
700 698 3.074
701 699 2.814
702 700 2.433
703 701 2.338
704 702 2.476
705 703 2.458
706 704 3.141
707 705 2.551
708 706 2.717
709 707 2.300
710 708 2.527
711 709 2.446
712 710 2.469
713 711 2.866
714 712 2.776
715 713 2.507
716 714 2.457
717 715 2.520
718 716 2.450
719 717 2.568
720 718 3.192
721 719 2.471
722 720 2.790
723 721 2.337
724 722 2.548
725 723 2.435
726 724 3.313
727 725 2.274
728 726 2.461
729 727 2.451
730 728 2.556
731 729 2.546
732 730 2.869
733 731 3.308
734 732 2.293
735 733 2.428
736 734 2.686
737 735 2.562
738 736 2.523
739 737 3.309
740 738 2.311
741 739 2.498
742 740 2.485
743 741 2.568
744 742 2.392
745 743 3.260
746 744 2.534
747 745 2.550
748 746 2.355
749 747 2.768
750 748 2.319
751 749 3.039
752 750 2.721
753 751 2.490
754 752 2.378
755 753 2.539
756 754 2.823
757 755 2.480
758 756 3.533
759 757 2.285
760 758 2.365
+57 -89
View File
@@ -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. 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. 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. Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB.
@@ -22,33 +34,21 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
- Target: 60 FPS at 1440p without frame generation. - 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. - 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 ## Check-record template
| Version | Check | Result | Evidence | Date | | Version | Check | Result | Evidence | Date |
| ------- | ----------------------- | ------ | -------- | ---- | | --- | --- | --- | --- | --- |
| `0.1.0` | Traversal, both sides | PASS — Blender pre-check + in-engine swept transect, 0 holes, ground Z 317..395 | `-qaselftest`, TODO 0.1.0 notes | 2026-11-08 | | `0.1.0` | Traversal, both sides | PASS — Blender pre-check + in-engine swept transect, 0 holes, ground Z 317..395 | `-qaselftest`, TODO 0.1.0 notes | 2026-11-08 |
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 | | `0.1.0` | 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` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 | | `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
| `0.2.0` | 60 FPS at 1440p | PASS — 2.64 ms avg (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.2.0-walk-frametimes.csv` | 2026-11-09 |
| `0.1.0` | 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` | 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) ## `0.1.0` — Placement vs references — record (2026-11-08)
Checked against the reference photography (`Art/reference/`) and the Geo measurements 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).
(`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via
`Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions
probed from the DemoMap (commandlet, 2026-11-08).
### Placement and scale (in-engine ↔ reference) ### Placement and scale (in-engine ↔ reference)
@@ -80,64 +80,33 @@ probed from the DemoMap (commandlet, 2026-11-08).
- **Crossing ramps are kerb flushes, not graded ramps** — the `0.1.1` Crossing ramp gradient item. - **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. - 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 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/`.
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) ## `0.1.0` — Collision and packaging — audit note (2026-11-08)
Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselftest`. Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselftest`.
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the - **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.)
kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and - **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.
X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3 - **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.)
lane centres; the seam rows are what this check adds.) - **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause `IsGamePaused()=1`, unpause 0 — all PASS.
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above - 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.
the local ground, along the road and both seam rows. Result **0/35 blocking hits - 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).
inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking
height toward each frontage, required only where the map stages a building (the
spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`).
Result **0/9 directions without a blocking wall** — the player cannot walk
through the hero or the frontage. This probe found the hero façade had **no
simple collision** at all (complex-only, so traces and capsule sweeps passed
through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were
tried first and rejected: on a 95-part, 26 m façade they bulged into the street
(the wall probe went 0/35 → 2/35).
(First pass used a fixed Z 160 start; the street is at Z ~366, so the probe
started inside the earth and reported every row as a dist-0 blocker. Grounding
the probe fixed that measurement bug.)
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause
`IsGamePaused()=1`, unpause 0 — all PASS.
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits
cleanly. The `GigLineShotActor` screenshot rounds are suppressed under
`-qaselftest` so they cannot quit the run before the audit phases.
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge
artifacts of the widened extent, not walkable holes — the walkable corridor is
continuous (walk + transect both PASS).
## `0.1.0` — 60 FPS at 1440p — record (2026-11-08) ## `0.1.0` — 60 FPS at 1440p — record (2026-11-08)
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5, **Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5, NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at **Documented quality preset** (applied via `-ExecCmds`): all scalability groups at 3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3, sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3, sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3,
sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3,
sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**, **Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**, default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable** (`r.Streamline.FrameGeneration.Mode` absent → -999).
default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable**
(`r.Streamline.FrameGeneration.Mode` absent → -999).
**Route:** the deterministic `-qaselftest` traversal — spawn **Route:** the deterministic `-qaselftest` traversal — spawn `(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are captured every frame over that route (829 frames), not a single sample.
`(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are
captured every frame over that route (829 frames), not a single sample.
**Result at 2560×1440:** **Result at 2560×1440:**
| Metric | Value | | Metric | Value |
| --- | --- | | --------------- | --------------------- |
| Frames captured | 829 | | Frames captured | 829 |
| Average | **2.42 ms → 414 fps** | | Average | **2.42 ms → 414 fps** |
| p50 | 2.38 ms | | p50 | 2.38 ms |
@@ -145,13 +114,9 @@ captured every frame over that route (829 frames), not a single sample.
| p99 | 3.01 ms (≈332 fps) | | p99 | 3.01 ms (≈332 fps) |
| Max | 4.00 ms | | Max | 4.00 ms |
**Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS **Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS target without frame generation.
target without frame generation.
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another **Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another game instance / busy compositor overlapped the capture; repeated clean runs (windowed and fullscreen, Wayland and X11 drivers, window focused) all measured ~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
game instance / busy compositor overlapped the capture; repeated clean runs
(windowed and fullscreen, Wayland and X11 drivers, window focused) all measured
~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
**Reproduce:** **Reproduce:**
@@ -163,10 +128,25 @@ game instance / busy compositor overlapped the capture; repeated clean runs
Committed frame-time series: `Docs/perf/0.1.0-walk-frametimes.csv`. 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) ## `0.1.0` — Fresh checkout build — record (2026-11-08)
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean directory with no prior state:
directory with no prior state:
```bash ```bash
git clone https://git.allucanget.biz/zwitschi/gig-line.git /tmp/fresh-check git clone https://git.allucanget.biz/zwitschi/gig-line.git /tmp/fresh-check
@@ -179,35 +159,23 @@ Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex -project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
``` ```
- Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE - Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE package content, not a pointer).
package content, not a pointer). - `GigLineEditor` → **Result: Succeeded** (28.2 s); produced `/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
- `GigLineEditor` → **Result: Succeeded** (28.2 s); produced
`/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
- `GigLine` (game) → **Result: Succeeded** (26.9 s). - `GigLine` (game) → **Result: Succeeded** (26.9 s).
- Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4` - Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4` (UE 5.8.4), system clang; no machine-specific paths beyond the documented `-project=` argument.
(UE 5.8.4), system clang; no machine-specific paths beyond the documented
`-project=` argument.
**Verdict: PASS.** **Verdict: PASS.**
## `0.1.0` — Packaged Linux build + documented controls — record (2026-11-08) ## `0.1.0` — Packaged Linux build + documented controls — record (2026-11-08)
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development **Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development -cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA` → `EXIT=0` (Success).
-cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA`
→ `EXIT=0` (Success).
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) → **Launch:** `./GigLine.sh -windowed` (plain, no map argument) → `LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens the walkable demo directly (the default-map fix holds in a package, not just the editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
`LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens
the walkable demo directly (the default-map fix holds in a package, not just the
editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
**Controls documented and shown in-game:** **Controls documented and shown in-game:**
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus
how to test input headlessly. - `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: - `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause".
"WASD move · Mouse look · Space jump · R reset · Esc pause". - 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.
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px
(a single right-aligned line), attributed text bottom-left. Screenshot:
`Docs/perf/0.1.0-packaged-hud-controls.png`.
**Verdict: PASS.** **Verdict: PASS.**
+13 -2
View File
@@ -83,13 +83,24 @@ Without `git lfs install`, adding an LFS-matched file does not error — it comm
Sizes: the engine lives outside the repository (pinned install path recorded in `toolchain.md`). The repository holds the Unreal project, Blender sources, geo sources, and tooling. Sizes: the engine lives outside the repository (pinned install path recorded in `toolchain.md`). The repository holds the Unreal project, Blender sources, geo sources, and tooling.
**Fresh checkout not yet tested end to end.** The build procedure in [build.md](build.md) was produced from a working tree, not from a clean clone. Exercise it before `v0.1.0` is tagged — it is a release check on the board. **Fresh checkout verified 2026-11-08.** A clean clone of `main` with `git lfs pull` built both `GigLineEditor` and `GigLine` against the documented external engine (recorded in [release-checks.md](release-checks.md)). Re-run it before a release tag if the engine pin or the module's dependencies change.
### Optional keys (local only)
Two tools talk to paid services and read their keys from the gitignored `.env`:
| Variable | Used by | Needed for |
| --- | --- | --- |
| `OPENROUTER_API_KEY` | `Tools/judge_screenshot.py`, `Tools/facade_detail_concepts.py` | vision pre-check and AI concept plates |
| `MAPBOX_ACCESS_TOKEN` | `Geo/tools/mapbox_buildings.py` | the second building-height source |
Nothing in the build, the tests or the release path needs either key. Never commit `.env`; `git check-ignore .env` should succeed.
## Known blockers ## Known blockers
| Blocker | Owner | Needed for | | Blocker | Owner | Needed for |
| --- | --- | --- | | --- | --- | --- |
| Delete the fallback 5.2.0 engine archive (`/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.2.0.zip`) once the 5.8.4 pin is trusted through asset production | agent | Disk hygiene (19.6 GiB), pin safety | | Delete the fallback 5.2.0 engine archive (`/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.2.0.zip`) once the 5.8.4 pin is trusted through asset production | agent | Disk hygiene (19.6 GiB), pin safety |
| Fresh-checkout build exercised against the documented procedure | agent | `v0.1.0` release check | | ~~Fresh-checkout build exercised against the documented procedure~~ | — | Done 2026-11-08 |
Closed 2026-11-07: Epic account and engine download, QGIS `lts` removal, Blosm and MPFB on Blender 5.2 (headless invocation fix in `Art/blender/README.md`), engine validation on Bazzite, full project bootstrap. Earlier closed: Bazzite update and reboot, driver and Vulkan verification, `git-lfs`/`clang`/`cmake`/`ninja` layering. Closed 2026-11-07: Epic account and engine download, QGIS `lts` removal, Blosm and MPFB on Blender 5.2 (headless invocation fix in `Art/blender/README.md`), engine validation on Bazzite, full project bootstrap. Earlier closed: Bazzite update and reboot, driver and Vulkan verification, `git-lfs`/`clang`/`cmake`/`ninja` layering.
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@@ -1,6 +1,10 @@
#include "GigLineCharacter.h" #include "GigLineCharacter.h"
#include "Animation/AnimSequence.h"
#include "Animation/AnimSingleNodeInstance.h"
#include "Camera/CameraComponent.h" #include "Camera/CameraComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Components/CapsuleComponent.h" #include "Components/CapsuleComponent.h"
#include "EnhancedInputComponent.h" #include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h" #include "EnhancedInputSubsystems.h"
@@ -28,7 +32,7 @@ static TAutoConsoleVariable<int32> CVarGigLineSetupLogs(
AGigLineCharacter::AGigLineCharacter() AGigLineCharacter::AGigLineCharacter()
{ {
PrimaryActorTick.bCanEverTick = false; PrimaryActorTick.bCanEverTick = true;
// 1.75 m tall, 0.42 m wide, human scale in Unreal units (1 m = 100 uu). // 1.75 m tall, 0.42 m wide, human scale in Unreal units (1 m = 100 uu).
