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v0.1.2
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@@ -42,11 +42,6 @@ Thumbs.db
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.env.*
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*.env
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# Mapbox-derived data — local only. Mapbox terms restrict persisting/redistributing
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# their data, so the Tilequery cache and any generated report stay untracked.
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/Geo/raw/mapbox-cache/
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/Geo/verification/*mapbox*
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|
||||
# Local, private reference material — never committed (see Docs/reference-notes-hollywood.md)
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/Art/reference/
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/Docs/data-inventory.md
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@@ -1,15 +0,0 @@
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||||
# Prettier ignores — don't format generated or binary content
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||||
Binaries/
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Intermediate/
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Saved/
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*.uasset
|
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*.umap
|
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*.blend
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*.png
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*.jpg
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*.jpeg
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*.gif
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*.webp
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# Vendored third-party content — never reformat
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.agents/
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@@ -1,5 +0,0 @@
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{
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"proseWrap": "never",
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"tabWidth": 2,
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"useTabs": false
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}
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@@ -4,7 +4,8 @@ Working rules for autonomous agents, AI coding assistants, and contributors. Pla
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## Project Goal
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Develop and test on Linux; ship Windows and Linux builds, with Linux as the primary development and CI platform. The game supports walking and driving through a real city. The initial release is **`0.1.0`**: a walkable exterior demo around **6840 Hollywood Blvd / El Capitan Entertainment Centre**, including buildings on the south side of Hollywood Blvd between Highland Avenue and Orange Drive, plus buildings whose footprint lies within 50 m of the north-side frontage.
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||||
Develop and test on Linux; ship Windows and Linux builds, with Linux as the primary development and CI platform. The game supports walking and driving through a real city.
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||||
The initial release is **`0.1.0`**: a walkable exterior demo around **6840 Hollywood Blvd / El Capitan Entertainment Centre**, including buildings on the south side of Hollywood Blvd between Highland Avenue and Orange Drive, plus buildings whose footprint lies within 50 m of the north-side frontage.
|
||||
|
||||
- Verify the address, building footprints, and demo boundaries **before** modeling.
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||||
- If the address, footprint, or boundary cannot be verified from permitted sources, do not model that structure. Record the unresolved item in `Geo/` with the sources checked and continue with verified structures only.
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@@ -13,14 +14,14 @@ Develop and test on Linux; ship Windows and Linux builds, with Linux as the prim
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|
||||
## Toolchain
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||||
|
||||
| Tool | Role |
|
||||
| ------------- | --------------------------------------------------------- |
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||||
| Unreal Engine | Rendering, gameplay, World Partition, Chaos Vehicles |
|
||||
| Blender | Modeling, UVs, baking, collision meshes, character prep |
|
||||
| MPFB | Human base meshes; baked materials, deform skeletons |
|
||||
| QGIS | Geographic cleanup, coordinate conversion, elevation prep |
|
||||
| Blosm | OSM building/street blockouts in Blender |
|
||||
| Git + Git LFS | Source control, large assets, tagged releases |
|
||||
| Tool | Role |
|
||||
| --- | --- |
|
||||
| Unreal Engine | Rendering, gameplay, World Partition, Chaos Vehicles |
|
||||
| Blender | Modeling, UVs, baking, collision meshes, character prep |
|
||||
| MPFB | Human base meshes; baked materials, deform skeletons |
|
||||
| QGIS | Geographic cleanup, coordinate conversion, elevation prep |
|
||||
| Blosm | OSM building/street blockouts in Blender |
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||||
| Git + Git LFS | Source control, large assets, tagged releases |
|
||||
|
||||
- Pin compatible versions in `Docs/toolchain.md`.
|
||||
- Validate Blender→Unreal mesh, skeleton, material, and scale transfers **before** producing assets.
|
||||
@@ -79,13 +80,13 @@ Before starting any task:
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||||
3. **Record the active branch in the heading** of the section you are working on in `TODO.md`: append `- active - <sessionId>` (and, if useful, the branch name) to the level-three heading. This is the only way other agents can see that work is in progress on this section.
|
||||
4. **Commit changes often** on that branch — small, focused commits with clear messages. Do not accumulate large uncommitted changes.
|
||||
5. **Push to remote when a checklist item is done** — each completed `- [x]` item in that section should be committed and pushed. This keeps the remote state visible and makes progress recoverable.
|
||||
6. When the section is complete, report the branch, changes, checks, and unresolved issues to the coordinator for integration (see _Parallel agent workflow_ below). Do not merge into `main` yourself unless authorized.
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||||
6. When the section is complete, report the branch, changes, checks, and unresolved issues to the coordinator for integration (see *Parallel agent workflow* below). Do not merge into `main` yourself unless authorized.
|
||||
|
||||
**Branch hygiene:**
|
||||
|
||||
- Branch from the current `main` revision, not from a stale local checkout.
|
||||
- Keep `TODO.md` checkbox updates on your branch — they are part of the work.
|
||||
- If a task needs a different camera angle, or affects visual review, follow the _Visual review_ section before pushing.
|
||||
- If a task needs a different camera angle, or affects visual review, follow the *Visual review* section before pushing.
|
||||
- If a task is abandoned, remove the `- active - <sessionId>` suffix from the heading in `TODO.md` and leave the branch for the coordinator to clean up.
|
||||
|
||||
## Parallel agent workflow
|
||||
@@ -110,59 +111,6 @@ Keep entries short and dated, with the evidence: the command, the log line, or t
|
||||
|
||||
Memory edits on an agent's branch are not shared live. Communicate important findings to the coordinator during work and reconcile them into the shared `main` copy when integrating.
|
||||
|
||||
## Python and shell tooling
|
||||
|
||||
Every committed asset and every measured claim in this repository is produced by a script. Tools live in `Tools/` (Unreal, network, repository), `Geo/tools/` (projection, OSM/DEM parsing, metadata) and `Art/blender/*/` (Blender-side builders, next to their output).
|
||||
|
||||
**Fix the tool, not the artefact.** If an asset is corrected by hand, script the correction (or regenerate it) in the same change. A second manual fix of the same kind means the tool is missing a step.
|
||||
|
||||
**Improve over fork.** Extend the existing tool rather than adding a near-duplicate. When two or three scripts start sharing logic, factor the shared part into `Tools/_common.py`, `Geo/tools/osm_common.py` or `Art/blender/common.py`; keep the single metres→centimetres conversion where it already lives.
|
||||
|
||||
Rules that keep tools reusable and reviewable:
|
||||
|
||||
- **One script, one job.** Every input is an argument; no interactive prompts; deterministic output paths.
|
||||
- **Fail loudly.** A tool that cannot do its job exits non-zero with a message. Never leave a partially written asset and a success code.
|
||||
- **Result files for Unreal.** Unreal commandlets swallow `print()`; write the outcome to `/tmp/gigline/<tool>.txt` and read that instead of trusting the exit code alone.
|
||||
- **Absolute paths into sandboxes.** Blender Flatpak (`LD_LIBRARY_PATH="$B/blender/lib"`) and Unreal do not share the repo's working directory; pass absolute paths.
|
||||
- **Clean worktree for generators.** Tools that rewrite committed assets (site/street/hero builders, importers, map builders) run from a clean worktree; inspect the LFS diff before committing. Note that `.blend` and `.umap` check out read-only — `chmod u+w` first or the save silently fails.
|
||||
- **Network and paid-API tools are human-triggered.** `Tools/commons_fetch.py`, `Tools/page_image_fetch.py`, `Tools/judge_screenshot.py` (OpenRouter) and anything similar never sit in a gate or CI. Handle HTTP 429 with back-off rather than retrying immediately.
|
||||
- **Measure, don't assert.** Verification tools print the sampled numbers — counts, holes, Z ranges, worst step and its location, frame-time percentiles — so a claim in `TODO.md`, `CHANGELOG.md` or `Docs/` can be re-checked by re-running the command.
|
||||
|
||||
**Document every tool.** A new or changed tool gets a row in the inventory table of the README beside it: [`Tools/README.md`](Tools/README.md), [`Geo/README.md`](Geo/README.md), or [`Art/blender/README.md`](Art/blender/README.md). What it does, its arguments, and a typical command. A tool without a README row is unfinished.
|
||||
|
||||
**Test the pure parts.** `Tools/tests/` holds stdlib `unittest` tests (no Blender or Unreal process; they must not start a game or editor). Extract the testable core — argument parsing, geometry maths, licence gating, report formatting — into functions that a test can call directly.
|
||||
|
||||
```bash
|
||||
python3 -m unittest discover -s Tools/tests -t Tools -p 'test_*.py'
|
||||
```
|
||||
|
||||
Keep the tools standard-library-only where practical; if a third-party import is genuinely needed, add it to `requirements-tools.txt` with a version floor and mention it in the tool's README row.
|
||||
|
||||
## Architecture documentation
|
||||
|
||||
[`Docs/Architecture/`](Docs/Architecture/) is the arc42 documentation: twelve numbered section files, `about-arc42.md`, and the combined [`architecture.md`](Docs/Architecture/architecture.md). **Markdown is canonical** — the `.adoc` sources were removed on 2026-11-08.
|
||||
|
||||
Keep it current **in the same change as the implementation**, not in a later documentation pass. When work alters any of the following, edit the matching section:
|
||||
|
||||
| Change | Section |
|
||||
| --- | --- |
|
||||
| A new or restructured module, tool, data source or external interface | `05_building_block_view.md` |
|
||||
| A runtime flow, tick/order dependency, or lifecycle (possession, map load, QA self-test) | `06_runtime_view.md` |
|
||||
| Packaging, engine pin, checkout/build/launch procedure | `07_deployment_view.md` |
|
||||
| A pattern, convention or cross-cutting rule (units, collision policy, provenance) | `08_concepts.md` |
|
||||
| A decision that constrains future work | new ADR in `09_architecture_decisions.md` |
|
||||
| A quality goal or a measured budget (frame time, traversal coverage) | `10_quality_requirements.md` |
|
||||
| A known risk or a risk that retired | `11_technical_risks.md` |
|
||||
| A new term, tool or abbreviation | `12_glossary.md` |
|
||||
|
||||
Rules:
|
||||
|
||||
- **Describe what exists.** No aspirational architecture: anything planned belongs in `ROADMAP.md` and `TODO.md`. Every structural claim names the file, script or flag that implements it.
|
||||
- **ADRs are append-only.** Never rewrite an accepted decision; supersede it with a new ADR that says what it replaces and why.
|
||||
- **Keep the combined document in sync.** `architecture.md` mirrors the section files; when a section changes, update the combined document too.
|
||||
- **Images** live in `Docs/Architecture/images/` and are referenced, not duplicated.
|
||||
- **Verify:** all Markdown must pass `prettier --check` (config in `.prettierrc`), and a command you quote must still run.
|
||||
|
||||
## Geographic & Art Pipeline
|
||||
|
||||
1. Save a versioned OSM extract; document date, bounds, and source.
|
||||
@@ -200,6 +148,8 @@ Always use a consistent scale test, named export presets, and repeatable import
|
||||
- Record asset provenance and redistribution permissions in `THIRD_PARTY_NOTICES.md`.
|
||||
- Verify licenses for every MPFB asset, texture, animation, vehicle, and audio file.
|
||||
- An asset whose license cannot be verified must not be committed. Record it as unresolved in `THIRD_PARTY_NOTICES.md` and replace it with a redistributable asset before the release.
|
||||
- Include "© OpenStreetMap contributors" and the appropriate license link; review ODbL obligations for distributed derived databases.
|
||||
- Do **not** use extracted Google imagery or geometry without explicit applicable rights.
|
||||
- Keep restricted assets out of the public repository; prefer redistributable replacements.
|
||||
- Review Epic distribution requirements before publishing builds.
|
||||
|
||||
|
||||
+17
-23
@@ -56,13 +56,13 @@ LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup --p
|
||||
|
||||
Spot checks against the measured cross-sections:
|
||||
|
||||
| Point | Terrain Z |
|
||||
| ----------------------------- | --------: |
|
||||
| Origin, Hollywood × Highland | 0.00 |
|
||||
| Orange Drive end of the block | +3.39 |
|
||||
| North sidewalk mid-block | +1.43 |
|
||||
| South gutter, mid-block | +0.93 |
|
||||
| Road centre, mid-block | +1.38 |
|
||||
| Point | Terrain Z |
|
||||
| --- | ---: |
|
||||
| Origin, Hollywood × Highland | 0.00 |
|
||||
| Orange Drive end of the block | +3.39 |
|
||||
| North sidewalk mid-block | +1.43 |
|
||||
| South gutter, mid-block | +0.93 |
|
||||
| Road centre, mid-block | +1.38 |
|
||||
|
||||
That reproduces both the 3.4 m eastward fall and the ~2 % crown, so the DEM, the cross-sections, and this mesh agree.
|
||||
|
||||
@@ -80,7 +80,7 @@ LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup \
|
||||
```
|
||||
|
||||
- `Road_Hollywood`: 8 120 verts, 7 812 faces, carriageway −10.5…+10.5 m, DEM elevations plus a 2 cm lift so it does not z-fight the terrain.
|
||||
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide. The kerb upstand is **full at the road-side edge and tapers to zero at the building-side edge**, so the walk surface meets the terrain flush (before `0.1.1` the outer lip stood the full kerb height above the DEM — a 15.8 cm ledge).
|
||||
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide, both raised by the kerb height.
|
||||
- `Kerb_South`, `Kerb_North`: vertical faces, mostly **0.13 m** — the 0.15 m assumption minus nothing on the road side — and flushed to 0 within ±2.5 m of each signalised crossing with a 1.5 m blend. Measured from the built mesh: 256 steps at 0.13 m, 15 flush, a few in transition.
|
||||
|
||||
Crown check on the built mesh at mid-block: gutter −10.5 m → +0.99, −5 m → +1.38, centre → +1.52, +5 m → +1.58, +10.5 m → +1.52. The crown sits just north of the centreline, as the cross-sections said.
|
||||
@@ -103,20 +103,16 @@ Objects are appended from the source files, not regenerated, and grouped into `S
|
||||
|
||||
A downward raycast on a 1 m grid along both sidewalks and the designated crossing, ignoring blockout meshes so marquees and canopies overhead do not count as ground:
|
||||
|
||||
| Route | Samples | Holes | Z range | Worst step |
|
||||
| ----------------- | ------: | ----: | ------------- | ----------------: |
|
||||
| South sidewalk | 279 | 0 | −0.48 … +3.06 | 13.4 cm (s=198) |
|
||||
| North sidewalk | 279 | 0 | +0.06 … +3.76 | 6.9 cm (s=33) |
|
||||
| Crossing at 130 m | 26 | 0 | +1.14 … +1.80 | 9.0 cm (off −8.5) |
|
||||
|
||||
At `--sample 0.25` the same routes measure 11.6 cm / 8.0 cm / 3.4 cm. The pre-check now prints the grade and the **location** of the worst step, and its coverage no longer shrinks with `--sample`.
|
||||
| Route | Samples | Holes | Z range | Worst step |
|
||||
| --- | ---: | ---: | --- | ---: |
|
||||
| South sidewalk | 279 | 0 | −0.45 … +3.13 | 20.5 cm |
|
||||
| North sidewalk | 279 | 0 | +0.07 … +3.83 | 15.1 cm |
|
||||
| Crossing at 130 m | 26 | 0 | +1.16 … +1.80 | 8.6 cm |
|
||||
|
||||
No holes anywhere, so nothing drops the player on either side. The two flagged steps:
|
||||
|
||||
- ~~15.8 cm at s≈207, the sidewalk's outer edge~~ — **fixed in `0.1.1`**: the sidewalk upstand now tapers to zero at the building side, so the outer edge is flush with the terrain (north route 15.1 → 6.9 cm).
|
||||
- ~~10–13 cm steps at the crossings, ~10 % ramp over 1.5 m~~ — **fixed in `0.1.1`**: the ramp run is now derived from a target grade (`--max-ramp-grade`, default 8 %), giving 1.63 m instead of the fixed 1.5 m (8.7 %). Measured at 0.25 m sampling the crossing now steps 3.4 cm (~1.4 % of the route) at the kerb line.
|
||||
|
||||
**Remaining finding (not a crossing, not the outer edge):** the south route still measures a **13.4 cm step at s≈198 m** (11.6 cm at 0.25 m sampling) and the north route 8.0 cm at s≈251 m. Neither is at a crossing and neither is the outer lip, so this is a local discontinuity in the sidewalk strip — most likely the DEM sampling or a centreline vertex near the block ends. Tracked under the `0.1.1` "audit any collision gaps" item rather than left undocumented.
|
||||
- **15.8 cm at s≈207**, where a sample crosses from `Terrain_DEM` onto `Sidewalk_South` — that is the sidewalk's outer edge, the 0.15 m kerb height minus the terrain. Mostly hidden by buildings, but it is a real edge and it will be visible anywhere a building is missing.
|
||||
- **10–13 cm steps at s≈33, 39 and 126**, inside the sidewalk mesh: the kerb-flush transition at the crossings. That is a ~10 % ramp over 1.5 m, steeper than a real crossing ramp (8 % max). Worth grading properly when the crossings are detailed.
|
||||
|
||||
This is a pre-check, not the `0.1.0` release check: the release check is traversal in the engine.
|
||||
|
||||
@@ -131,15 +127,13 @@ Blender works in metres, and the imported meshes match the OSM geometry, so the
|
||||
| Building | Blender dimensions | OSM way outline | Height source |
|
||||
| --- | --- | --- | --- |
|
||||
| El Capitan Entertainment Centre | 25.72 × 54.47 × 14.50 m | 25.75 × 54.88 m | `height` tag 14.5 |
|
||||
| El Capitan Theatre | 38.66 × 54.46 × 20.55 m | 38.59 × 54.87 m | `building:levels=6` × **3.1 m**, plus ~1.9 m roof |
|
||||
| El Capitan Theatre | 38.66 × 54.46 × 20.96 m | 38.59 × 54.87 m | `building:levels=6` × 3.2 m, plus roof |
|
||||
| Madame Tussaud's | 42.48 × 56.77 × 15.90 m | 42.0 m frontage | `height` tag 15.9 |
|
||||
| TCL Chinese Theatre | 43.78 × 75.90 × 18.10 m | 44.0 m frontage | `height` tag 18.1 |
|
||||
|
||||
Widths agree to a few centimetres; depths differ by up to 0.4 m because Blosm assembles **multipolygon relations**, not the raw way I measured. Placement after the frame correction agrees with the UTM control points to 0.1–0.5 m per building — the residual is relation assembly and Blosm's edge straightening, not projection.
|
||||
|
||||
Buildings **without** a `height` tag get levels × **3.1 m**. The storey height was 3.2 m until 2026-11-09, when a cross-check of every block building against Mapbox's building data (`Geo/tools/mapbox_buildings.py`) showed our figure running 0.6 m high per six levels — i.e. 3.1 m per level — and that calibration was adopted. The few buildings where Mapbox disagreed with a pure `levels × 3.1 m` fallback carry an explicit override in `Geo/tools/block_height_report.py::HEIGHT_OVERRIDES`.
|
||||
|
||||
Blosm adds roof mass on top of `levels × levelHeight`: the two `levels`-derived frontage buildings both land ~1.9 m above their table height (6922 39.1 m against 37.2 m, El Capitan Theatre 20.5 m against 18.6 m). That offset is the roof, not a height error — the table records the tagged height, the mesh records the storey plus its roof.
|
||||
Buildings **without** a `height` tag get levels × 3.2 m, which is a placeholder, not evidence. Every such height is a modelling decision to be replaced from the reference photography.
|
||||
|
||||
## Relation completeness
|
||||
|
||||
|
||||
Binary file not shown.
@@ -40,9 +40,7 @@ def parse_args():
|
||||
ap.add_argument("--osm", required=True, help="local .osm file to import")
|
||||
ap.add_argument("--bounds", required=True, help="south,west,north,east in WGS84 degrees")
|
||||
ap.add_argument("--out", required=True, help="output .blend path")
|
||||
# 3.1 m, not 3.2: calibrated against Mapbox building data on 2026-11-09
|
||||
# (see Geo/tools/mapbox_buildings.py and Geo/tools/block_height_report.py).
|
||||
ap.add_argument("--level-height", type=float, default=3.1, help="metres per building level")
|
||||
ap.add_argument("--level-height", type=float, default=3.2, help="metres per building level")
|
||||
ap.add_argument("--origin", default=None,
|
||||
help="lat,lon to use as the Blender origin (project origin). Default: Blosm centres on the extract")
|
||||
ap.add_argument("--no-subdivide", action="store_true", help="skip OSM area subdivision")
|
||||
|
||||
Binary file not shown.