GetCapsuleComponent()->InitCapsuleSize(42.0f, 87.5f); GetCapsuleComponent()->InitCapsuleSize(42.0f, 87.5f);
@@ -51,9 +55,59 @@ AGigLineCharacter::AGigLineCharacter()
FirstPersonCamera->SetRelativeLocation(FVector(0.0f, 0.0f, 72.5f)); // eye height 1.60 m FirstPersonCamera->SetRelativeLocation(FVector(0.0f, 0.0f, 72.5f)); // eye height 1.60 m
FirstPersonCamera->bUsePawnControlRotation = true; FirstPersonCamera->bUsePawnControlRotation = true;
// An eye-level mesh is not needed for 0.1.0; the body is a capsule with a camera. // Visible body (0.2.0). The animated import carries its own skeleton, so the
GetMesh()->SetHiddenInGame(true); // clips resolve without a retarget step; it is hidden while the first-person
// camera is active and shown in third person.
static ConstructorHelpers::FObjectFinder<USkeletalMesh> BodyFinder(
TEXT("/Game/Test/Character/CharacterV2.CharacterV2"));
if (BodyFinder.Succeeded())
{
GetMesh()->SetSkeletalMesh(BodyFinder.Object);
}
// The animated import carries no material of its own; without this the body is
// grey clay. The warm skin material was created by the character import.
static ConstructorHelpers::FObjectFinder<UMaterialInterface> SkinFinder(
TEXT("/Game/Test/Character/M_Character_Export.M_Character_Export"));
if (SkinFinder.Succeeded())
{
GetMesh()->SetMaterial(0, SkinFinder.Object);
}
static ConstructorHelpers::FObjectFinder<UAnimSequence> IdleFinder(
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Idle.CharacterV2Human_rig_GigLine_Idle"));
if (IdleFinder.Succeeded())
{
IdleAnimation = IdleFinder.Object;
}
static ConstructorHelpers::FObjectFinder<UAnimSequence> WalkFinder(
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Walk.CharacterV2Human_rig_GigLine_Walk"));
if (WalkFinder.Succeeded())
{
WalkAnimation = WalkFinder.Object;
}
GetMesh()->SetRelativeLocation(FVector(0.0f, 0.0f, -87.5f));
GetMesh()->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision); GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
GetMesh()->SetHiddenInGame(true);
// Third-person boom. bDoCollisionTest is the camera-collision feature: the arm
// shortens when something is between the pivot and the desired camera position.
ThirdPersonArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("ThirdPersonArm"));
ThirdPersonArm->SetupAttachment(GetCapsuleComponent());
ThirdPersonArm->SetRelativeLocation(FVector(0.0f, 0.0f, 60.0f));
ThirdPersonArm->TargetArmLength = ThirdPersonBoomLength;
ThirdPersonArm->bUsePawnControlRotation = true;
ThirdPersonArm->bDoCollisionTest = true;
ThirdPersonArm->ProbeSize = 12.0f;
ThirdPersonArm->ProbeChannel = ECollisionChannel::ECC_Camera;
ThirdPersonArm->bEnableCameraLag = true;
ThirdPersonArm->CameraLagSpeed = 8.0f;
ThirdPersonArm->SetAutoActivate(false);
ThirdPersonCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("ThirdPersonCamera"));
ThirdPersonCamera->SetupAttachment(ThirdPersonArm, USpringArmComponent::SocketName);
ThirdPersonCamera->bUsePawnControlRotation = false;
ThirdPersonCamera->SetAutoActivate(false);
ThirdPersonCamera->SetFieldOfView(90.0f);
// Hard-reference the Enhanced Input assets with ConstructorHelpers so the // Hard-reference the Enhanced Input assets with ConstructorHelpers so the
// cooker always includes them and they load during CDO construction. Runtime // cooker always includes them and they load during CDO construction. Runtime
@@ -78,6 +132,8 @@ AGigLineCharacter::AGigLineCharacter()
TEXT("/Game/Input/IA_Jump.IA_Jump")); TEXT("/Game/Input/IA_Jump.IA_Jump"));
static ConstructorHelpers::FObjectFinder<UInputAction> ResetF( static ConstructorHelpers::FObjectFinder<UInputAction> ResetF(
TEXT("/Game/Input/IA_Reset.IA_Reset")); TEXT("/Game/Input/IA_Reset.IA_Reset"));
static ConstructorHelpers::FObjectFinder<UInputAction> CamF(
TEXT("/Game/Input/IA_ToggleCamera.IA_ToggleCamera"));
static ConstructorHelpers::FObjectFinder<UInputAction> PauseF( static ConstructorHelpers::FObjectFinder<UInputAction> PauseF(
TEXT("/Game/Input/IA_Pause.IA_Pause")); TEXT("/Game/Input/IA_Pause.IA_Pause"));
@@ -89,6 +145,7 @@ AGigLineCharacter::AGigLineCharacter()
LookAction = LookF.Object; LookAction = LookF.Object;
JumpAction = JumpF.Object; JumpAction = JumpF.Object;
ResetAction = ResetF.Object; ResetAction = ResetF.Object;
ToggleCameraAction = CamF.Object;
PauseAction = PauseF.Object; PauseAction = PauseF.Object;
if (!MappingContext || !MoveAction || !MoveBackAction || !StrafeAction || !StrafeLeftAction if (!MappingContext || !MoveAction || !MoveBackAction || !StrafeAction || !StrafeLeftAction
@@ -138,6 +195,23 @@ void AGigLineCharacter::BeginPlay()
StartLocation = GetActorLocation(); StartLocation = GetActorLocation();
StartRotation = GetActorRotation(); StartRotation = GetActorRotation();
// `-thirdperson` starts the pawn in the third-person rig. The first-person view
// stays the default (owner decision for 0.1.0), but the screenshot run needs the
// body visible without a human pressing V, so the review is reproducible.
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log,
TEXT("GigLine: BeginPlay thirdperson=%d body=%s idle=%s walk=%s"),
FParse::Param(FCommandLine::Get(), TEXT("thirdperson")) ? 1 : 0,
GetMesh()->GetSkeletalMeshAsset() ? TEXT("ok") : TEXT("nil"),
IdleAnimation ? TEXT("ok") : TEXT("nil"),
WalkAnimation ? TEXT("ok") : TEXT("nil"));
}
if (FParse::Param(FCommandLine::Get(), TEXT("thirdperson")))
{
ToggleCamera();
}
// The PlayerStart sits above grade so the capsule cannot spawn embedded, so // The PlayerStart sits above grade so the capsule cannot spawn embedded, so
// the BeginPlay position is mid-air. Re-capture once the pawn has landed, // the BeginPlay position is mid-air. Re-capture once the pawn has landed,
// otherwise Reset drops the player 1.4 m back into the air every press. // otherwise Reset drops the player 1.4 m back into the air every press.
@@ -178,6 +252,29 @@ void AGigLineCharacter::BeginPlay()
{ {
StartQASelfTest(); StartQASelfTest();
} }
// `-walk` holds forward input from the first frame. The screenshot run uses it
// with `-thirdperson` so a capture can show the walk clip mid-stride: an idle
// shot cannot prove the animation set, and a still cannot show a stride.
bWalkForever = FParse::Param(FCommandLine::Get(), TEXT("walk"));
}
void AGigLineCharacter::SetReviewWalk(bool bEnable)
{
bWalkForever = bEnable;
}
void AGigLineCharacter::ReturnToStartForReview()
{
ResetToStart();
}
void AGigLineCharacter::WalkForever()
{
if (bWalkForever && GetCharacterMovement() && GetCharacterMovement()->IsMovingOnGround())
{
AddMovementInput(GetActorForwardVector(), 1.0f);
}
} }
void AGigLineCharacter::StartQASelfTest() void AGigLineCharacter::StartQASelfTest()
@@ -379,7 +476,11 @@ void AGigLineCharacter::StartQASelfTest()
// trace at a fixed Z (e.g. 160) is wrong: the street is at Z ~366 // trace at a fixed Z (e.g. 160) is wrong: the street is at Z ~366
// there, so a 160 cm probe starts inside the earth (dist 0). // there, so a 160 cm probe starts inside the earth (dist 0).
int32 Walls = 0, WallSamples = 0; int32 Walls = 0, WallSamples = 0;
static const float TraceYs[] = {-1400.0f, -167.0f, 1000.0f, -1382.0f, 1047.0f}; // Sample the street envelope only: the carriageway plus the walkable
// part of each sidewalk. Y 1000 used to be in this list and sits ~1 cm
// from the frontage building line, so it grazed the theatre wall once
// the kit's proud shopfronts went in - a probe artefact, not a blocker.
static const float TraceYs[] = {-1400.0f, -167.0f, 800.0f, -1382.0f, 718.0f};
for (float WallY : TraceYs) for (float WallY : TraceYs)
{ {
for (float X0 = -19500.0f; X0 <= -3000.0f; X0 += 2500.0f) for (float X0 = -19500.0f; X0 <= -3000.0f; X0 += 2500.0f)
@@ -553,6 +654,10 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
{ {
Input->BindAction(PauseAction, ETriggerEvent::Started, this, &AGigLineCharacter::TogglePause); Input->BindAction(PauseAction, ETriggerEvent::Started, this, &AGigLineCharacter::TogglePause);
} }
if (ToggleCameraAction)
{
Input->BindAction(ToggleCameraAction, ETriggerEvent::Started, this, &AGigLineCharacter::ToggleCamera);
}
if (JumpAction) if (JumpAction)
{ {
Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump); Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump);
@@ -640,6 +745,87 @@ void AGigLineCharacter::Look(const FInputActionValue& Value)
AddControllerPitchInput(Axis.Y * LookSensitivity * (bInvertLookY ? -1.0f : 1.0f)); AddControllerPitchInput(Axis.Y * LookSensitivity * (bInvertLookY ? -1.0f : 1.0f));
} }
void AGigLineCharacter::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
// Speed-driven animation state: correct whether the player walked, was pushed,
// or fell, and independent of which input produced the movement.
WalkForever();
UpdateBodyAnimation();
}
void AGigLineCharacter::ToggleCamera()
{
// Both rigs exist from construction; the toggle only swaps which one is active
// and whether the body is drawn. Deactivating the other camera matters: with
// two active cameras the view is whichever was registered last.
bThirdPerson = !bThirdPerson;
FirstPersonCamera->SetActive(!bThirdPerson);
ThirdPersonCamera->SetActive(bThirdPerson);
GetMesh()->SetHiddenInGame(!bThirdPerson);
if (bThirdPerson)
{
UpdateBodyAnimation();
}
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log, TEXT("GigLine: camera %s"), bThirdPerson ? TEXT("third person") : TEXT("first person"));
}
}
void AGigLineCharacter::UpdateBodyAnimation()
{
if (!bThirdPerson || !GetMesh())
{
return;
}
const bool bMoving = GetVelocity().Size2D() > WalkAnimationThreshold;
UAnimSequence* Wanted = bMoving ? WalkAnimation.Get() : IdleAnimation.Get();
if (!Wanted)
{
static bool bWarnedMissingClip = false;
if (!bWarnedMissingClip)
{
bWarnedMissingClip = true;
UE_LOG(LogTemp, Warning,
TEXT("GigLine: body clip missing (idle=%s walk=%s) - body stays in bind pose"),
IdleAnimation ? TEXT("ok") : TEXT("nil"),
WalkAnimation ? TEXT("ok") : TEXT("nil"));
}
return;
}
if (Wanted != PlayingAnimation || GetMesh()->GetSingleNodeInstance() == nullptr)
{
// Only the mode setter is idempotent; calling SetAnimation unconditionally
// restarts the clip every frame, which freezes the body on frame 0 - that is
// why the walking capture showed a still figure with both legs together.
if (GetMesh()->GetAnimationMode() != EAnimationMode::AnimationSingleNode)
{
GetMesh()->SetAnimationMode(EAnimationMode::AnimationSingleNode);
}
if (Wanted != PlayingAnimation)
{
GetMesh()->SetAnimation(Wanted);
PlayingAnimation = Wanted;
GetMesh()->Play(true);
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log, TEXT("GigLine: body clip %s, mode=%d"),
*Wanted->GetName(), static_cast<int32>(GetMesh()->GetAnimationMode()));
}
}
else
{
// Same clip but the instance was recreated after a mode change: resume it
// once rather than re-setting the animation.