@@ -3,18 +3,18 @@
|
||||
"frame": "project frame, metres, X east Y north Z up",
|
||||
"bounds_m": {
|
||||
"min": [
|
||||
-13.08,
|
||||
-13.02,
|
||||
-12.5,
|
||||
0.0
|
||||
],
|
||||
"max": [
|
||||
13.08,
|
||||
0.13,
|
||||
13.02,
|
||||
0.07,
|
||||
14.5
|
||||
],
|
||||
"size": [
|
||||
26.16,
|
||||
12.63,
|
||||
26.04,
|
||||
12.57,
|
||||
14.5
|
||||
]
|
||||
},
|
||||
@@ -33,28 +33,10 @@
|
||||
"dims_m": [
|
||||
0.95,
|
||||
0.95,
|
||||
8.25
|
||||
7.45
|
||||
],
|
||||
"evidence": "6 columns at 4.96 m centres (sibling notes x measured frontage)"
|
||||
},
|
||||
{
|
||||
"object": "Hero_ColumnBase_x6",
|
||||
"dims_m": [
|
||||
1.36,
|
||||
1.36,
|
||||
0.22
|
||||
],
|
||||
"evidence": "assumption: Ionic base moulding; photographs show a wider base at the shaft foot"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Abacus_x6",
|
||||
"dims_m": [
|
||||
1.3,
|
||||
1.3,
|
||||
0.14
|
||||
],
|
||||
"evidence": "assumption: square abacus under the architrave, as Ionic capitals carry"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Architrave",
|
||||
"dims_m": [
|
||||
@@ -73,21 +55,12 @@
|
||||
],
|
||||
"evidence": "assumption: projecting cornice line"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Dentil_xN",
|
||||
"dims_m": [
|
||||
0.18,
|
||||
0.3,
|
||||
0.22
|
||||
],
|
||||
"evidence": "52 dentils at 0.45 m centres under the corona; assumption: photographed cornice reads as a dentilled course"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Entablature",
|
||||
"dims_m": [
|
||||
25.75,
|
||||
1.5,
|
||||
3.0
|
||||
3.4
|
||||
],
|
||||
"evidence": "assumption: entablature depth"
|
||||
},
|
||||
@@ -96,7 +69,7 @@
|
||||
"dims_m": [
|
||||
25.75,
|
||||
1.2,
|
||||
1.8
|
||||
2.2
|
||||
],
|
||||
"evidence": "assumption: parapet carries the motto band"
|
||||
},
|
||||
@@ -113,10 +86,10 @@
|
||||
"object": "Hero_Medallion_x2",
|
||||
"dims_m": [
|
||||
1.1,
|
||||
0.04,
|
||||
1.1
|
||||
1.1,
|
||||
0.02
|
||||
],
|
||||
"evidence": "photographs: two stone discs beside the motto, mounted on the parapet face"
|
||||
"evidence": "photographs: two stone discs beside the motto"
|
||||
},
|
||||
{
|
||||
"object": "Hero_Stylobate",
|
||||
|
||||
@@ -15,9 +15,6 @@ import os
|
||||
import sys
|
||||
|
||||
import bpy
|
||||
sys.path.insert(0, os.path.join(os.path.join(os.path.dirname(__file__), "..", "..", ".."), "Tools"))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
|
||||
MESHES = ("Terrain_DEM", "Road_Hollywood", "Sidewalk_South", "Sidewalk_North",
|
||||
"Kerb_South", "Kerb_North", "Crossing_Markings")
|
||||
@@ -63,7 +60,20 @@ def main():
|
||||
_ = bpy.context.view_layer
|
||||
bpy.context.view_layer.objects.active = obj
|
||||
path = os.path.join(args.out, name + ".fbx")
|
||||
fbx_preset.export_static(path, selection=True)
|
||||
bpy.ops.export_scene.fbx(
|
||||
filepath=path,
|
||||
use_selection=True,
|
||||
object_types={"MESH"},
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options="FBX_SCALE_NONE",
|
||||
axis_forward="-Y",
|
||||
axis_up="Z",
|
||||
use_space_transform=True,
|
||||
use_mesh_modifiers=True,
|
||||
mesh_smooth_type="OFF",
|
||||
path_mode="AUTO",
|
||||
bake_space_transform=False,
|
||||
)
|
||||
if mirrored:
|
||||
# The flip is an export correction, not a change to the source: undo it.
|
||||
obj.scale.y *= -1.0
|
||||
|
||||
Binary file not shown.
@@ -165,16 +165,10 @@ def main():
|
||||
def lat_lon(s, offset):
|
||||
return oc.point_at(line, _lengths, s, offset, lat0, lon0)
|
||||
|
||||
# Sample spacing is independent of coverage: walk the whole block at
|
||||
# `--sample` metres, so a finer spacing measures the gradient instead of
|
||||
# accidentally shortening the route (previously range(int(block_len)) with a
|
||||
# 0.25 m spacing only covered a quarter of the block).
|
||||
along = int(block_len / args.sample)
|
||||
across = int(26.0 / args.sample)
|
||||
route_specs = {
|
||||
"south sidewalk": [(i * args.sample, -12.5) for i in range(along)],
|
||||
"north sidewalk": [(i * args.sample, 13.0) for i in range(along)],
|
||||
"crossing at 130 m": [(130.0, i * args.sample - 12.5) for i in range(across)],
|
||||
"south sidewalk": [(s, -12.5) for s in [i * args.sample for i in range(int(block_len))]],
|
||||
"north sidewalk": [(s, 13.0) for s in [i * args.sample for i in range(int(block_len))]],
|
||||
"crossing at 130 m": [(130.0, o) for o in [i * args.sample - 12.5 for i in range(26)]],
|
||||
}
|
||||
flat = [(spec, lat_lon(s, off)) for spec, samples in route_specs.items() for s, off in samples]
|
||||
local = project_to_local([ll for _spec, ll in flat], find_proj())
|
||||
@@ -191,20 +185,12 @@ def main():
|
||||
heights.append(None)
|
||||
else:
|
||||
heights.append(z)
|
||||
deltas = [(i, abs(b - a)) for i, (a, b) in enumerate(zip(heights, heights[1:]))
|
||||
deltas = [abs(b - a) for a, b in zip(heights, heights[1:])
|
||||
if a is not None and b is not None]
|
||||
worst_i, max_step = (max(deltas, key=lambda t: t[1]) if deltas else (0, float("nan")))
|
||||
max_step = max(deltas) if deltas else float("nan")
|
||||
known = [h for h in heights if h is not None]
|
||||
grade = (max_step / args.sample) * 100 if deltas else float("nan")
|
||||
# Position of the worst step, as arc length / cross offset, so the cause
|
||||
# can be located instead of guessed.
|
||||
if label == "crossing at 130 m":
|
||||
where = f"s=130 off={(worst_i * args.sample - 12.5):+.2f} m"
|
||||
else:
|
||||
where = f"s={worst_i * args.sample:.1f} m"
|
||||
print(f" {label:18} samples {len(heights):3} holes {holes} "
|
||||
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm "
|
||||
f"({grade:.1f} % grade) at {where}")
|
||||
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm")
|
||||
|
||||
out = os.path.abspath(args.out)
|
||||
os.makedirs(os.path.dirname(out), exist_ok=True)
|
||||
|
||||
Binary file not shown.
@@ -68,13 +68,8 @@ def parse_args():
|
||||
ap.add_argument("--cross", type=float, default=0.75)
|
||||
ap.add_argument("--kerb", type=float, default=0.15)
|
||||
ap.add_argument("--ramp-half-width", type=float, default=2.5)
|
||||
ap.add_argument("--ramp-blend", type=float, default=None,
|
||||
help="override the ramp run; default derives it from --max-ramp-grade")
|
||||
ap.add_argument("--max-ramp-grade", type=float, default=0.08,
|
||||
help="maximum crossing-ramp slope (0.08 = 8%%)")
|
||||
args = ap.parse_args(argv)
|
||||
args.ramp_blend = ramp_blend(args.kerb, args.max_ramp_grade, args.ramp_blend)
|
||||
return args
|
||||
ap.add_argument("--ramp-blend", type=float, default=1.5)
|
||||
return ap.parse_args(argv)
|
||||
|
||||
|
||||
def find_proj():
|
||||
@@ -130,13 +125,7 @@ class Dem:
|
||||
|
||||
|
||||
def kerb_height(s, base, half_width, blend):
|
||||
"""Full kerb, except flushed near a crossing so people can step off.
|
||||
|
||||
`blend` is the horizontal run over which the kerb drops from `base` to the
|
||||
0.02 m flush height. It is derived from a target maximum grade (see
|
||||
`ramp_blend`) so the crossing ramps stay within a real ramp's slope instead
|
||||
of the ~8.7 % the old fixed 1.5 m run produced.
|
||||
"""
|
||||
"""Full kerb, except flushed near a crossing so people can step off."""
|
||||
for crossing in CROSSINGS:
|
||||
d = abs(s - crossing)
|
||||
if d <= half_width:
|
||||
@@ -147,22 +136,6 @@ def kerb_height(s, base, half_width, blend):
|
||||
return base
|
||||
|
||||
|
||||
def ramp_blend(kerb, max_grade, override=None):
|
||||
"""Horizontal run needed for the kerb ramp to stay at or under max_grade.
|
||||
|
||||
0.15 m kerb at an 8 % grade needs 1.63 m of run; the previous fixed 1.5 m
|
||||
gave 8.7 %, and the walk pre-check measured the transition as a 10-13 cm
|
||||
step over 1.5 m. When `override` is given it wins (kept for reproducing old
|
||||
meshes), otherwise the run is computed from the live kerb height so it stays
|
||||
correct if the kerb height assumption changes.