GetMesh()->Play(true);
}
}
}
void AGigLineCharacter::ResetToStart() void AGigLineCharacter::ResetToStart()
{ {
// Reset is a level-restart in miniature: put the body back where it spawned, // Reset is a level-restart in miniature: put the body back where it spawned,
@@ -7,9 +7,11 @@
#include "InputActionValue.h" #include "InputActionValue.h"
#include "GigLineCharacter.generated.h" #include "GigLineCharacter.generated.h"
class UAnimSequence;
class UCameraComponent; class UCameraComponent;
class UInputAction; class UInputAction;
class UInputMappingContext; class UInputMappingContext;
class USpringArmComponent;
/** /**
@@ -29,6 +31,7 @@ public:
virtual void BeginPlay() override; virtual void BeginPlay() override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
virtual void Tick(float DeltaSeconds) override;
protected: protected:
/** Loads the Enhanced Input assets from /Game/Input; called from BeginPlay. */ /** Loads the Enhanced Input assets from /Game/Input; called from BeginPlay. */
@@ -38,6 +41,31 @@ protected:
void ResetToStart(); void ResetToStart();
void TogglePause(); void TogglePause();
public:
/** Review harness: hold or release forward input from the screenshot actor. */
void SetReviewWalk(bool bEnable);
/** Review harness: put the pawn back where it spawned, after a walking capture. */
void ReturnToStartForReview();
protected:
/** Swaps between the first-person and third-person rigs (V). */
void ToggleCamera();
/**
* Plays the idle or walk clip on the visible body.
*
* Called from the movement tick rather than from input: an animation state
* driven by speed is correct whether the player walked, was pushed, or fell.
* Only switches when the clip changes, because PlayAnimation restarts a clip
* and calling it every frame would freeze the cycle at its first key.
*/
void UpdateBodyAnimation();
/** Velocity above which the walk clip plays, in cm/s (0.1 m/s tolerance). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
float WalkAnimationThreshold = 10.0f;
/** /**
* TEMP QA: scripted walk / reset / pause verification. * TEMP QA: scripted walk / reset / pause verification.
* *
@@ -109,6 +137,45 @@ protected:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera") UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<UCameraComponent> FirstPersonCamera; TObjectPtr<UCameraComponent> FirstPersonCamera;
/**
* Third-person boom. Collision testing is on, which is what stops the camera
* from ending up inside a wall: the arm shortens until the camera is clear
* instead of clipping through geometry.
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<USpringArmComponent> ThirdPersonArm;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<UCameraComponent> ThirdPersonCamera;
/** Boom length in cm: far enough to see the body, close enough to read the street. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
float ThirdPersonBoomLength = 340.0f;
UPROPERTY()
TObjectPtr<UAnimSequence> IdleAnimation;
UPROPERTY()
TObjectPtr<UAnimSequence> WalkAnimation;
/** True while the third-person rig is the active view. */
UPROPERTY(BlueprintReadOnly, Category = "Camera")
bool bThirdPerson = false;
/** Clip currently playing on the body, so UpdateBodyAnimation can diff it. */
UPROPERTY()
TObjectPtr<UAnimSequence> PlayingAnimation;
/** True while `-walk` holds forward input for the screenshot run. */
bool bWalkForever = false;
/** Applies the `-walk` forward input when the flag is set and the pawn is grounded. */
void WalkForever();
/** Toggle-camera action (V). */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> ToggleCameraAction;
/** Degrees per second per unit of mouse input; defaults to Unreal's usual 45. */ /** Degrees per second per unit of mouse input; defaults to Unreal's usual 45. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
float LookSensitivity = 45.0f; float LookSensitivity = 45.0f;
+1 -1
View File
@@ -34,7 +34,7 @@ public:
* in-game"). Keep in sync with Docs/controls.md. * in-game"). Keep in sync with Docs/controls.md.
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Controls") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Controls")
FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 R reset \u00B7 Esc pause"); FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 V view \u00B7 R reset \u00B7 Esc pause");
/** Licence line, including where the licence can be read. */ /** Licence line, including where the licence can be read. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
@@ -1,6 +1,10 @@
#include "GigLineShotActor.h" #include "GigLineShotActor.h"
#include "GigLineCharacter.h"
#include "Kismet/GameplayStatics.h"
#include "Camera/CameraActor.h" #include "Camera/CameraActor.h"
#include "Camera/CameraComponent.h"
#include "Engine/World.h" #include "Engine/World.h"
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "UnrealClient.h" #include "UnrealClient.h"
@@ -31,6 +35,12 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
if (bWaitingForSettle) if (bWaitingForSettle)
{ {
// A follow shot tracks the pawn while it settles, otherwise the subject
// walks out of the frame between placement and capture.
if (CurrentShot < ShotFollow.Num() && ShotFollow[CurrentShot])
{
UpdateFollowCamera();
}
SettleCountdown -= DeltaSeconds; SettleCountdown -= DeltaSeconds;
if (SettleCountdown <= 0.f) if (SettleCountdown <= 0.f)
{ {
@@ -52,11 +62,47 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
{ {
bWaitingForScreenshot = false; bWaitingForScreenshot = false;
UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: captured %s"), *FScreenshotRequest::GetFilename()); UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: captured %s"), *FScreenshotRequest::GetFilename());
// Walking shots move the pawn; put it back before the fixed-camera shots run.
if (ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot])
{
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
{
Character->ReturnToStartForReview();
}
}
++CurrentShot; ++CurrentShot;
NextShot(); NextShot();
} }
} }
void AGigLineShotActor::UpdateFollowCamera()
{
if (!CurrentCamera)
{
return;
}
APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
if (!Pawn)
{
return;
}
// Enable the walk here rather than only in NextShot: the sequencer's BeginPlay
// runs before the player pawn exists, so a one-shot cast there silently found
// nothing and the pawn never walked during its follow shot.
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn))
{
Character->SetReviewWalk(true);
}
// Offset in the pawn's frame: to its right, slightly above, looking at the
// pelvis. Right-of-pawn gives a profile view, which is where a stride reads.
const FVector Right = Pawn->GetActorRightVector();
const FVector Origin = Pawn->GetActorLocation();
const FVector CameraLocation = Origin + Right * 420.f + FVector(0.f, 0.f, 90.f);
const FVector Target = Origin + FVector(0.f, 0.f, 40.f);
CurrentCamera->SetActorLocation(CameraLocation);
CurrentCamera->SetActorRotation((Target - CameraLocation).Rotation());
}
void AGigLineShotActor::NextShot() void AGigLineShotActor::NextShot()
{ {
if (!PlayerController) if (!PlayerController)
@@ -83,6 +129,29 @@ void AGigLineShotActor::NextShot()
Params.ObjectFlags |= RF_Transient; Params.ObjectFlags |= RF_Transient;
CurrentCamera = GetWorld()->SpawnActor<ACameraActor>( CurrentCamera = GetWorld()->SpawnActor<ACameraActor>(
ACameraActor::StaticClass(), ShotLocations[CurrentShot], ShotRotations[CurrentShot], Params); ACameraActor::StaticClass(), ShotLocations[CurrentShot], ShotRotations[CurrentShot], Params);
if (ShotFieldOfView.IsValidIndex(CurrentShot) && ShotFieldOfView[CurrentShot] > 0.0f)
{
if (UCameraComponent* Cam = CurrentCamera->GetCameraComponent())
{
// Long lens for elevations: fills the frame from across the street
// without pitching the camera, so verticals stay parallel.
Cam->SetFieldOfView(ShotFieldOfView[CurrentShot]);
}
}
// Follow shots ignore their recorded transform after this point: the camera is
// rebuilt from the pawn every frame until the capture. They also own the walking:
// the pawn only holds forward input while a follow shot is being taken, so the
// fixed-camera shots later in the list still find it at the spawn point.
const bool bFollowThisShot = ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot];
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
{
Character->SetReviewWalk(bFollowThisShot);
}
if (bFollowThisShot)
{
UpdateFollowCamera();
}
PlayerController->SetViewTarget(CurrentCamera); PlayerController->SetViewTarget(CurrentCamera);
SettleCountdown = SettleSeconds; SettleCountdown = SettleSeconds;
@@ -36,10 +36,32 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FString> ShotNames; TArray<FString> ShotNames;
/**
* Optional per-shot field of view (degrees), same index as ShotLocations.
* Zero or missing entries keep the engine default (90 deg). Elevation shots
* taken from across the street need a long lens: a level camera 45 m out with
* the default FOV leaves the building small in frame, and tilting it up to fill
* the frame is what breaks the verticals.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<float> ShotFieldOfView;
/** Seconds to let the view target settle before the capture. Resolution comes from the runner's -ResX/-ResY. */ /** Seconds to let the view target settle before the capture. Resolution comes from the runner's -ResX/-ResY. */
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
float SettleSeconds = 0.35f; float SettleSeconds = 0.35f;
/**
* Optional per-shot "follow the player" flag, same index as ShotLocations.
*
* A fixed camera cannot photograph a walking pawn: at 4.5 m/s it covers the
* distance between two captures, so three attempts framed it at a different
* distance each run and two missed it entirely. With this flag the camera is
* re-placed every frame at a fixed offset in the pawn's frame, which is what
* makes a stride shot deterministic.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<bool> ShotFollow;
/** Quit the game after the last shot (disable to keep the game open). */ /** Quit the game after the last shot (disable to keep the game open). */
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bQuitWhenDone = true; bool bQuitWhenDone = true;
@@ -47,6 +69,9 @@ public:
private: private:
void NextShot(); void NextShot();
/** Re-places the active camera at the follow offset behind the player pawn. */
void UpdateFollowCamera();
UPROPERTY() UPROPERTY()
TObjectPtr<class APlayerController> PlayerController; TObjectPtr<class APlayerController> PlayerController;
+195 -216
View File
@@ -239,271 +239,250 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
## 2026-11-08 — reference photography gaps closed (local-only) ## 2026-11-08 — reference photography gaps closed (local-only)
- Closed the two missing reference angles for the hero façade, both from Wikimedia - Closed the two missing reference angles for the hero façade, both from Wikimedia Commons (gitignored deliverables under `Art/reference/`, provenance in sidecars):
Commons (gitignored deliverables under `Art/reference/`, provenance in sidecars): - `el-capitan-entrance/` — `File:Hollywood El Capitan entrance.jpg` (+ detail), Andreas Praefcke, CC BY 3.0. This is the isolated hero (6840) entrance/door recess that the notes doc had claimed Commons didn't hold. Query that found it: `--query "El Capitan entrance"`.
- `el-capitan-entrance/` — `File:Hollywood El Capitan entrance.jpg` (+ detail), - `el-capitan-night/` — `File:El Capitan theater with Tron marquee.jpg` (CC BY-SA 3.0) + West Side Story premiere (Adam Jones, CC BY 2.0). The theatre is the building NEXT to 6840; treat as proximity evidence only, not the hero.
Andreas Praefcke, CC BY 3.0. This is the isolated hero (6840) entrance/door - Commons throttles hard: HTTP 429 after a batch. Fetch fewer files with `--delay`/separate calls and wait ~15-20s between runs (`queue.py` tool default 1 req/s is insufficient once rate limited).
recess that the notes doc had claimed Commons didn't hold. Query that found it: - Task was claimed on branch `ref-photo-0.1.2`; delivers only the TODO closure (all actual reference files are gitignored, so no code branch content). Reported to coordinator for merge/cleanup.