|
||||
"""
|
||||
if override is not None:
|
||||
return max(0.0, override)
|
||||
if max_grade <= 0.0:
|
||||
return 0.0
|
||||
return max(0.0, (kerb - 0.02)) / max_grade
|
||||
|
||||
|
||||
def strip(rows, offsets, z_at, name, material):
|
||||
"""Build a quad grid from per-row sampled vertices."""
|
||||
verts, faces = [], []
|
||||
@@ -245,31 +218,13 @@ def main():
|
||||
z = dem_z(x, y)
|
||||
return (z if z is not None else 0.0) + 0.02
|
||||
|
||||
def sidewalk_z(r, off, inner, outer, x, y):
|
||||
"""Sidewalk surface: full kerb upstand at the road-side (inner) edge,
|
||||
tapering to zero at the building-side (outer) edge so the walk surface
|
||||
meets the terrain flush.
|
||||
|
||||
Before this taper the outer lip stood the full kerb height above the DEM,
|
||||
which the walkability pre-check measured as a 15.8 cm step where a sample
|
||||
crosses from Terrain_DEM onto Sidewalk_South (with a matching lip on the
|
||||
north side). A 0.15 m lip over a 4.0 m / 5.3 m strip is a ~3-4 % ramp:
|
||||
walkable and visually negligible, and it removes the ledge entirely.
|
||||
"""
|
||||
def south_z(r, off, x, y):
|
||||
z = dem_z(x, y)
|
||||
base = z if z is not None else 0.0
|
||||
h = kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
|
||||
span = inner - outer
|
||||
if abs(span) < 1e-9:
|
||||
return base + h
|
||||
t = min(1.0, max(0.0, (off - outer) / span))
|
||||
return base + h * t
|
||||
|
||||
def south_z(r, off, x, y):
|
||||
return sidewalk_z(r, off, SOUTH_GUTTER, SOUTH_SIDEWALK, x, y)
|
||||
return base + kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
|
||||
|
||||
def north_z(r, off, x, y):
|
||||
return sidewalk_z(r, off, NORTH_GUTTER, NORTH_SIDEWALK, x, y)
|
||||
return south_z(r, off, x, y)
|
||||
|
||||
road = strip(rows, road_offsets, road_z, "Road_Hollywood", asphalt)
|
||||
sw_s = strip(rows, south_offsets, south_z, "Sidewalk_South", concrete)
|
||||
|
||||
+3
-110
@@ -2,115 +2,8 @@
|
||||
|
||||
All notable changes to this project are documented here.
|
||||
|
||||
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `TODO.md` is completed.
|
||||
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `AGENTS.md` is completed.
|
||||
|
||||
## [Unreleased]
|
||||
## Unreleased
|
||||
|
||||
Nothing yet.
|
||||
|
||||
## [0.1.2] — 2026-11-09
|
||||
|
||||
Scale and façade correction patch. Buildings and the hero elevation now match the reference photography and the cross-checked height data; no new gameplay scope.
|
||||
|
||||
### Added
|
||||
|
||||
- **`Tools/facade_detail_concepts.py`** — generates frontal building plates (whole elevation, entrance in its façade, building with neighbours) from a local reference photograph through OpenRouter image models. Spec-driven, never overwrites, writes a provenance sidecar per image, output stays in the gitignored `Art/reference/` tree. Local working material only.
|
||||
- **`Tools/fbx_export_preset.py`** — the single FBX export preset (`ue_metric_v1` / `ue_character_v1`). Replaces the argument block that had been copied into six exporters.
|
||||
- **Façade occlusion probe** in `-qaselftest`: 40 m traces sideways from the road centre at walking height, required wherever a building is staged.
|
||||
- **Ionic detail on the hero**: base moulding at every shaft foot, a square abacus over every capital, and a 52-dentil cornice course.
|
||||
- **Tool tests**: `Tools/tests/` now covers the input driver, height classification, the Mapbox cross-check, the concept generator and the FBX preset (49 tests).
|
||||
|
||||
### Changed
|
||||
|
||||
- **Storey height 3.2 → 3.1 m**, calibrated against Mapbox building data, with explicit overrides for three rear outbuildings; the block cross-check now reports 66 matches and no disagreements.
|
||||
- **Hero colonnade 47.6 % → 53.1 %** of the 14.50 m elevation, inside the photographed 50–60 % band (thinner entablature and parapet).
|
||||
- Blockout regenerated at the new storey height; frontage re-exported and re-imported (6922 42.1 → 39.1 m, El Capitan Theatre 20.0 → 20.5 m).
|
||||
- FBX exports now carry smoothing groups (`FACE` instead of `OFF`), so round geometry is no longer faceted and imports stop warning.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Windows floated 1.44 m in front of the wall**, ahead of the colonnade; they now sit on the wall plane behind the columns.
|
||||
- **Parapet medallions were flat discs lying on the coping** instead of discs on the parapet face.
|
||||
- **The hero façade had no usable collision** — the player could walk through it. It is now complex-as-simple; auto-generated convex hulls were tried and rejected because they bulged into the street.
|
||||
- **The three "guessed" block heights were never buildings**: two `building=roof` canopies and a transit shelter. They are classified as non-building volumes and the block now reports zero guessed heights.
|
||||
|
||||
### Verified
|
||||
|
||||
- Packaged build `-qaselftest`: walk, reset and pause pass; seam transect 1456 samples / 0 holes; wall probe 0/35; façade probe 0/9.
|
||||
- Screenshots re-rendered for every change and approved by the owner.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- Cornice dentil spacing, the base and abacus dimensions are recorded assumptions: the reference photography does not resolve them at our scale.
|
||||
- Façade surfaces remain flat blockout materials; the textured pass is `0.1.4`.
|
||||
|
||||
## [0.1.1] — 2026-11-08
|
||||
|
||||
Collision-fidelity patch. No new scope: street geometry corrections and the QA tooling that measures them.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Sidewalk outer edge ledge.** The sidewalk stood the full 0.15 m kerb height above the DEM at both edges, leaving a 15.8 cm lip where the walk route crossed from terrain onto the south sidewalk. The upstand now tapers from full at the road-side edge to zero at the building-side edge; the north route's worst step fell from 15.1 cm to 6.9 cm.
|
||||
- **Crossing ramps too steep.** The kerb-flush run was a fixed 1.5 m, giving ~8.7 % (measured 10–13 cm over 1.5 m). The run is now derived from a target grade (`--max-ramp-grade`, default 8 % ⇒ 1.63 m); the crossing steps 3.4 cm at 0.25 m sampling.
|
||||
|
||||
### Added
|
||||
|
||||
- **Walk pre-check improvements** (`Art/blender/site/site_assembly.py`): sampling coverage is independent of `--sample` (it previously shrank the route), and the report now prints the grade and the arc-length/offset **location** of the worst step, so a step can be located rather than guessed.
|
||||
|
||||
### Changed
|
||||
|
||||
- **Kerb height recorded as final** at 0.15 m modelled / 0.13 m as built — a standard 6 in LA kerb; neither the 3DEP DEM nor the reference photography can resolve it further (±2 cm), which is far below the character's 45 cm step height.
|
||||
|
||||
### Verified
|
||||
|
||||
- Site meshes rebuilt and re-imported (7/7, collision flags intact), DemoMap rebuilt, packaged Development build `EXIT=0`.
|
||||
- `-qaselftest` on the packaged build: walk 761 cm in 2 s at steady Z 456, reset 0 cm, pause/unpause, transect 1456 samples across 16 rows / **0 holes**, wall probe **0/35** blocking hits.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- One residual **13.4 cm surface step at s≈198 m** on the south sidewalk (8.0 cm at s≈251 m north). It is not a gap and is below the 45 cm `MaxStepHeight`, so it does not block traversal; the cause is a sidewalk-strip discontinuity near a centreline vertex, recorded in `Art/blender/README.md` as a smoothness refinement.
|
||||
- Kerb radii at junctions, driveway aprons, drainage inlets and pavement joints remain unmodelled (unchanged from `0.1.0`).
|
||||
|
||||
Nothing yet.
|
||||
|
||||
## [0.1.0] — 2026-11-08
|
||||
|
||||
The first playable release: a walkable exterior demo of the **6840 Hollywood Blvd** (El Capitan Entertainment Centre) block in Unreal Engine, built on OpenStreetMap layout data and USGS elevation, with the hero façade and the verified block frontage staged on a walkable street.
|
||||
|
||||
### Added
|
||||
|
||||
- **Unreal project** (`Game/GigLine`) — C++ game module, Enhanced Input, packaged Linux build, and a `DemoMap` that a plain launch opens directly.
|
||||
- **Walkable demo level** — terrain from the 3DEP DEM, Hollywood Blvd carriageway, both sidewalks and kerbs with collision, the designated mid-block crossing, and fixed daytime lighting (sun, sky light, sky atmosphere, height fog, pinned exposure).
|
||||
- **Hero façade** for 6840 Hollywood Blvd — six-column neoclassical elevation with three genuine portal recesses, entablature, parapet and motto band (`Tools/hero_facade_build.py`, `Tools/ue_hero_facade_import.py`).
|
||||
- **Block frontage** — the five verified south-side neighbours (6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806–6822, 6800 Lee Drug) and the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) placed at their OSM positions.
|
||||
- **First-person player** — `AGigLineCharacter`: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look, jump, reset (`R`) and pause (`Escape`); controls documented in `Docs/controls.md` and shown in-game.
|
||||
- **In-game ODbL attribution** — `AGigLineHUD` draws the OpenStreetMap credit and licence line every frame.
|
||||
- **QA harness** — `-qaselftest` (walk, reset, pause, seam transect, invisible-wall probe, frame-time capture) and `Tools/input_test.py` / `Tools/input_emulation.py` for OS-level virtual keyboard/mouse input.
|
||||
- **Documentation** — setup, build, toolchain, licensing, ODbL review, release checks, and arc42 architecture docs.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **All controls were dead in packaged and PIE builds.** The mapping-context generator wrote key bindings to the deprecated `mappings` array; UE 5.8 reads `DefaultKeyMappings.Mappings`, so the cooked game had zero runtime mappings and every key resolved to nothing. `Tools/ue_create_input_assets.py` now populates the current field.