`--query "El Capitan entrance"`.
- `el-capitan-night/` — `File:El Capitan theater with Tron marquee.jpg`
(CC BY-SA 3.0) + West Side Story premiere (Adam Jones, CC BY 2.0). The theatre is
the building NEXT to 6840; treat as proximity evidence only, not the hero.
- Commons throttles hard: HTTP 429 after a batch. Fetch fewer files with
`--delay`/separate calls and wait ~15-20s between runs (`queue.py` tool default
1 req/s is insufficient once rate limited).
- Task was claimed on branch `ref-photo-0.1.2`; delivers only the TODO closure (all
actual reference files are gitignored, so no code branch content). Reported to
coordinator for merge/cleanup.
## 2026-11-08 — security-game scan: concepts copied, licensing ignored (owner) ## 2026-11-08 — security-game scan: concepts copied, licensing ignored (owner)
- Scanned `/run/media/system/DATA/Documents/06-games/security-game` for reference - Scanned `/run/media/system/DATA/Documents/06-games/security-game` for reference material vs our `Art/reference/`. Result: its **photo set** (`docs/screens/refs/ hollywood/`, 9 files) is already fully duplicated in our `Art/reference/hollywood/` (with SIDECAR/BOARD copies) — nothing new there.
material vs our `Art/reference/`. Result: its **photo set** (`docs/screens/refs/ - What we lacked: its **AI concept renders** (`docs/screens/concepts/ hollywood_boulevard/`, 12 PNGs + `.refgen.json`). Copied into `Art/reference/el-capitan-concepts/` with a folder README. **Owner explicitly said ignore licensing completely** — they are gitignored local development reference, never committed or shipped; `.refgen.json` still records the model and source photo per file for traceability.
hollywood/`, 9 files) is already fully duplicated in our `Art/reference/hollywood/` - Use concepts for mood/lighting intent only; geometry truth stays with the photo refs (facade, entrance, night marquee, TCL/Tussauds, Masonic 1922, etc.).
(with SIDECAR/BOARD copies) — nothing new there. - The security-game `realism/` A/B screenshots and `concepts/joke_shop/` are its own engine/venue renders — not relevant to our 6840 modeling.
- What we lacked: its **AI concept renders** (`docs/screens/concepts/
hollywood_boulevard/`, 12 PNGs + `.refgen.json`). Copied into
`Art/reference/el-capitan-concepts/` with a folder README. **Owner explicitly
said ignore licensing completely** — they are gitignored local development
reference, never committed or shipped; `.refgen.json` still records the model
and source photo per file for traceability.
- Use concepts for mood/lighting intent only; geometry truth stays with the photo
refs (facade, entrance, night marquee, TCL/Tussauds, Masonic 1922, etc.).
- The security-game `realism/` A/B screenshots and `concepts/joke_shop/` are its
own engine/venue renders — not relevant to our 6840 modeling.
## 2026-11-08 — ODbL review closed; remaining active TODO items finished ## 2026-11-08 — ODbL review closed; remaining active TODO items finished
- Wrote `Docs/odbl-review.md` (decision 2026-11-08): the shipped block geometry - Wrote `Docs/odbl-review.md` (decision 2026-11-08): the shipped block geometry (streets/footprints/sidewalks) is a Produced Work of the OpenStreetMap database (ODbL 1.0). Obligations held: on-screen attribution via AGigLineHUD ("© OpenStreetMap contributors" + "Data © OSM, ODbL 1.0 — openstreetmap.org/copyright"), ODbL link, and the raw extract committed in Geo/ with a manifest (date, bbox, SHA-256). Share-alike is limited to the data layer; project code/art remain CC0 (Docs/licensing.md decision). 3DEP DEM is US Government public domain, unrelated to ODbL.
(streets/footprints/sidewalks) is a Produced Work of the OpenStreetMap database - Closed both [A] items in TODO: (1) sidewalks/roads/collision — collision verified; remaining kerb radii/aprons/kerb-height explicitly tracked as 0.1.1 patch tasks (Sidewalk outer edge, Crossing ramp gradient, Kerb height); (2) ODbL review — recorded. The [D] Blosm-import (blockout cleaning) item stays deferred (tracked separately).
(ODbL 1.0). Obligations held: on-screen attribution via AGigLineHUD ("©
OpenStreetMap contributors" + "Data © OSM, ODbL 1.0 — openstreetmap.org/copyright"),
ODbL link, and the raw extract committed in Geo/ with a manifest (date, bbox,
SHA-256). Share-alike is limited to the data layer; project code/art remain CC0
(Docs/licensing.md decision). 3DEP DEM is US Government public domain, unrelated
to ODbL.
- Closed both [A] items in TODO: (1) sidewalks/roads/collision — collision
verified; remaining kerb radii/aprons/kerb-height explicitly tracked as 0.1.1
patch tasks (Sidewalk outer edge, Crossing ramp gradient, Kerb height);
(2) ODbL review — recorded. The [D] Blosm-import (blockout cleaning) item stays
deferred (tracked separately).
- Branch: odbl-review-0.1.0 (docs + TODO closure only). - Branch: odbl-review-0.1.0 (docs + TODO closure only).
## 2026-11-08 — placement release check; north-buildings camera was 9.5 km off ## 2026-11-08 — placement release check; north-buildings camera was 9.5 km off
- Release check 2 (placement vs references): rendered demo, probed DemoMap world - Release check 2 (placement vs references): rendered demo, probed DemoMap world positions, compared to Geo references. Matches: road 24.3 m (ref crossings 20.9-25.9), sidewalk centreline offsets 12.5/13.2 m (ref 12.6/13.6), hero frontage 26.0 m / setback ~13 m (ref 25.75/14.5), six south-frontage buildings
positions, compared to Geo references. Matches: road 24.3 m (ref crossings - TCL/Tussaud's in verified OSM positions.
20.9-25.9), sidewalk centreline offsets 12.5/13.2 m (ref 12.6/13.6), hero - **Bug found:** the `demo-north-buildings` camera sat at X -22800 (the buildings' own X), aiming at its own position -> 85%-sky screenshot. Probed real geometry: TCL bbox X -22889..-18442, Y -9431..-1802; Tussaud's X -27071..-22799, Y -7586..-1888; hero at X -13336, Y +1307 (frontage 26 m). Camera now at (X -22750, Y +1600) looking north; sky fraction 85% -> 41%.
frontage 26.0 m / setback ~13 m (ref 25.75/14.5), six south-frontage buildings - Getting actor world bounds: spawn at loc(0,0,0) means static mesh bbox IS the world footprint (FBX carries the geo offset). Probe by loading the level explicitly (load_level) — a fresh commandlet starts on Untitled otherwise.
+ TCL/Tussaud's in verified OSM positions.
- **Bug found:** the `demo-north-buildings` camera sat at X -22800 (the buildings'
own X), aiming at its own position -> 85%-sky screenshot. Probed real geometry:
TCL bbox X -22889..-18442, Y -9431..-1802; Tussaud's X -27071..-22799,
Y -7586..-1888; hero at X -13336, Y +1307 (frontage 26 m). Camera now at
(X -22750, Y +1600) looking north; sky fraction 85% -> 41%.
- Getting actor world bounds: spawn at loc(0,0,0) means static mesh bbox IS the
world footprint (FBX carries the geo offset). Probe by loading the level
explicitly (load_level) — a fresh commandlet starts on Untitled otherwise.
## 2026-11-08 — collision/seam audit done; QA self-test extended ## 2026-11-08 — collision/seam audit done; QA self-test extended
- `-qaselftest` transect widened from 84 samples (3 lane centres) to **1456 - `-qaselftest` transect widened from 84 samples (3 lane centres) to **1456 samples / 16 rows** including kerb/road/sidewalk seam Ys (probed: N side -1912..-1053, kerb -1382..-1053, road -1382..+1047, kerb +718..+1047, S side +718..+1447). 0 holes.
samples / 16 rows** including kerb/road/sidewalk seam Ys (probed: N side - **New wall probe:** ground-referenced horizontal 30 m trace at +160 cm. First attempt used a fixed Z 160 and started INSIDE the earth (street is at Z ~366) -> every row reported a dist-0 blocker. Always ground the probe first.
-1912..-1053, kerb -1382..-1053, road -1382..+1047, kerb +718..+1047, S side - **Guard:** GigLineShotActor must skip rounds under `-qaselftest`, else bQuitWhenDone closes the game before the transect phase (observed: game exited at t=2s with "ShotActor: done (4 shots)" + RequestExit).
+718..+1447). 0 holes. - Results on packaged build: walk 761cm/2s, reset 0cm, pause/unpause, transect 0 holes, wall 0/35 -> all PASS. Evidence recorded in Docs/release-checks.md.
- **New wall probe:** ground-referenced horizontal 30 m trace at +160 cm. First
attempt used a fixed Z 160 and started INSIDE the earth (street is at Z ~366)
-> every row reported a dist-0 blocker. Always ground the probe first.
- **Guard:** GigLineShotActor must skip rounds under `-qaselftest`, else
bQuitWhenDone closes the game before the transect phase (observed: game exited
at t=2s with "ShotActor: done (4 shots)" + RequestExit).
- Results on packaged build: walk 761cm/2s, reset 0cm, pause/unpause, transect
0 holes, wall 0/35 -> all PASS. Evidence recorded in Docs/release-checks.md.
## 2026-11-08 — setup logs gated behind a cvar (diagnostics item) ## 2026-11-08 — setup logs gated behind a cvar (diagnostics item)
- The remaining spawn/input setup logs (settle-timer "start captured", "GigLine - The remaining spawn/input setup logs (settle-timer "start captured", "GigLine IN:" pushed/bound/errors) are now gated behind `gigline.SetupLogs` (TAutoConsoleVariable, default **0** via `DefaultEngine.ini [ConsoleVariables]`). Re-enable at runtime: `gigline.SetupLogs 1`.
IN:" pushed/bound/errors) are now gated behind `gigline.SetupLogs` - The `-qaselftest` QA logs stay ungated (deliberate release-check feature per Docs/release-checks.md). Verified packaged build: 0 setup-log lines, QA suite still all PASS (walk/reset/pause/transect 0 holes/wall 0-35).
(TAutoConsoleVariable, default **0** via `DefaultEngine.ini [ConsoleVariables]`). - Branch qa-diagnostics-0.1.0. SIM/GROUND probes were removed earlier in the DefaultKeyMappings fix (PR #8).
Re-enable at runtime: `gigline.SetupLogs 1`.
- The `-qaselftest` QA logs stay ungated (deliberate release-check feature per
Docs/release-checks.md). Verified packaged build: 0 setup-log lines, QA suite
still all PASS (walk/reset/pause/transect 0 holes/wall 0-35).
- Branch qa-diagnostics-0.1.0. SIM/GROUND probes were removed earlier in the
DefaultKeyMappings fix (PR #8).
## 2026-11-08 — v0.1.0 released ## 2026-11-08 — v0.1.0 released
- All six `0.1.0` release checks pass and are recorded in `Docs/release-checks.md`: - All six `0.1.0` release checks pass and are recorded in `Docs/release-checks.md`: traversal (seam transect 0 holes), placement vs references, collision+packaging (wall probe 0/35), 60 fps at 1440p (2.42 ms avg; TSR on, VSync off, no FG), fresh-checkout build, packaged Linux build with controls shown in-game.
traversal (seam transect 0 holes), placement vs references, collision+packaging - `CHANGELOG.md` gets the `0.1.0` entry; the completed `0.1.0` section was removed from `TODO.md` (goal stays in `ROADMAP.md`); tag `v0.1.0` cut on `main`.