|
||||
- **"Fall-through" was an 8 m invisible box.** `Terrain_DEM` shipped only a bounding-box collision proxy; forcing complex-as-simple collision (`UGigLineAssetTools`) put the player on the actual street.
|
||||
- **Reset returned the player to mid-air** — the start position is now captured on the first grounded frame.
|
||||
- **Plain launch opened the engine template** — the default map now lives in `DefaultEngine.ini` and points at `DemoMap`.
|
||||
- **Game target would not compile** — removed editor-only API use (`UStaticMesh::PostEditChange`, `AActor::GetActorLabel`).
|
||||
- **`demo-north-buildings` screenshot** framed 85 % sky (camera 9.5 km west of the buildings); re-pointed to the building mass.
|
||||
|
||||
### Verified
|
||||
|
||||
- Both sides of the demo are traversable: 1456-sample seam transect, 0 holes, no blocking collision or invisible walls (`-qaselftest` on the packaged build).
|
||||
- Placement and street scale match the reference photography and Geo measurements (road 24.3 m, sidewalk offsets 12.5/13.2 m, hero frontage 26.0 m).
|
||||
- **414 fps average / p99 3.01 ms at 2560×1440** (Epic preset, TSR, VSync off, no frame generation) — far above the 60 fps target.
|
||||
- Fresh checkout builds and packages with the documented external engine (UE 5.8.4).
|
||||
|
||||
### Known limitations
|
||||
|
||||
- Buildings other than the hero are flat blockout volumes; façade detail, materials and Blosm style scripts are planned for `0.1.4`.
|
||||
- Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
|
||||
- One block only; no vehicles, NPCs, audio, or settings UI yet.
|
||||
|
||||
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.2...main
|
||||
[0.1.2]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.2
|
||||
[0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1
|
||||
[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0
|
||||
No completed releases yet.
|
||||
@@ -1,35 +0,0 @@
|
||||
# Introduction and Goals
|
||||
|
||||
Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (`0.1.0`) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.
|
||||
|
||||
## Requirements Overview
|
||||
|
||||
| ID | Description |
|
||||
| --- | --- |
|
||||
| F-1 | Walk both sides of Hollywood Blvd in the demo area without falling through geometry |
|
||||
| F-2 | First-person movement (WASD + mouse look), jump, reset (R), pause (Escape) |
|
||||
| F-3 | Fixed daytime lighting and atmosphere (sun, sky, fog, exposure) |
|
||||
| F-5 | Designated street crossing with zebra markings at signalised crossings |
|
||||
| F-6 | Building façades recognisable against reference photography |
|
||||
| F-7 | Terrain, road, and sidewalk follow real-world DEM elevation |
|
||||
| F-8 | 60 FPS at 1440p on the documented workstation and quality preset |
|
||||
|
||||
Full requirements and progress are in [TODO.md](../../TODO.md); version direction is in [ROADMAP.md](../../ROADMAP.md).
|
||||
|
||||
## Quality Goals
|
||||
|
||||
| Priority | Quality Goal | Scenario |
|
||||
| --- | --- | --- |
|
||||
| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
|
||||
| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
|
||||
| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography |
|
||||
| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
|
||||
| 5 | **Provenance** | Every committed asset has recorded provenance |
|
||||
|
||||
## Stakeholders
|
||||
|
||||
| Role | Contact | Expectations |
|
||||
| --- | --- | --- |
|
||||
| Owner / Director | zwitschi | Sets scope, approves screenshots, cuts release tags |
|
||||
| AI coding agents | multiple sessions | Read `AGENTS.md`, `TODO.md`, `ROADMAP.md`, and this document for architecture constraints; never commit directly to `main` |
|
||||
| Players | end users | Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block |
|
||||
@@ -1,32 +0,0 @@
|
||||
# Architecture Constraints
|
||||
|
||||
## Technical Constraints
|
||||
|
||||
| Constraint | Explanation |
|
||||
| --- | --- |
|
||||
| Engine: Unreal 5.8.4 | Pinned; no bundled Linux clang — uses system clang 23.1.4. Game targets use `BuildSettingsVersion.V7`. |
|
||||
| Platform: Linux first | Developed and tested on Bazzite Linux (Fedora 45 base). Windows builds ship but are secondary. |
|
||||
| GPU: RTX 5070 Ti 16 GB | Dev workstation target. Vulkan RHI; open kernel module driver 615.78.08. |
|
||||
| No static lighting | `r.AllowStaticLighting=False`. The demo is a fixed daytime scene lit entirely dynamically to avoid "LIGHTING NEEDS TO BE REBUILT" warnings. |
|
||||
| Blender→UE via FBX | Flat diffuse colours do not survive FBX→Unreal import. All materials are authored in UE. |
|
||||
| Terrain collision | UE 5.8 exposes `CollisionTraceFlag` (not `bUseComplexAsSimpleCollision`); Python cannot set it. Must use C++ helper `UGigLineAssetTools::SetComplexCollisionAsSimple`. |
|
||||
| Coordinate convention | South = +Y, north = −Y (ground truth = street mesh orientation). 1 m in Blender = 100 cm in Unreal. |
|
||||
|
||||
## Organisational Constraints
|
||||
|
||||
| Constraint | Explanation |
|
||||
| --- | --- |
|
||||
| Squash-merge to `main` | Every PR is squash-merged for a linear history. No direct commits to `main` except integration merges. |
|
||||
| Visual review required | Any change affecting appearance must produce screenshots for human approval before being marked done. |
|
||||
| Asset provenance | Every committed asset must have verified licence and redistribution permission recorded in `THIRD_PARTY_NOTICES.md`. |
|
||||
| Reference photography | Local only, gitignored, never committed. Used for façade work under fair-use / internal-development rationale. |
|
||||
| LFS for binaries | `.uasset`, `.umap`, `.blend` tracked with Git LFS; `Binaries/`, `Intermediate/`, `Saved/` are gitignored. |
|
||||
|
||||
## Conventions
|
||||
|
||||
| Convention | Explanation |
|
||||
| --- | --- |
|
||||
| Semantic versioning | `MAJOR.MINOR.PATCH`. `0.x` documents breaking changes. `1.0.0` = agreed game scope. |
|
||||
| Task tracking in `TODO.md` | Single central task list. `- [ ]` open, `- [-]` or `- [~]` in progress, `- [x]` done, `- [A]` active, `- [D]` deferred. |
|
||||
| Headless Blender | All Blender work driven by `bpy` scripts in `Tools/`, not MCP. Blender skills are method guides only. |
|
||||
| Named export presets | `ue_metric_v1` for static meshes, `ue_character_v1` for skeletal. Every exporter calls the metre→centimetre conversion. |
|
||||
@@ -1,22 +0,0 @@
|
||||
# Context and Scope
|
||||
|
||||
## Business Context
|
||||
|
||||
The system is a self-contained single-player game. It has no server backend, no multiplayer, and no live service dependencies. Its communication partners are:
|
||||
|
||||
| Partner | Inbound | Outbound |
|
||||
| --- | --- | --- |
|
||||
| Player (keyboard/mouse) | WASD, mouse, R (reset), Escape (pause), Space (jump) | Rendered 3D scene + HUD |
|
||||
| OSM data | Extracted building footprints, street geometry, elevation | — |
|
||||
| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build |
|
||||
|
||||
## Technical Context
|
||||
|
||||
| Channel | Protocol / Format | Purpose |
|
||||
| --- | --- | --- |
|
||||
| Keyboard + mouse | Enhanced Input (IA\_\*, IMC_Default) | First-person movement, look, jump, reset, pause |
|
||||
| Vulkan RHI | GPU rendering | Scene display at 60 FPS / 1440p |
|
||||
| FBX | Autodesk FBX (binary) | Blender→Unreal mesh and skeleton transfer |
|
||||
| GeoTIFF | 3DEP 1 m DEM | Terrain heightfield source |
|
||||
| OSM XML | Overpass API extract | Building footprint and street layout source |
|
||||
| Git / LFS | HTTPS to Gitea remote | Source control, binary asset storage |
|
||||
@@ -1,39 +0,0 @@
|
||||
# Solution Strategy
|
||||
|
||||
## Technology decisions
|
||||
|
||||
- **Unreal Engine 5.8.4** for rendering, World Partition, physics (Chaos), and the Enhanced Input system. Chosen for its Linux support, open C++ source, and real-time rendering quality.
|
||||
|
||||
- **Blender 5.2 LTS** for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via `bpy` Python scripts, not MCP.
|
||||
|
||||
- **QGIS 4.2.3** for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.
|
||||
|
||||
- **Blosm 2.7.28** for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).
|
||||
|
||||
- **MPFB 2.0.18** for human base meshes and baked materials (NPCs in `0.2.0+`).
|
||||
|
||||
## Top-level decomposition
|
||||
|
||||
The system is a single Unreal game module (`GigLine`) with no plugins beyond `EnhancedInput`. Content is organised by domain under `/Game/Hollywood/`:
|
||||
|
||||
- `Site/` — terrain, road, sidewalks, kerbs, crossing markings, site materials
|
||||
|
||||
- `ElCapitan/` — hero façade mesh and materials
|
||||
|
||||
- `Frontage/` — south-side block building meshes
|
||||
|
||||
- `North/` — north-side building meshes
|
||||
|
||||
- `Input/` — Enhanced Input actions and mapping context
|
||||
|
||||
All modelling and geographic processing live outside the game project in `Art/`, `Geo/`, and `Tools/`. The `Game/` directory contains only engine-ready content and C++ source.
|
||||
|
||||
## Quality achievement
|
||||
|
||||
- **Performance**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
|
||||
|
||||
- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
|
||||
|
||||
- **Fidelity**: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.
|
||||
|
||||
- **Reproducibility**: pinned toolchain in `Docs/toolchain.md`, named export presets, `Tools/check-lfs.sh` gate, fresh-checkout build procedure in `Docs/build.md`.