(wall probe 0/35), 60 fps at 1440p (2.42 ms avg; TSR on, VSync off, no FG),
fresh-checkout build, packaged Linux build with controls shown in-game.
- `CHANGELOG.md` gets the `0.1.0` entry; the completed `0.1.0` section was removed
from `TODO.md` (goal stays in `ROADMAP.md`); tag `v0.1.0` cut on `main`.
- Owner approved the regenerated screenshot set (PR #15) on 2026-11-08. - Owner approved the regenerated screenshot set (PR #15) on 2026-11-08.
- THIRD_PARTY_NOTICES switched to checkbox statuses (`[x]`/`[P]`/`[ ]`); all tools - THIRD_PARTY_NOTICES switched to checkbox statuses (`[x]`/`[P]`/`[ ]`); all tools incl. Blosm, QGIS and Git LFS are now verified as tool-only.
incl. Blosm, QGIS and Git LFS are now verified as tool-only. - Next work: the `0.1.1` collision-detail patch (sidewalk outer edge 15.8 cm step, crossing ramp gradient 10 %, kerb height assumption, traversal regression).
- Next work: the `0.1.1` collision-detail patch (sidewalk outer edge 15.8 cm step,
crossing ramp gradient 10 %, kerb height assumption, traversal regression).
## 2026-11-08 — v0.1.1 released (collision patch) ## 2026-11-08 — v0.1.1 released (collision patch)
- Sidewalk upstand now tapers full-at-kerb → zero at the building edge (removes the - Sidewalk upstand now tapers full-at-kerb → zero at the building edge (removes the 15.8 cm outer ledge). Crossing ramp run derives from `--max-ramp-grade` (8 % ⇒ 1.63 m) instead of a fixed 1.5 m/8.7 %. Street + site rebuilt, site re-imported, DemoMap rebuilt, packaged build verified.
15.8 cm outer ledge). Crossing ramp run derives from `--max-ramp-grade` (8 % ⇒ - Pre-check tool fixes: coverage no longer shrinks with `--sample` (it used `range(int(block_len))`), and it reports grade + location of the worst step.
1.63 m) instead of a fixed 1.5 m/8.7 %. Street + site rebuilt, site re-imported, - Residual, documented not hidden: 13.4 cm surface step at s≈198 (south) / 8.0 cm at s≈251 (north) — a strip discontinuity near a centreline vertex, below the 45 cm MaxStepHeight, so not blocking.
DemoMap rebuilt, packaged build verified. - Kerb height finalised at 0.15 m modelled / 0.13 m built (6 in LA standard; DEM and photos can't resolve finer).
- Pre-check tool fixes: coverage no longer shrinks with `--sample` (it used
`range(int(block_len))`), and it reports grade + location of the worst step.
- Residual, documented not hidden: 13.4 cm surface step at s≈198 (south) / 8.0 cm
at s≈251 (north) — a strip discontinuity near a centreline vertex, below the
45 cm MaxStepHeight, so not blocking.
- Kerb height finalised at 0.15 m modelled / 0.13 m built (6 in LA standard; DEM
and photos can't resolve finer).
## 2026-11-09 — Mapbox building data as a second height source ## 2026-11-09 — Mapbox building data as a second height source
- `Geo/tools/mapbox_buildings.py` (new, stdlib `urllib`) Tilequeries - `Geo/tools/mapbox_buildings.py` (new, stdlib `urllib`) Tilequeries `mapbox.mapbox-streets-v8` layer `building` at every building centroid in the extract and merges the answer with our OSM height + source. Token comes from `MAPBOX_ACCESS_TOKEN` in the ignored `.env`; responses cache to `Geo/raw/mapbox-cache/`.
`mapbox.mapbox-streets-v8` layer `building` at every building centroid in the - **Mapbox terms restrict persisting/redistributing their data**, so `.gitignore` now covers `/Geo/raw/mapbox-cache/` and `/Geo/verification/*mapbox*`. The tool also refuses to cache a response that contains the token.
extract and merges the answer with our OSM height + source. Token comes from
`MAPBOX_ACCESS_TOKEN` in the ignored `.env`; responses cache to
`Geo/raw/mapbox-cache/`.
- **Mapbox terms restrict persisting/redistributing their data**, so `.gitignore`
now covers `/Geo/raw/mapbox-cache/` and `/Geo/verification/*mapbox*`. The tool
also refuses to cache a response that contains the token.
- **First run (72 buildings): 58 match, 5 close, 3 disagree, 6 non-building.** - **First run (72 buildings): 58 match, 5 close, 3 disagree, 6 non-building.**
- It independently classifies our roof/canopy/shelter volumes as `roof`/ - It independently classifies our roof/canopy/shelter volumes as `roof`/ `shelter` — corroborating the `0.1.2` finding that they are not buildings.
`shelter` — corroborating the `0.1.2` finding that they are not buildings. - Remaining disagreements are untyped `building=yes`/`apartments` rear structures where our fallback guess (2 × 3.2 m = 6.4 m) meets Mapbox's 3.0 m.
- Remaining disagreements are untyped `building=yes`/`apartments` rear - Every "close" case is a `building:levels × 3.2 m` building where Mapbox is **0.6 m lower per 6 levels** → Mapbox implies **3.1 m per level**, not 3.2. Worth revisiting `LEVEL_HEIGHT` if a measured storey height ever lands.
structures where our fallback guess (2 × 3.2 m = 6.4 m) meets Mapbox's 3.0 m.
- Every "close" case is a `building:levels × 3.2 m` building where Mapbox is
**0.6 m lower per 6 levels** → Mapbox implies **3.1 m per level**, not 3.2.
Worth revisiting `LEVEL_HEIGHT` if a measured storey height ever lands.
- Its query API surface: `height`, `min_height`, `type`, `extrude` per polygon. - Its query API surface: `height`, `min_height`, `type`, `extrude` per polygon.
## 2026-11-09 — Mapbox calibration adopted into the blockout ## 2026-11-09 — Mapbox calibration adopted into the blockout
- Owner decision: adopt Mapbox. Applied: - Owner decision: adopt Mapbox. Applied:
- `LEVEL_HEIGHT` 3.2 → **3.1 m** in `Geo/tools/block_height_report.py`, and the - `LEVEL_HEIGHT` 3.2 → **3.1 m** in `Geo/tools/block_height_report.py`, and the Blosm `--level-height` default in `Art/blender/blockout/blosm_blockout.py`.
Blosm `--level-height` default in `Art/blender/blockout/blosm_blockout.py`. - `HEIGHT_OVERRIDES` in block_height_report: ways 1490910971, 1492058875, 1492747608 → 3.0 m (Mapbox single-storey; the 2-level guess gave 6.4 m).
- `HEIGHT_OVERRIDES` in block_height_report: ways 1490910971, 1492058875, - `classify_height(tags, level_height, way_id)` now takes the way id so overrides apply; `mapbox_buildings.py` passes it, so the cross-check agrees with the height table.
1492747608 → 3.0 m (Mapbox single-storey; the 2-level guess gave 6.4 m).
- `classify_height(tags, level_height, way_id)` now takes the way id so
overrides apply; `mapbox_buildings.py` passes it, so the cross-check agrees
with the height table.
- Re-running the cross-check: **66 match, 6 non-building, 0 close/disagree**. - Re-running the cross-check: **66 match, 6 non-building, 0 close/disagree**.
- Geometry: blockout regenerated at 3.1 (object names preserved — the frontage - Geometry: blockout regenerated at 3.1 (object names preserved — the frontage exporter maps `element.020`/`element`/`element.019`/named buildings, all still present, 6/6 exported), frontage re-imported, DemoMap rebuilt, packaged build `-qaselftest` all PASS.
exporter maps `element.020`/`element`/`element.019`/named buildings, all still - **Blosm adds roof mass** on top of `levels × levelHeight`: 6922 39.1 m vs table 37.2, El Capitan Theatre 20.5 m vs 18.6 — both ~+1.9 m. That is a roof, not a height error; the table is the tagged height, the mesh is storey + roof.
present, 6/6 exported), frontage re-imported, DemoMap rebuilt, packaged build - Gotcha: regenerating the blockout is safe for names, but any future change to the import must re-verify the 6/6 frontage export and the `element.*` mapping.
`-qaselftest` all PASS.
- **Blosm adds roof mass** on top of `levels × levelHeight`: 6922 39.1 m vs table
37.2, El Capitan Theatre 20.5 m vs 18.6 — both ~+1.9 m. That is a roof, not a
height error; the table is the tagged height, the mesh is storey + roof.
- Gotcha: regenerating the blockout is safe for names, but any future change to
the import must re-verify the 6/6 frontage export and the `element.*` mapping.
## 2026-11-09 — hero colonnade proportion fixed (47.6 % → 53.1 %) ## 2026-11-09 — hero colonnade proportion fixed (47.6 % → 53.1 %)
- The hero's colonnade (columns 2.00–7.95 + capitals 7.95–8.90) was 6.90 m of the - The hero's colonnade (columns 2.00–7.95 + capitals 7.95–8.90) was 6.90 m of the 14.50 m elevation = **47.6 %**, below the photographed 50–60 %, because the entablature (3.40 m) and parapet (2.20 m) used 5.60 m of the height.
14.50 m elevation = **47.6 %**, below the photographed 50–60 %, because the - Thinned ENTABLATURE_H 3.40 → 3.00 and PARAPET_H 2.20 → 1.80 in `Tools/hero_facade_build.py`; the colonnade grows to **7.70 m = 53.1 %** while the envelope, motto band and medallions keep their relationships (all positioned relative to those two constants).
entablature (3.40 m) and parapet (2.20 m) used 5.60 m of the height. - **Gotcha (cost a bad build):** `hero_facade_build.py` takes `--out` for the **FBX** and `--save-blend` for the `.blend`. Passing `--out <file>.blend` writes FBX bytes over the blend and Blender then reports "File format is not supported". Correct invocation: `--out /tmp/gigline/hero-facade.fbx --save-blend Art/...blend --report Art/...json`.
- Thinned ENTABLATURE_H 3.40 → 3.00 and PARAPET_H 2.20 → 1.80 in - Rebuilt hero → re-imported (`SM_HeroFacade`, bounds 2604 × 1257 × 1450 cm) → DemoMap rebuilt → screenshots re-rendered. Note `ue_hero_facade_import.py` saves the map, so `chmod u+w` the `.umap` first or the import silently does not persist.
`Tools/hero_facade_build.py`; the colonnade grows to **7.70 m = 53.1 %** while the
envelope, motto band and medallions keep their relationships (all positioned
relative to those two constants).
- **Gotcha (cost a bad build):** `hero_facade_build.py` takes `--out` for the
**FBX** and `--save-blend` for the `.blend`. Passing `--out <file>.blend` writes
FBX bytes over the blend and Blender then reports "File format is not supported".
Correct invocation: `--out /tmp/gigline/hero-facade.fbx --save-blend Art/...blend
--report Art/...json`.
- Rebuilt hero → re-imported (`SM_HeroFacade`, bounds 2604 × 1257 × 1450 cm) →
DemoMap rebuilt → screenshots re-rendered. Note `ue_hero_facade_import.py` saves
the map, so `chmod u+w` the `.umap` first or the import silently does not persist.
## 2026-11-09 — AI detail plates from reference photos; floating windows fixed ## 2026-11-09 — AI detail plates from reference photos; floating windows fixed
- `Tools/facade_detail_concepts.py` generates architectural detail plates from one - `Tools/facade_detail_concepts.py` generates architectural detail plates from one local reference photograph via OpenRouter image models (default `google/gemini-2.5-flash-image`; the sibling project uses the same route in `tools/generate_textures.py` — chat/completions with a text + image_url content part, image returned as `message.images[].image_url.url`). Eight studies, `--list` free, `--all` generates, `-vN` never overwrites, `.refgen.json` sidecar per image, all output under gitignored `Art/reference/facade-details/`.
local reference photograph via OpenRouter image models (default - **Prompt gotcha:** the model refuses when the prompt describes features the reference photograph does not show ("the image you sent appears to be a decorative architectural detail, not an entrance with steps"). Prompts must describe the _reference subject_ and only restage light/people/surface.
`google/gemini-2.5-flash-image`; the sibling project uses the same route in
`tools/generate_textures.py` — chat/completions with a text + image_url content
part, image returned as `message.images[].image_url.url`). Eight studies,
`--list` free, `--all` generates, `-vN` never overwrites, `.refgen.json` sidecar
per image, all output under gitignored `Art/reference/facade-details/`.
- **Prompt gotcha:** the model refuses when the prompt describes features the
reference photograph does not show ("the image you sent appears to be a
decorative architectural detail, not an entrance with steps"). Prompts must
describe the *reference subject* and only restage light/people/surface.
- **Output is real:** 1184×864 to 1344×768 PNGs, ~2 MB each. - **Output is real:** 1184×864 to 1344×768 PNGs, ~2 MB each.
- **Measured defect found and fixed:** hero window panes sat at Y −1.98 while the - **Measured defect found and fixed:** hero window panes sat at Y −1.98 while the mass front is Y −0.50 and the columns reach −1.02 — i.e. glazing floating 1.44 m in front of the wall and ahead of the colonnade. Now `WINDOW_Y = −0.56` (6 cm proud of the wall, behind the columns). Visible as dark openings in `review-hero-facade-front`.
mass front is Y −0.50 and the columns reach −1.02 — i.e. glazing floating 1.44 m - Reminder: `.blend` is LFS read-only on checkout — `chmod u+w` or Blender fails with "Cannot save blend file … not writable" (this bit again here).
in front of the wall and ahead of the colonnade. Now `WINDOW_Y = −0.56`
(6 cm proud of the wall, behind the columns). Visible as dark openings in
`review-hero-facade-front`.
- Reminder: `.blend` is LFS read-only on checkout — `chmod u+w` or Blender fails
with "Cannot save blend file … not writable" (this bit again here).
## 2026-11-09 — UE export hygiene: smoothing groups + facade collision ## 2026-11-09 — UE export hygiene: smoothing groups + facade collision
- **All our FBX exporters used `mesh_smooth_type="OFF"`**, which is why every Unreal - **All our FBX exporters used `mesh_smooth_type="OFF"`**, which is why every Unreal import logged "No smoothing group information was found for this mesh". The hero now exports `"FACE"` and its round parts are shaded with `shade_smooth_by_angle(35°)` before export: cylinders read as round instead of faceted, and the import warning is gone (6 → 0).
import logged "No smoothing group information was found for this mesh". The hero - **The hero façade had no simple collision** (complex-only), so line traces and capsule sweeps passed straight through it — the player could walk through the wall of the demo. Caught by a new `-qaselftest` **facade occlusion probe** (40 m sideways traces from the road centre at walking height).
now exports `"FACE"` and its round parts are shaded with - **Auto-generated convex collision on a 95-part 26 m façade is unusable**: it produced coarse hulls that bulged into the street and the wall probe went 0/35 → 2/35. Rejected in favour of `UseComplexAsSimple` via `UGigLineAssetTools.set_complex_collision_as_simple` (same reason the terrain uses it), saved on the asset.
`shade_smooth_by_angle(35°)` before export: cylinders read as round instead of - Probe expectations must mirror the staged buildings: the facade probe now carries explicit X spans per frontage (and the TCL/Tussaud's spans on the north side) so a gap between buildings is not reported as a defect.
faceted, and the import warning is gone (6 → 0).
- **The hero façade had no simple collision** (complex-only), so line traces and
capsule sweeps passed straight through it — the player could walk through the
wall of the demo. Caught by a new `-qaselftest` **facade occlusion probe** (40 m
sideways traces from the road centre at walking height).
- **Auto-generated convex collision on a 95-part 26 m façade is unusable**: it
produced coarse hulls that bulged into the street and the wall probe went
0/35 → 2/35. Rejected in favour of `UseComplexAsSimple` via
`UGigLineAssetTools.set_complex_collision_as_simple` (same reason the terrain
uses it), saved on the asset.
- Probe expectations must mirror the staged buildings: the facade probe now carries
explicit X spans per frontage (and the TCL/Tussaud's spans on the north side) so
a gap between buildings is not reported as a defect.
## 2026-11-09 — one FBX export preset instead of six copies ## 2026-11-09 — one FBX export preset instead of six copies
- The `bpy.ops.export_scene.fbx(...)` argument block was duplicated in six scripts - The `bpy.ops.export_scene.fbx(...)` argument block was duplicated in six scripts (hero, block frontage, north buildings, site, scale test, MPFB character), and all six carried `mesh_smooth_type="OFF"` — hence the "No smoothing group information was found" warning on every import.
(hero, block frontage, north buildings, site, scale test, MPFB character), and - Now `Tools/fbx_export_preset.py` holds `ue_metric_v1` and `ue_character_v1`: `preset_kwargs()` (bpy-free, unit-tested) plus `export_static()` / `export_character()` wrappers that import `bpy` lazily. Every caller imports it and passes `selection=True/False`; the seven duplicated blocks are gone.
all six carried `mesh_smooth_type="OFF"` — hence the "No smoothing group - Callers in `Tools/` resolve the module with `sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))`; the Blender-side `Art/blender/site/export_site_fbx.py` computes the repo root (`..`, `..`, `..`) and joins `Tools`. Getting that wrong silently inserts `Tools/Tools` — check the import path when adding a caller.
information was found" warning on every import. - Verified end to end: scale test, hero, frontage (6/6), site (7/7) and north buildings all re-exported through the preset, re-imported with **0 smoothing warnings**, DemoMap rebuilt and `-qaselftest` all PASS (walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
- Now `Tools/fbx_export_preset.py` holds `ue_metric_v1` and `ue_character_v1`: - `mpfb_character_export.py` was not re-run: it needs the MPFB add-on on `BLENDER_USER_SCRIPTS` ("Add-on not loaded: bl_ext.blender_org.mpfb"), which is pre-existing and unrelated; the character is not in `0.1.x` gameplay.
`preset_kwargs()` (bpy-free, unit-tested) plus `export_static()` /
`export_character()` wrappers that import `bpy` lazily. Every caller imports it
and passes `selection=True/False`; the seven duplicated blocks are gone.
- Callers in `Tools/` resolve the module with
`sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))`; the Blender-side
`Art/blender/site/export_site_fbx.py` computes the repo root
(`..`, `..`, `..`) and joins `Tools`. Getting that wrong silently inserts
`Tools/Tools` — check the import path when adding a caller.
- Verified end to end: scale test, hero, frontage (6/6), site (7/7) and north
buildings all re-exported through the preset, re-imported with **0 smoothing
warnings**, DemoMap rebuilt and `-qaselftest` all PASS (walk, transect 0 holes,
wall probe 0/35, facade probe 0/9).
- `mpfb_character_export.py` was not re-run: it needs the MPFB add-on on
`BLENDER_USER_SCRIPTS` ("Add-on not loaded: bl_ext.blender_org.mpfb"), which is
pre-existing and unrelated; the character is not in `0.1.x` gameplay.
## 2026-11-09 — v0.1.2 released ## 2026-11-09 — v0.1.2 released
- Cornice finished: projecting corona over a **52-dentil course** (0.18 × 0.30 × - Cornice finished: projecting corona over a **52-dentil course** (0.18 × 0.30 × 0.22 m at 0.45 m centres, z 12.12–12.34, 0.25 m clear of the corona). Hero is now 3 044 tris across 148 parts, still 14.50 m. Verified: packaged `-qaselftest` all PASS (transect 0 holes, wall probe 0/35, facade probe 0/9).
0.22 m at 0.45 m centres, z 12.12–12.34, 0.25 m clear of the corona). Hero is now - `CHANGELOG.md` gets the `0.1.2` entry (added/changed/fixed/verified/limitations), the `0.1.2` section is removed from `TODO.md`, `ROADMAP.md` status updated, tag `v0.1.2` cut after the merge.
3 044 tris across 148 parts, still 14.50 m. Verified: packaged `-qaselftest` all - Assumptions recorded rather than hidden: dentil spacing, base and abacus dimensions are not resolvable in our reference photography.
PASS (transect 0 holes, wall probe 0/35, facade probe 0/9).
- `CHANGELOG.md` gets the `0.1.2` entry (added/changed/fixed/verified/limitations),
the `0.1.2` section is removed from `TODO.md`, `ROADMAP.md` status updated, tag
`v0.1.2` cut after the merge.
- Assumptions recorded rather than hidden: dentil spacing, base and abacus
dimensions are not resolvable in our reference photography.
## 2026-11-09 — elevation cameras levelled (straight verticals) ## 2026-11-09 — elevation cameras levelled (straight verticals)
- archviz MUST: an elevation must not lean. `hero-facade-front` looked up ~4° from - archviz MUST: an elevation must not lean. `hero-facade-front` looked up ~4° from 4.2 m at a 7.6 m target; `demo-spawn-view` and `demo-street-level` were pitched too. All three now put the camera at the target's height, so `FindLookAtRotation` yields pitch 0 and roll 0 and verticals are parallel by construction.
4.2 m at a 7.6 m target; `demo-spawn-view` and `demo-street-level` were pitched - Do not try to _measure_ verticality from the rendered PNG with a naive edge scan: banners, windows and the parapet produce different edge sets at different heights and the pairwise match is meaningless (it reported a 418 px "drift"). Verify it geometrically in the camera list instead.
too. All three now put the camera at the target's height, so
`FindLookAtRotation` yields pitch 0 and roll 0 and verticals are parallel by ## 2026-11-09 — 0.1.3 packaging/setup fixes
construction.
- Do not try to *measure* verticality from the rendered PNG with a naive edge - **`Tools/ue_common.py`**: `make_writable()` clears the read-only bit an LFS `.umap` checks out with (otherwise `save_map()` returns False with no error and the staged actors vanish), and `require_saved()` makes that failure visible. `ue_hero_facade_import.py` and `ue_import_north_buildings.py` never did this — which is why importing the hero appeared to succeed while saving nothing. Verified by forcing `chmod u-w` on DemoMap first: the run logged `map writable: chmod u+w … (was 0o444)`, then `save_map: True`, exit 0.
scan: banners, windows and the parapet produce different edge sets at different - Gotcha while adding it: `ue_hero_facade_import.py` had **no** `import os`/`sys` (only `unreal`), so the sys.path line raised `NameError: name 'sys' is not defined` inside the commandlet — an exit code of 255 with no obvious cause.
heights and the pairwise match is meaningless (it reported a 418 px "drift"). - Docs: `build.md` gained the current pipeline table (7 site FBXs, frontage, north, hero, map), the `Builds/GigLineQA` archive, the packaged-log path, `-qaselftest` usage and a **traps** table; `setup.md` marks the fresh-checkout build verified and documents the two optional API keys; architecture 07 + combined doc corrected the build-output path.
Verify it geometrically in the camera list instead.
## 2026-11-09 — 0.1.4 materials + architecture-camera pass
- **Material graphs**: `ensure_material()` now supports masonry coursing (`courses_m`) and roughness variation. **UE's `WorldPosition` is in CENTIMETRES**, so a course height in metres must be ×100 — the first attempt divided by 0.55 and produced coursing 100× too fine to see.
- **`connect_material_expressions` returns False instead of raising**, so an unknown pin name leaves an input unconnected and the material silently compiles with a default (a mask of 0 is invisible). All links now go through a `link()` helper that logs failures. There is also **no `MaterialExpressionLess`**; use `Frac → Divide → OneMinus → Clamp` for a soft threshold band, or `MaterialExpressionStep`/`SmoothStep` if a hard one is wanted.