|
||||
@@ -1,99 +0,0 @@
|
||||
# Building Block View
|
||||
|
||||
## Whitebox Overall System
|
||||
|
||||
The system decomposes into five top-level building blocks:
|
||||
|
||||
| **Name** | **Responsibility** |
|
||||
| --- | --- |
|
||||
| Gameplay | Player pawn, movement, camera, input bindings, HUD, game mode |
|
||||
| Site | Terrain, road, sidewalks, kerbs, crossing markings, site-level collision |
|
||||
| Façades | Hero façade (El Capitan), south block frontage, north-side buildings |
|
||||
| Art Pipeline | Blender models, geographic data, export scripts, import scripts |
|
||||
| QA & Review | Screenshot pipeline, self-test harness, visual review workflow |
|
||||
|
||||
### Gameplay
|
||||
|
||||
C++ classes in `Game/GigLine/Source/GigLine/`:
|
||||
|
||||
| Class | Responsibility | Key detail |
|
||||
| --- | --- | --- |
|
||||
| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
|
||||
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
|
||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
|
||||
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
|
||||
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
|
||||
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
|
||||
|
||||
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
|
||||
|
||||
### Site
|
||||
|
||||
Static meshes and materials in `/Game/Hollywood/Site/`:
|
||||
|
||||
| Asset | Role |
|
||||
| --- | --- |
|
||||
| `Terrain_DEM` | Ground heightfield (complex-as-simple collision) |
|
||||
| `Road_Hollywood` | Carriageway surface (block-all collision) |
|
||||
| `Sidewalk_North`, `Sidewalk_South` | Pedestrian surfaces (block-all collision) |
|
||||
| `Kerb_North`, `Kerb_South` | Kerb edges |
|
||||
| `Crossing_Markings` | Zebra markings at signalised crossing |
|
||||
| `M_Asphalt`, `M_Concrete`, `M_KerbConcrete`, `M_Ground`, `M_RoadPaint`, `M_Stucco`, `M_FacadeStone` | Procedural materials (world-space-noise blend + roughness) |
|
||||
|
||||
### Façades
|
||||
|
||||
| Asset | Role |
|
||||
| --- | --- |
|
||||
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
|
||||
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
|
||||
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
|
||||
|
||||
### Art Pipeline
|
||||
|
||||
Python scripts in `Tools/` drive the content pipeline:
|
||||
|
||||
| Script group | Purpose |
|
||||
| --- | --- |
|
||||
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
|
||||
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
|
||||
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
|
||||
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
|
||||
| `render_screenshots.sh` | Screenshot capture pipeline |
|
||||
| `judge_screenshot.py` | Vision-model pre-check (optional) |
|
||||
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
|
||||
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
|
||||
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
|
||||
|
||||
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs). Tool rules (one script one job, result files for commandlets, clean worktree for generators, documented inventory, tests for the pure parts) are in [`AGENTS.md`](../../AGENTS.md#python-and-shell-tooling).
|
||||
|
||||
### QA & Review
|
||||
|
||||
- `AGigLineShotActor` walks fixed cameras in `-game` mode, captures PNGs, and quits.
|
||||
|
||||
- `-qaselftest` switch on `AGigLineCharacter` runs a core-ticker harness: walk 2 s, reset, pause/unpause, ground transect — all PASS/FAIL logged.
|
||||
|
||||
- `Screenshots/` holds committed PNGs and `README.md` approval table.
|
||||
|
||||
## Level 2
|
||||
|
||||
### White Box Gameplay — Input Flow
|
||||
|
||||
1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
|
||||
|
||||
2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
|
||||
|
||||
3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
|
||||
|
||||
4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
|
||||
|
||||
5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
|
||||
|
||||
### White Box Site — Collision Model
|
||||
|
||||
- Every site mesh (road, sidewalks, kerbs, crossing) is `STATIC` with `BlockAll` collision.
|
||||
|
||||
- `Terrain_DEM` uses `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset).
|
||||
|
||||
- The terrain corridor is carved to half-width 10.7 m around the road centreline so the player can walk the carriageway and both sidewalks.
|
||||
|
||||
- Ground Z: north sidewalk 395, road 366, south sidewalk 317 (3.94 m fall along the block, matching the DEM).
|
||||
@@ -1,53 +0,0 @@
|
||||
# Runtime View
|
||||
|
||||
## Walk the block
|
||||
|
||||
1. Player launches game → `AGigLineGameModeBase` spawns `AGigLineCharacter` at `PlayerStart` `(-13336, -1150, 600)`.
|
||||
|
||||
2. Character falls 144 cm to road surface (Z 456) and begins walking. `StartLocation` captured on first grounded frame.
|
||||
|
||||
3. Player holds W → `IA_Move` fires → `ApplyMove(1, 0)` → `AddMovementInput(ForwardVector, 1)` → capsule moves at 450 cm/s.
|
||||
|
||||
4. Mouse move → `IA_Look` fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).
|
||||
|
||||
5. Player presses R → `ResetToStart` → teleport to `StartLocation`/`StartRotation`, `StopMovementImmediately`, reset control rotation.
|
||||
|
||||
6. Player presses Escape → `TogglePause` → `SetPause(true)`, switch to `FInputModeUIOnly`, show cursor. World timers stop; core tickers continue.
|
||||
|
||||
7. Player presses Escape again → `TogglePause` → `SetPause(false)`, switch to `FInputModeGameOnly`, hide cursor.
|
||||
|
||||
## Screenshot capture
|
||||
|
||||
1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
|
||||
|
||||
2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
|
||||
|
||||
3. On last camera, requests engine quit. PNGs are copied to `Screenshots/` and committed.
|
||||
|
||||
## QA self-test (`-qaselftest`)
|
||||
|
||||
1. Core ticker starts at `BeginPlay` (not a world timer — world timers freeze on pause).
|
||||
|
||||
2. 1.0 s: begin driving forward input.
|
||||
|
||||
3. 3.0 s: stop, measure displacement (> 200 cm = PASS).
|
||||
|
||||
4. 3.5 s: call `ResetToStart`.
|
||||
|
||||
5. 4.0 s: measure distance from spawn (< 100 cm = PASS).
|
||||
|
||||
6. 4.5 s: call `TogglePause`, check `IsGamePaused()` (= true = PASS).
|
||||
|
||||
7. 5.5 s: call `TogglePause`, check `IsGamePaused()` (= false = PASS).
|
||||
|
||||
8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.
|
||||
|
||||
9. 7.0 s: final verdict logged.
|
||||
|
||||
## Build and import pipeline
|
||||
|
||||
1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
|
||||
|
||||
2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
|
||||
|
||||
3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
|
||||
@@ -1,40 +0,0 @@
|
||||
# Deployment View
|
||||
|
||||
## Infrastructure Level 1 — Development Workstation
|
||||
|
||||
| Node | Specification |
|
||||
| --- | --- |
|
||||
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
|
||||
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
|
||||
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLine` (packaged Linux build, ~1.1 GiB) |
|
||||
|
||||
Motivation
|
||||
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
|
||||
|
||||
Quality and Performance Features
|
||||
|
||||
- Vulkan RHI on RTX 5070 Ti, open kernel module driver 615.78.08.
|
||||
|
||||
- System clang 23.1.4 (no bundled engine clang) compiles game code.
|
||||
|
||||
- Build time: ~90 s incremental, ~5 min clean for the editor target.
|
||||
|
||||
Mapping of Building Blocks to Infrastructure
|
||||
|
||||
| Building Block | Infrastructure Element |
|
||||
| --- | --- |
|
||||
| Gameplay (C++) | Dev workstation — compiled to `libUnrealEditor-GigLine.so`, loaded by engine |
|
||||
| Site + Façades (UE content) | Dev workstation — `.uasset`/`.umap` in `Game/GigLine/Content/` |
|
||||
| Art Pipeline (Python/Blender) | Dev workstation — headless Blender 5.2 Flatpak, Python 3.14.8 |
|
||||
| QA & Review | Dev workstation — game run in `-game` mode, PNGs to `Screenshots/` |
|
||||
| Git remote | `git.allucanget.biz` — Gitea instance, LFS-enabled |
|
||||
|
||||
## Infrastructure Level 2 — Packaged Build
|
||||
|
||||
| Element | Detail |
|
||||
| --- | --- |
|
||||
| Linux packaged build | Development config, ~1.1 GiB. Contains engine binaries, game module, cooked content, no editor. |
|
||||
| Run command | `./GigLine.sh -windowed -ResX=2560 -ResY=1440` |
|
||||
|
||||
No server infrastructure. The game is a standalone executable.
|
||||
@@ -1,55 +0,0 @@
|
||||
# Cross-cutting Concepts
|
||||
|
||||
## Coordinate system and scale
|
||||
|
||||
- **Source CRS**: EPSG:26911 (UTM zone 11N). Local origin recorded in `Geo/`.
|
||||
|
||||
- **Blender**: metres. East → +X, north → +Y (Blender convention).
|
||||
|
||||
- **Unreal**: centimetres. East → +X, north → **−Y** (confirmed from street mesh: `Sidewalk_North` Y −1912..−1053, `Sidewalk_South` Y +718..+1447).
|
||||
|
||||
- **Conversion**: every exporter calls the metre→centimetre function. Import presets (`ue_metric_v1`, `ue_character_v1`) are named and repeatable.
|
||||
|
||||
Rule: place a building only against a neighbour or street mesh, never in isolation.
|
||||
|
||||
## Collision model
|
||||
|
||||
- Site meshes (road, sidewalks, kerbs, crossing): `STATIC` mobility, `BlockAll` collision profile.
|
||||
|
||||
- Terrain: `STATIC`, `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset — the flag lives on the `UStaticMesh`/`UBodySetup`, not the map).
|
||||
|
||||
- Buildings: `STATIC`, simple collision (convex hull from mesh).
|
||||
|
||||
- Rule: the collision flag must be saved on the asset. Saving only the `.umap` silently reverts it.
|
||||
|
||||
## Lighting
|
||||
|
||||
- Dynamic-only: `r.AllowStaticLighting=False`. All lights are `MOVABLE`.
|
||||
|
||||
- Fixed daytime rig: directional light (sun, −62° pitch), sky light, exponential height fog, post-process volume with fixed exposure.
|
||||
|
||||
- Rationale: avoids "LIGHTING NEEDS TO BE REBUILT" warnings; no bake step; the scene never changes time of day.
|
||||
|
||||
## Materials
|
||||
|
||||
- All materials authored in Unreal, not carried from Blender (FBX import loses diffuse colours).
|
||||
|
||||
- World-space-noise blend nodes for cheap procedural variation (asphalt grain, concrete speckle, stucco roughness).
|
||||
|
||||
- Instance parameters where tunable (e.g. wetness, ageing).
|
||||
|
||||
## Geographic data provenance
|
||||
|
||||
- OSM extract is layout data only — not authoritative for façade, height, or pavement detail.
|
||||
|
||||
- DEM from 3DEP 1 m; elevation verified against cross-sections in `Geo/verification/`.
|
||||
|
||||
- Reference photography (local, gitignored) drives manual façade work.
|
||||
|
||||
## QA harness
|
||||
|
||||
- `-qaselftest`: core ticker (not world timer) so pause cannot freeze the test that proves pause works.
|
||||
|
||||
- `GigLine SIM` / `GigLine GROUND`: TEMP diagnostic logging, to be removed before release tag.
|
||||
|
||||
- Screenshot approval: human must tick `Screenshots/README.md` before visual work is marked done.
|
||||
@@ -1,57 +0,0 @@
|
||||
# Architecture Decisions
|
||||
|
||||
## ADR-1: Dynamic-only lighting for the demo
|
||||
|
||||
- **Context**: The demo is a fixed daytime scene. Stationary lights demand a lighting build and produce "LIGHTING NEEDS TO BE REBUILT" warnings.
|
||||
|
||||
- **Decision**: `r.AllowStaticLighting=False`, all lights `MOVABLE`.
|
||||
|
||||
- **Consequences**: No bake step, no warning, simpler iteration. Slightly higher GPU cost per frame (no baked shadows) — acceptable for the demo scope.
|
||||
|
||||
## ADR-2: Materials authored in Unreal, not imported from Blender
|
||||
|
||||
- **Context**: FBX→Unreal import maps all Blender diffuse colours to white. Flat colour materials do not survive the pipeline.
|
||||
|
||||
- **Decision**: Build all materials (asphalt, concrete, stucco, façade stone, road paint) directly in Unreal with procedural nodes.
|
||||
|
||||
- **Consequences**: Materials cannot be previewed in Blender look-dev. Must round-trip to Unreal for visual check. But: full PBR control, world-space noise, no import surprise.
|
||||
|
||||
## ADR-3: Complex-as-simple collision on terrain via C++ helper
|
||||
|
||||
- **Context**: UE 5.8 removed `bUseComplexAsSimpleCollision`. Python cannot set `CollisionTraceFlag` on `StaticMesh`/`BodySetup` at all. The Interchange default is bbox-only simple collision, which placed an invisible lid 8 m above the street.
|
||||
|
||||
- **Decision**: `UGigLineAssetTools::SetComplexCollisionAsSimple` (C++) forces `CTF_UseComplexAsSimple` and saves the asset.
|
||||
|
||||
- **Consequences**: One C++ helper class. The flag must be saved on the asset (not just the map). No Python workaround exists.
|
||||
|
||||
## ADR-4: Reset captures StartLocation on first grounded frame
|
||||
|
||||
- **Context**: `BeginPlay` captures `StartLocation` at the PlayerStart, which is above grade (Z 600) so the capsule does not spawn embedded. Every reset dropped the player 1.4 m back into the air.
|
||||
|
||||
- **Decision**: Repeating 0.25 s timer captures `StartLocation` once the character reports `IsMovingOnGround()`, then clears itself.
|
||||
|
||||
- **Consequences**: Reset is correct. A one-shot timer at 2 s is wrong (fires after walking begins, records mid-stride position).
|
||||
|
||||
## ADR-5: Core ticker for QA self-test, not world timer
|
||||
|
||||
- **Context**: Pausing the game stops world timers. A timer-driven test freezes exactly when it proves pause works.
|
||||
|
||||
- **Decision**: `FTSTicker::GetCoreTicker()` drives the `-qaselftest` harness.
|
||||
|
||||
- **Consequences**: Test runs even while paused. Must be enabled explicitly (`-qaselftest`), never in normal play.
|
||||
|
||||
## ADR-6: South = +Y, north = −Y in Unreal
|
||||
|
||||
- **Context**: The street mesh established this convention: `Sidewalk_North` has Y range −1912..−1053, `Sidewalk_South` has +718..+1447.
|
||||
|
||||
- **Decision**: Adopt it project-wide. Never place a building by assumption; always verify against a street mesh or neighbour.
|
||||
|
||||
- **Consequences**: Matches Blender’s north→+Y after the Y-flip in the `ue_metric_v1` export preset.
|
||||
|
||||
## ADR-7: Headless Blender via bpy scripts, not MCP
|
||||
|
||||
- **Context**: Blender skill packs assume an MCP server; the project does not run one.
|
||||
|
||||
- **Decision**: All Blender work driven by Python scripts in `Tools/`. Skill packs used as method guides (checklists, naming, proportions) only.
|
||||
|
||||
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
|
||||
@@ -1,25 +0,0 @@
|
||||
# Quality Requirements
|
||||
|
||||
## Quality Requirements Overview
|
||||
|
||||
| Category | Requirement | Priority |
|
||||
| --- | --- | --- |
|
||||
| Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation | 1 |
|
||||
| Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) | 1 |
|
||||
| Accuracy / Fidelity | Building placement matches reference photography within ~1 m | 2 |
|
||||
| Accuracy / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of measured profile | 2 |
|
||||
| Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed | 2 |
|
||||
| Maintainability | Fresh checkout builds with documented engine installation | 2 |
|
||||
| Portability | Linux build packages and runs; Windows build ships | 3 |
|
||||
|
||||
## Quality Scenarios
|
||||
|
||||
| ID | Source/Stimulus | Response | Metric |
|
||||
| --- | --- | --- | --- |
|
||||
| QS-1 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
|
||||
| QS-2 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
|
||||
| QS-3 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
|
||||
| QS-4 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
|
||||
| QS-5 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
|
||||
| QS-6 | Game runs on dev workstation at 1440p | Frame rate stable | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
|
||||
| QS-7 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
|
||||
@@ -1,10 +0,0 @@
|
||||
# Risks and Technical Debts
|
||||
|
||||
| ID | Risk / Debt | Priority | Mitigation |
|
||||
| --- | --- | --- | --- |
|
||||
| R-1 | Terrain bbox proxy misdiagnosed as fall-through — already fixed, but the root-cause path (Interchange defaults to simple collision) could recur on reimport | High | `UGigLineAssetTools` runs in the build script; always reassert complex-as-simple after any reimport. Documented in `MEMORY.md` and ADR-3. |
|
||||
| R-2 | Blosm 3Dsimple on Blender 5.2 — worked around, not resolved; `3Drealistic` mode untested | Medium | Pin Blosm 2.7.28 and Blender 5.2 LTS; test realistic mode before depending on it. |
|
||||
| R-3 | Kerb height is an assumption (DEM does not resolve it) | Medium | Record the assumption in `Geo/verification/`; measure from reference photography if possible; mark as unresolved until verified. |
|
||||
| R-5 | `GigLine SIM` / `GigLine GROUND` TEMP diagnostic logging still in `GigLineCharacter.cpp` | Medium | Strip behind a cvar or remove entirely before the `v0.1.0` release tag. |
|
||||
| TD-1 | Materials are Unreal-only — no Blender preview round-trip | Low | Accepted (ADR-2). Look-dev happens in UE; screenshot review catches issues. |
|
||||
| TD-2 | No CI pipeline — all builds and QA are manual on the dev workstation | Low | Acceptable for `0.x`. CI is a `0.3.0+` concern. |
|
||||
@@ -1,21 +0,0 @@
|
||||
# Glossary
|
||||
|
||||
| Term | Definition |
|
||||
| --- | --- |
|
||||
| Blosm | Blender add-on (2.7.28) that imports OSM data as 3D building and street blockouts. Used for layout only — not authoritative for façade or height. |
|
||||
| PIE | Play In Editor — an Unreal Editor feature that runs the current map as a live game session inside the editor window, with full game code, input, and physics, without packaging a build. Used for interactive verification (walk, reset, pause) before the scripted QA self-test. |
|
||||
| Complex-as-simple collision | `CTF_UseComplexAsSimple`: Unreal collision mode where the render mesh triangles are used as the collision surface, instead of a simplified proxy. Required for terrain so the player walks on the actual ground shape. |
|
||||
| DEM | Digital Elevation Model. 3DEP 1 m resolution GeoTIFF covering the demo bounds. Source of terrain heightfield. |
|
||||
| El Capitan | El Capitan Entertainment Centre, 6838 Hollywood Blvd. The hero building of the demo. |
|
||||
| Enhanced Input | Unreal’s modern input system (UE 5+). Uses Input Actions (`IA_*`) and Input Mapping Contexts (`IMC_*`) instead of legacy axis/action bindings. |
|
||||
| EPSG:26911 | UTM zone 11N, the projected CRS used for the demo area. Local origin recorded in `Geo/`. |
|
||||
| Hero façade | The detailed, reference-calibrated model of the El Capitan building frontage. |
|
||||
| MPFB | MakeHuman Plugin for Blender (2.0.18). Generates parametric human base meshes with rigs and baked materials. |
|
||||
| PlayerStart | Unreal actor that defines where the player pawn spawns. Positioned above grade so the capsule does not embed in the floor on spawn. |
|
||||
| QA self-test | The `-qaselftest` command-line switch that runs an automated behaviour check (walk, reset, pause, ground transect) via a core ticker. |
|
||||
| Site | The terrain, road, sidewalks, kerbs, and crossing markings — the ground-level infrastructure of the demo area. |
|
||||
| Squash merge | Git merge strategy that compresses all branch commits into one commit on `main`, keeping a linear history. |
|
||||
| Swept transect | A QA technique that raycasts vertically at regular intervals along a path (e.g. every 200 cm along both sidewalks and the carriageway) and counts holes (misses). Zero holes = the block is fully walkable. |
|
||||
| UE | Unreal Engine — Epic Games' real-time 3D creation platform (version 5.8.4 in this project). Comprises the Unreal Editor (including PIE, content browser, viewport, blueprint editor), a C++ game framework, and runtime systems for rendering (Vulkan RHI on Linux), physics (Chaos), and input (Enhanced Input). The game project is `GigLine.uproject`; game code is a single C++ module in `Game/GigLine/Source/GigLine/`. |
|
||||
| World Partition | Unreal's world composition system for large open-world levels. Not yet used in `0.1.0` but planned for `0.3.0+` driving routes. |
|
||||
| Y convention | In Unreal, south = +Y, north = −Y (confirmed from street mesh orientation). In Blender, north = +Y; the `ue_metric_v1` export preset flips Y. |
|
||||
@@ -1,13 +0,0 @@
|
||||
**About arc42**
|
||||
|
||||
<div data-wrapper="1" role="lead">
|
||||
|
||||
arc42, the template for documentation of software and system architecture.