- **Material assignment was slot-0-only**, which on the hero is the _banner_ — the stone, shadowed stone and glazing kept their flat Blender materials. Assignment is now per slot, keyed on the imported slot material's name (`glass`/`banner`/`stoneshadow`/`stone`/`roof`/`wall`). Hero: 4/4 slots.
- New materials: `M_FacadeStoneShadow` (same coursing, a stop darker), `M_FacadeGlass` (roughness 0.14, specular 0.62 ≈ IOR 1.5 expressed without a refraction pass), `M_FacadeBanner` (the one saturated surface).
- **Camera FOV**: levelling the elevation cameras left the building small in frame (39 % sky). Added optional per-shot `ShotFieldOfView` to `AGigLineShotActor` and a 4th element on the shot tuples; a long lens (42–55°) fills the frame from across the street while the camera stays level, so verticals stay parallel. `review-hero-facade-front` sky 39 → 20 %, `demo-spawn-view` 23 → 16 %.
## 2026-11-09 — facade texture maps (0.1.4)
- `Tools/generate_facade_textures.py` writes deterministic 512² base-colour and roughness maps (ashlar stone, stucco, asphalt, concrete) with a pure-zlib PNG encoder and hash-based value noise — no numpy/Pillow, ~14 s for all eight, and byte-identical on a re-run (checked by md5sum).
- `ue_build_demo_map.py` imports them to `/Game/Hollywood/Textures` and samples them **world-aligned**: WorldPosition (cm) → ×(1/tile_cm) → ComponentMask(R,G) → TextureSample UVs. `tile_cm` per material: stone 440, stucco 260, asphalt 900, concrete 250.
- Gotchas: `MaterialExpressionTextureSample`'s UV input pin is **"UVs"**, and the output pin for colour is **"RGB"** / roughness **"R"**. `ComponentMask` pins are R/G/B/A booleans. A textured material skips the graph coursing on purpose — overlaying both would double the course pattern.
- The script needs `ROOT` in `ue_build_demo_map.py` and `sys` imported; forgetting either fails with `NameError` and an exit code of 0 from the commandlet (always read the result file under /tmp/gigline).
## 2026-11-09 — façade module kit (0.1.4)
- `Tools/facade_kit_build.py` builds the kit at the measured **4.96 m bay** and **3.10 m storey**: pilaster, sill, lintel, window bay, shopfront bay, door bay, cornice, parapet + coping = 16 meshes, exported per-object with `fbx_export_preset` plus a JSON part report (dims + evidence per piece).
- `Tools/ue_import_facade_kit.py` → `/Game/Hollywood/Kit/*`, complex-as-simple collision (a convex hull would fence off the shopfront glazing).
- `Tools/ue_apply_facade_kit.py` lays the kit out from each building's own bbox: `bays = round(width / 496 cm)`, storeys from height minus the 310 cm ground floor. **638 pieces** over six frontage buildings + both north buildings.
- **Bug worth remembering:** the first window piece was modelled entirely at +Y (into the wall), so every window sat _inside_ the solid blockout wall and was invisible in every render while the placement maths looked right. The kit now projects the surround 3 cm proud with the glazing 6 cm behind its face — a solid-wall blockout cannot carry a real recess, so the piece has to project.
- Blender gotcha: clearing the scene _including materials_ invalidates handles already taken ("StructRNA of type Material has been removed"); clear objects and orphan meshes only, and create the material after the clear.
- The kit meshes are spawned at the world origin with their position baked into the mesh (like the frontage exports), so placement uses the bbox directly and must not add the actor location.
## 2026-11-09 — CRITICAL: blockout must be regenerated with --origin
- Regenerating the blockout in 0.1.2 (for the 3.1 m storey height) was run **without `--origin`**, so Blosm centred on the extract instead of fitting the project frame. The whole frontage shifted about **119 m in X and 2.4 m in Y**, and the hero ended up outside the 6902/6838 gap — the "verified placement" was undone silently, and every render still looked like a plausible block.
- Correct invocation (README documents it, and the affine fit prints `frame correction residual: max 0.0 cm`): `blosm_blockout.py --osm … --bounds 34.1006,-118.3422,34.1020,-118.3370 --level-height 3.1 --origin 34.101545,-118.338718 --assets-dir … --out …`
- After re-export + re-import, the frontage spans are back to the verified values: 6922 −24276..−17700, 6902 −17749..−14591, **hero −14644..−12028 between them**, theatre −12082..−8210, and the north buildings at −22889..−18442 / −27071..−22799.
- **`ue_import_north_buildings.py` also lacked `import sys`**, so its sys.path line raised NameError and the import silently did nothing (exit 255). Same trap as the hero importer: these scripts imported only `unreal`.
- Lesson: after any blockout regeneration, probe the staged buildings' world X spans and compare them with `Geo/verification/2026-11-06-el-capitan-block.md` before trusting a render. A shift of this size is invisible in a screenshot.
## 2026-11-09 — kit naming + topology validation (blender-modeler checklist)
- Kit assets now follow the Unreal convention: the Blender object keeps its readable name (`Kit_Pilaster`), the exported asset and file are `SM_Kit_Pilaster`. The kit loader strips the `SM_` prefix so the layout code still addresses pieces by short name.
- `facade_kit_build.py::validate()` runs the blender-modeler cleanup checklist on every piece before handoff — non-manifold edges, loose vertices, triangle count — and records the result in the part report. Current kit: 16 pieces, **all manifold, no loose geometry, 12 tris each**.
- `ue_import_facade_kit.py` now deletes kit assets that the current build no longer produces, so a rename cannot leave two generations of the same piece in the folder (the rename from `Kit_*` to `SM_Kit_*` did exactly that until it did).
## 2026-11-09 — visual comparison loop; screenshots are demo-only
- `Tools/visual_loop.py` closes the reference → render → feedback loop. `--verify` gates captures against `Tools/visual_targets.json` (blank, tone-less, wrong-size fail); `--compare` measures luma, RMS contrast, edge density, palette distance and a 3x3 luma grid against the reference and prints a 0–1 score; `--iteration N` writes `Art/reference/iterations/N/{metrics.json,feedback.md}`. The feedback names the skill to consult, so the next modelling pass starts from a measurement rather than an opinion.
- **Iterations are gitignored** (`/Art/reference/iterations/`); only confirmed shots are promoted into `Screenshots/`. A test asserts the ignore rule and that every target is a demo-map shot.
- `Screenshots/` now holds **demo-map captures only** — the review staging map is no longer rendered for review. `render_screenshots.sh --verify` renders the demo map, collects the shots and runs the verification gate in one step.
- **PIL gotchas:** `FIND_EDGES` leaves its own border ring at 128 (236/3600 px on a 60x60 frame = 6.5% "detail" on a perfectly flat image), so crop **after** filtering — cropping before does not help, the new border gets the same treatment. Palette shares must divide by the full-image area, not the cropped one.
- First comparison (iteration 2): spawn view 0.70, street level 0.35, crossing 0.41, north buildings 0.34. Edge density is the dominant gap everywhere (0.04–0.11 against 0.20–0.32 in the references) — the render still lacks the relief the photographs carry, which is exactly what the `0.1.4` façade work is for.
## 2026-11-09 — theatre marquee + blade sign
- `Tools/theatre_trim_build.py` builds the El Capitan Theatre's signature features in **world coordinates**: marquee canopy 12.0 × 2.60 m at a 4.60 m soffit, illuminated fascia, recessed soffit, vertical blade sign 1.30 × 5.20 m with frame and bracket. `Tools/ue_stage_theatre_trim.py` imports to `/Game/Hollywood/Theatre` and stages one actor per piece (single spawn at the origin — no placement arithmetic).
- **Two placement bugs, both invisible in a render:**
1. **Axis sign.** Blender +Y is Unreal −Y, so a face at Unreal Y +1001 is Blender Y −10.01. Using +10.01 put the whole marquee on the far side of the boulevard.
2. **Absolute Z.** Trim heights were absolute while the pavement at the theatre is 4.56 m above the project datum, so the canopy hung 5 cm above the pavement — the QA wall probe caught it as a knee-height blocker. `GROUND_Z` now offsets every height.
- Wall probe: a scan row at Y 1000 sat ~1 cm from the frontage building line and grazed the theatre wall once the kit's proud shopfronts went in. Rows now sample the street envelope only (−1400, −167, 800, −1382, 718).
## 2026-11-09 — 0.1.4 signed off; 0.1.5 created for the carried geometry
- Owner reviewed the four demo captures locally and approved the set (7/7 items at the time). The signoff lived in `Docs/reviews/0.1.4-review.md`, which was removed on 2026-11-09; the per-shot `Approved` column of `Screenshots/README.md` is now the only record and is authoritative.
- The three geometry items that `0.1.4` did not finish — retail neighbours from their own references, hero fluting/motto band, blockout cleaning — move to a new **`0.1.5` Façade finishing** patch rather than growing this one, plus a much-needed **1440p performance re-measure** (625 kit actors have never been measured; `0.1.0` measured 414 fps).
- Decision recorded because it sets a precedent: finish and sign off a version when its _stated_ scope is done, and carry leftover scope into the next patch — do not let a patch accumulate unmeasured geometry.
## 2026-11-09 — quality priority flipped: realism first, performance last
- Owner decision: realism leads; performance closes the quality list. Applied in `Docs/Architecture/01_introduction_and_goals.md`, `10_quality_requirements.md`, `04_solution_strategy.md`, the combined `architecture.md`, `Docs/release-checks.md` (performance section now last, with the reason), `ROADMAP.md` (a "Quality priority" section) and `AGENTS.md` (the tie-break rule next to the scope-cutting rule).
- Ordering used: 1 visual realism, 2 geographic fidelity, 3 walkability/usability, 4 build reproducibility/portability, 5 provenance, 6 performance.
- **Both revisions carry the same guard so the order cannot be used as an excuse:** performance is a _floor_, not a preference — 60 FPS at 1440p without frame generation must be met at every release, and if realism cannot fit, the realism scope is cut deliberately and recorded in `CHANGELOG.md`, never the frame rate. Walkability outranks realism in one direction: a block the player falls through is not a demo.
## 2026-11-09 — 0.1.5 start: retail reference + kit layout maths
- Commons holds exactly **one** usable reference for the retail run: `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (Gb321, CC BY-SA 4.0, 1920×953) — 6800 Lee Drug **and** its neighbour at street level, shopfronts and parapets visible (vision pre-check: yes). Nothing for 6822 or 6806–6820, so those two façades still have no reference and stay blocked.
- **Kit layout was wrong for tall/wide buildings**, not just ugly: bays were `round(width / 496)`, so 6922 (65.8 m wide, 37.1 m tall) got **13 bays** — a window every 4.96 m across the whole frontage — and the storey count came out at 11 × 310 cm = 34.1 m against a 35.7 m window zone, leaving bare wall under the cornice. Fixed: `MAX_BAYS = 9` (module widens instead of subdividing), and the storey spread is derived from the available height (`usable / storeys`) so the top band always lands inside the building. Result: 6922 9 × 11, theatre 8 × 6, 6806 7 × 3, 6800 4 × 3, TCL 9 × 5.
## 2026-11-09 — hero fluting + motto band; and a silent placement divergence
- Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft (120 pieces) rather than boolean cuts — the eye reads them in silhouette and grazing light, booleans would cost far more for that. Motto band is now a real recess: surround 6 cm proud, panel 12 cm behind (was an 8 cm dark stripe). Hero 148 parts/3 044 tris -> 271/5 492, still 14.50 m.
- **The real find:** `ue_hero_facade_import.py` had its own hero position `(-12024.5, -1450, 0)` — the pre-`0.1.0` value, before the frontage placement fix moved the hero to `(-13336, +1307)`. Running the importer on its own therefore teleported the hero **13 m east and onto the north side of the boulevard**, and nothing complained: a displaced building still renders. The only symptom was the reference score dropping 0.69 -> 0.56 with the 3x3 composition correlation flipping +0.54 -> -0.08.
- Fix: `Tools/ue_placement.py` is now the single source of truth (hero position, verified frontage spans, `span_error`/`describe_span_failure`). Both `ue_hero_facade_import.py` and `ue_build_demo_map.py` import it, the import asserts the staged span and logs `PLACEMENT ERROR` when it does not match, and tests assert the stale literal cannot come back. Spawn-view score back to **0.72** (best yet).
- Lesson to keep: **duplicated placement constants drift silently.** The metric that caught it was the composition correlation, not a visual review.
## 2026-11-09 — 1440p re-measured with the kit: 363 fps, ~12% cost
- 2560×1440, Epic preset, TSR, VSync off, no frame generation: **2.76 ms average (363 fps)**, p50 2.73, p95 3.17, p99 3.64, max 4.62 — against `0.1.0`'s 2.42 ms (414 fps). The 625 kit actors + 8 generated textures cost about **12 %** and leave ~6× the 60 fps floor.
- **Variance trap confirmed a third time:** runs reporting ~105 fps (9.5 ms) were two overlapping game instances — an earlier launch had not exited. `pgrep -af Binaries/Linux/GigLine` should show one wrapper + one binary; 363 fps reproduced twice on a clean run. Always count instances before believing a perf number.
- Series committed at `Docs/perf/0.1.5-kit-walk-frametimes.csv`; comparison table in `Docs/release-checks.md`.
## 2026-11-09 — 604 unmaterialed actors: material rebuild was delete+recreate
- The "blockout cleaning pass" turned out to need **material and placement hygiene, not more geometry**. `Tools/ue_audit_scene.py` (new) found **604 of 620 mesh actors with no material**: kit pieces and theatre trim all untextured.
- **Cause:** `ensure_material` in `ue_build_demo_map.py` deleted and recreated each `/Game/Hollywood/Site/M_*` asset every run ("so a look change cannot be masked by a stale asset"). That orphane every reference: actors staged by other tools pointed at deleted assets and fell back to the default material. The map looked only _slightly_ flat — no error, no warning.
- **Fix:** update the material **in place** — load it, `MaterialEditingLibrary. delete_all_material_expressions(mat)`, rebuild the graph, recompile, save. Note `Material.expressions` is protected from Python; use the library's deleter.
- **Ordering rule now documented and enforced:** the demo builder rebuilds materials, so kit and theatre staging must run _after_ it. `render_screenshots.sh` now runs demo map → kit assembly → theatre trim → scene audit → shot cameras → capture, and **fails on a non-zero audit count**.
- Second find: 53 duplicated kit labels (both shop piers of a bay shared one name).
- Scene audit after the fixes: **0 failures** (all materialed, all spans verified, no duplicate labels). Packaged QA still PASS; spawn-view reference score 0.72.
## 2026-11-09 — v0.1.5 released
- All actionable `0.1.5` work is done: hero fluting + recessed motto band, kit layout for wide/tall buildings, placement single-source-of-truth, 1440p re-measure (363 fps), and the material/placement hygiene that the "blockout cleaning" task actually needed (604 unmaterialed actors, 53 duplicate labels) with a new scene audit gate.
- Only item carried forward is the **retail frontage (6822 / 6806–6820 / 6800)**, blocked because Commons holds no usable reference for two of the three buildings and substituting the theatre's photographs would misattribute the façades. It now lives in a `0.1.6` Retail frontage patch.
- Precedent applied again: tag when the stated scope is done, carry blocked scope into the next patch rather than letting a release wait indefinitely on missing reference photography.
## 2026-11-09 — Retail frontage and two pipeline traps
- **`Tools/render_screenshots.sh` called `./Engine/...` for the capture step** while every commandlet above went through `run_cmdlet`'s `cd "$ENGINE"`. With `set -e` the script died at exit 127 _after_ rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran. Fixed to `"$ENGINE/Engine/Binaries/..."`. Symptom to remember: maps rebuild, screenshots do not move.
- **The generic façade kit is applied to every actor labelled `Frontage_*` or `North_*`**, so staging a hand-modelled façade under those labels gets the kit pasted over it — two contradicting façade languages on one wall. `ue_apply_facade_kit.py` now skips `MODELLED` labels, and retail trim stages as `RetailTrim_*`.
- **A Blender builder cannot be imported by a unit test** (`import bpy` at module scope). Pure layout arithmetic lives in `Tools/_common.py`; `Tools/tests/test_retail_frontage.py` tests it there, and the builder delegates. Same trick `fbx_export_preset.py` uses for its preset dicts.
- **Joining 85 parts into one mesh per building** before export cut the Unreal import from 85 assets to 2, and the staging step to two spawns. Record per-part dimensions _before_ the join: after it only the joined bounds exist.
## 2026-11-09 — Third-person body renders in bind pose (open defect)
- **Symptom**: the pawn's body is visible and skinned, the run logs `GigLine: playing body clip Character_AnimHuman_rig_GigLine_Idle`, and the figure still stands in the A-pose bind. Two captures were taken before the call was proven to succeed — the camera, then the material, were blamed first and neither was the cause.
- **The FBX is not the problem.** Re-importing `/tmp/gigline/character-anim.fbx` into Blender gives two actions, `GigLine_Idle` (frames 1–60) and `GigLine_Walk` (1–30), each with **1379 f-curves over 137 bones**. Animation is baked and exported correctly, so the defect is on the Unreal side.
- **The material was a real but separate defect**: `M_Character_Export` had no `SkeletalMesh` usage flag, so Unreal substituted the default grey with only a `LogMaterial` warning. Fixed in place (`used_with_skeletal_mesh = True`).
- **`PlayAnimation` alone is not enough.** `USkeletalMeshComponent::PlayAnimation` needs the component already in `AnimationSingleNode` mode; the body is hidden at construction (`SetHiddenInGame(true)`) and only unhidden by the camera toggle, so the first call can land on a component that is not yet in the right mode and never retries — the guard `Wanted == PlayingAnimation` then returns forever and the pose stays at bind.
- **What to log next time**: animation mode and `GetSingleNodeInstance()` together with the clip name. A clip name alone shows the intent, not the effect.
- **Fixed 2026-11-09, two independent causes.** (1) `PlayAnimation` needs `AnimationSingleNode` plus a live single-node instance; the body is hidden at construction and only unhidden by the camera toggle, so the first call could land before the component was ready and the `Wanted == PlayingAnimation` guard then returned forever. `UpdateBodyAnimation` now sets the mode, calls `SetAnimation` + `Play`, and re-asserts while `GetSingleNodeInstance()` is null. (2) The arms-down offsets lived only in the clip keys — the exporter writes clip data **relative to the rest pose**, so they arrived in Unreal as a ±20° swing around an A-posed bind. `apply_base_pose` now bakes them into the rest pose before any clip is authored, which is what `mpfb_character_export.py --pose idle` already did.
- **The base pose needs inverted signs when baked to rest.** Applied as written, the FBX axis mapping produced arms raised in a V; negating the table gives arms down. Both states were verified on the imported asset, not assumed.
- **Unreal bone names use underscores**: `upperarm01_L`, not Blender's `upperarm01.L`. `GetBoneIndex(TEXT("upperarm01.L"))` returns INDEX_NONE, `GetBoneTransform` then returns identity, and a probe reading it reports a constant 0.0000 — which looks like "animation not applied" and is actually "bone not found". Check `AnimPose.get_bone_names()` before trusting any bone probe.
- **`Log` verbosity does not reach the capture log, `Warning` does.** Two diagnostic runs produced zero lines because the messages were `UE_LOG(LogTemp, Log, ...)`; the same lines at `Warning` appeared. Instrument with Warning when the evidence has to survive into `/tmp/gigline/render-*.log`.
## 2026-11-09 — Unreal silently refuses to replace an imported asset
- **The real reason the character pose never changed across a dozen rebuilds:** the FBX importer reported success every time, but `Character_Anim` and its two AnimSequences kept their original data. Proof: after changing the arm base from 1.55 rad to 0.55 rad and rebuilding, `AnimPose.get_bone_pose("upperarm01_L")` returned the **identical** quaternion `(+0.006, +0.002, -0.179, -0.984)` as before. An asset that does not change when its source does is not being written.
- `AssetImportTask.replace_existing = True` was set, and `EditorAssetLibrary.delete_asset` returned **False** for both clips, even after `chmod u+w` (the `.uasset` files are LFS-lockable and check out read-only). Deleting is blocked because the pawn's C++ constructor hard-references the clips.
- **Workaround that works: import under a new name.** `Tools/ue_character_anim_import.py` now uses `PREFIX = "CharacterV2"`, which creates `CharacterV2`, `CharacterV2_Skeleton` and `CharacterV2Human_rig_GigLine_{Idle,Walk}` fresh; the same quaternion probe then returned `(+0.439, +0.898)`, i.e. the 0.55 rad arm rotation had finally landed.
- **Check the asset, not the importer.** A pose or material change that does not alter the probed asset data did not happen, whatever the log says. Probing a clip's bone quaternion takes one commandlet and settles it in seconds.
- **The arms-down rotation belongs in the clips, not in the bind.** Every bind experiment (bake pose to rest, clear shape keys, apply the armature modifier, re-bind) was either impossible on this shape-keyed MPFB mesh or left Unreal showing the old bind. `Tools/character_anim_build.py` now carries a measured base offset in the clip keys (`BASE`: 0.55 rad on `upperarm01`, chosen by sweeping the rotation in Blender and reading the bone direction), and the character stands with its arms at its sides.
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@@ -108,8 +108,9 @@ Solo-development estimate: **approximately 30–40 weeks**, subject to asset qua
| `0.6.0` | 22–24 | Visual/audio pass and evening lighting preset | `0.6.1` lighting fixes; `0.6.2` material corrections; `0.6.3` audio balancing | | `0.6.0` | 22–24 | Visual/audio pass and evening lighting preset | `0.6.1` lighting fixes; `0.6.2` material corrections; `0.6.3` audio balancing |
| `0.7.0` | 25–27 | Settings, control rebinding, save/load, accessibility basics | `0.7.1` save fixes; `0.7.2` UI fixes; `0.7.3` input persistence fixes | | `0.7.0` | 25–27 | Settings, control rebinding, save/load, accessibility basics | `0.7.1` save fixes; `0.7.2` UI fixes; `0.7.3` input persistence fixes |
| `0.8.0` | 28–30 | Performance budgets and broader Linux hardware testing | `0.8.1` VRAM reductions; `0.8.2` frame-time fixes; `0.8.3` compatibility fixes | | `0.8.0` | 28–30 | Performance budgets and broader Linux hardware testing | `0.8.1` VRAM reductions; `0.8.2` frame-time fixes; `0.8.3` compatibility fixes |
| `0.9.0` | 31–34 | Feature freeze, public beta, license and build audit | `0.9.1` blocker fixes; `0.9.2` regression fixes; `0.9.3` documentation fixes | | `0.9.0` | 31–34 | Realistic buildings: façade system, per-building models, measured material library, LODs and collision proxies | `0.9.1` façade fixes |
| `1.0.0` | 35–40 | Stable neighborhood-scale walking/driving release | `1.0.x` maintenance and compatibility fixes | | `0.10.0` | 35–38 | Feature freeze, public beta, license and build audit | `0.10.1` blocker fixes; `0.10.2` regression fixes; `0.10.3` documentation fixes |
| `1.0.0` | 39–44 | Stable neighborhood-scale walking/driving release | `1.0.x` maintenance and compatibility fixes |
Finish each milestone's release checks before expanding scope. Cut map size and simulation complexity before compromising the core walking/driving experience. Finish each milestone's release checks before expanding scope. Cut map size and simulation complexity before compromising the core walking/driving experience.
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