|
||||
|
||||
</div>
|
||||
|
||||
Template Version 0.1.0. initial architecture documentation, 2026-11-08
|
||||
|
||||
Created, maintained and © by Dr. Peter Hruschka, Dr. Gernot Starke and contributors. See <https://arc42.org>.
|
||||
|
||||
Adapted for the Gig Line project (Linux-first walking/driving demo around 6840 Hollywood Blvd).
|
||||
@@ -1,522 +0,0 @@
|
||||
---
|
||||
title: Gig Line Architecture Documentation
|
||||
description: Architecture documentation for the Gig Line Linux-first Unreal Engine 5 demo around 6840 Hollywood Blvd.
|
||||
status: v0.1.0
|
||||
date: 2026-11-08
|
||||
---
|
||||
|
||||
# Introduction and Goals
|
||||
|
||||
Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (`0.1.0`) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.
|
||||
|
||||
## Requirements Overview
|
||||
|
||||
| ID | Description |
|
||||
| --- | --- |
|
||||
| F-1 | Walk both sides of Hollywood Blvd in the demo area without falling through geometry |
|
||||
| F-2 | First-person movement (WASD + mouse look), jump, reset (R), pause (Escape) |
|
||||
| F-3 | Fixed daytime lighting and atmosphere (sun, sky, fog, exposure) |
|
||||
| F-5 | Designated street crossing with zebra markings at signalised crossings |
|
||||
| F-6 | Building façades recognisable against reference photography |
|
||||
| F-7 | Terrain, road, and sidewalk follow real-world DEM elevation |
|
||||
| F-8 | 60 FPS at 1440p on the documented workstation and quality preset |
|
||||
|
||||
Full requirements and progress are in [TODO.md](../../TODO.md); version direction is in [ROADMAP.md](../../ROADMAP.md).
|
||||
|
||||
## Quality Goals
|
||||
|
||||
| Priority | Quality Goal | Scenario |
|
||||
| --- | --- | --- |
|
||||
| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
|
||||
| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
|
||||
| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography |
|
||||
| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
|
||||
| 5 | **Provenance** | Every committed asset has recorded provenance |
|
||||
|
||||
## Stakeholders
|
||||
|
||||
| Role | Contact | Expectations |
|
||||
| --- | --- | --- |
|
||||
| Owner / Director | zwitschi | Sets scope, approves screenshots, cuts release tags |
|
||||
| AI coding agents | multiple sessions | Read `AGENTS.md`, `TODO.md`, `ROADMAP.md`, and this document for architecture constraints; never commit directly to `main` |
|
||||
| Players | end users | Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block |
|
||||
|
||||
# Architecture Constraints
|
||||
|
||||
## Technical Constraints
|
||||
|
||||
| Constraint | Explanation |
|
||||
| --- | --- |
|
||||
| Engine: Unreal 5.8.4 | Pinned; no bundled Linux clang — uses system clang 23.1.4. Game targets use `BuildSettingsVersion.V7`. |
|
||||
| Platform: Linux first | Developed and tested on Bazzite Linux (Fedora 45 base). Windows builds ship but are secondary. |
|
||||
| GPU: RTX 5070 Ti 16 GB | Dev workstation target. Vulkan RHI; open kernel module driver 615.78.08. |
|
||||
| No static lighting | `r.AllowStaticLighting=False`. The demo is a fixed daytime scene lit entirely dynamically to avoid "LIGHTING NEEDS TO BE REBUILT" warnings. |
|
||||
| Blender→UE via FBX | Flat diffuse colours do not survive FBX→Unreal import. All materials are authored in UE. |
|
||||
| Terrain collision | UE 5.8 exposes `CollisionTraceFlag` (not `bUseComplexAsSimpleCollision`); Python cannot set it. Must use C++ helper `UGigLineAssetTools::SetComplexCollisionAsSimple`. |
|
||||
| Coordinate convention | South = +Y, north = −Y (ground truth = street mesh orientation). 1 m in Blender = 100 cm in Unreal. |
|
||||
|
||||
## Organisational Constraints
|
||||
|
||||
| Constraint | Explanation |
|
||||
| --- | --- |
|
||||
| Squash-merge to `main` | Every PR is squash-merged for a linear history. No direct commits to `main` except integration merges. |
|
||||
| Visual review required | Any change affecting appearance must produce screenshots for human approval before being marked done. |
|
||||
| Asset provenance | Every committed asset must have verified licence and redistribution permission recorded in `THIRD_PARTY_NOTICES.md`. |
|
||||
| Reference photography | Local only, gitignored, never committed. Used for façade work under fair-use / internal-development rationale. |
|
||||
| LFS for binaries | `.uasset`, `.umap`, `.blend` tracked with Git LFS; `Binaries/`, `Intermediate/`, `Saved/` are gitignored. |
|
||||
|
||||
## Conventions
|
||||
|
||||
| Convention | Explanation |
|
||||
| --- | --- |
|
||||
| Semantic versioning | `MAJOR.MINOR.PATCH`. `0.x` documents breaking changes. `1.0.0` = agreed game scope. |
|
||||
| Task tracking in `TODO.md` | Single central task list. `- [ ]` open, `- [-]` or `- [~]` in progress, `- [x]` done, `- [A]` active, `- [D]` deferred. |
|
||||
| Headless Blender | All Blender work driven by `bpy` scripts in `Tools/`, not MCP. Blender skills are method guides only. |
|
||||
| Named export presets | `ue_metric_v1` for static meshes, `ue_character_v1` for skeletal. Every exporter calls the metre→centimetre conversion. |
|
||||
|
||||
# Context and Scope
|
||||
|
||||
## Business Context
|
||||
|
||||
The system is a self-contained single-player game. It has no server backend, no multiplayer, and no live service dependencies. Its communication partners are:
|
||||
|
||||
| Partner | Inbound | Outbound |
|
||||
| --- | --- | --- |
|
||||
| Player (keyboard/mouse) | WASD, mouse, R (reset), Escape (pause), Space (jump) | Rendered 3D scene + HUD |
|
||||
| OSM data | Extracted building footprints, street geometry, elevation | — |
|
||||
| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build |
|
||||
|
||||
## Technical Context
|
||||
|
||||
| Channel | Protocol / Format | Purpose |
|
||||
| --- | --- | --- |
|
||||
| Keyboard + mouse | Enhanced Input (IA\_\*, IMC_Default) | First-person movement, look, jump, reset, pause |
|
||||
| Vulkan RHI | GPU rendering | Scene display at 60 FPS / 1440p |
|
||||
| FBX | Autodesk FBX (binary) | Blender→Unreal mesh and skeleton transfer |
|
||||
| GeoTIFF | 3DEP 1 m DEM | Terrain heightfield source |
|
||||
| OSM XML | Overpass API extract | Building footprint and street layout source |
|
||||
| Git / LFS | HTTPS to Gitea remote | Source control, binary asset storage |
|
||||
|
||||
# Solution Strategy
|
||||
|
||||
## Technology decisions
|
||||
|
||||
- **Unreal Engine 5.8.4** for rendering, World Partition, physics (Chaos), and the Enhanced Input system. Chosen for its Linux support, open C++ source, and real-time rendering quality.
|
||||
|
||||
- **Blender 5.2 LTS** for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via `bpy` Python scripts, not MCP.
|
||||
|
||||
- **QGIS 4.2.3** for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.
|
||||
|
||||
- **Blosm 2.7.28** for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).
|
||||
|
||||
- **MPFB 2.0.18** for human base meshes and baked materials (NPCs in `0.2.0+`).
|
||||
|
||||
## Top-level decomposition
|
||||
|
||||
The system is a single Unreal game module (`GigLine`) with no plugins beyond `EnhancedInput`. Content is organised by domain under `/Game/Hollywood/`:
|
||||
|
||||
- `Site/` — terrain, road, sidewalks, kerbs, crossing markings, site materials
|
||||
|
||||
- `ElCapitan/` — hero façade mesh and materials
|
||||
|
||||
- `Frontage/` — south-side block building meshes
|
||||
|
||||
- `North/` — north-side building meshes
|
||||
|
||||
- `Input/` — Enhanced Input actions and mapping context
|
||||
|
||||
All modelling and geographic processing live outside the game project in `Art/`, `Geo/`, and `Tools/`. The `Game/` directory contains only engine-ready content and C++ source.
|
||||
|
||||
## Quality achievement
|
||||
|
||||
- **Performance**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
|
||||
|
||||
- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
|
||||
|
||||
- **Fidelity**: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.
|
||||
|
||||
- **Reproducibility**: pinned toolchain in `Docs/toolchain.md`, named export presets, `Tools/check-lfs.sh` gate, fresh-checkout build procedure in `Docs/build.md`.
|
||||
|
||||
# Building Block View
|
||||
|
||||
## Whitebox Overall System
|
||||
|
||||
The system decomposes into five top-level building blocks:
|
||||
|
||||
| **Name** | **Responsibility** |
|
||||
| --- | --- |
|
||||
| Gameplay | Player pawn, movement, camera, input bindings, HUD, game mode |
|
||||
| Site | Terrain, road, sidewalks, kerbs, crossing markings, site-level collision |
|
||||
| Façades | Hero façade (El Capitan), south block frontage, north-side buildings |
|
||||
| Art Pipeline | Blender models, geographic data, export scripts, import scripts |
|
||||
| QA & Review | Screenshot pipeline, self-test harness, visual review workflow |
|
||||
|
||||
### Gameplay
|
||||
|
||||
C++ classes in `Game/GigLine/Source/GigLine/`:
|
||||
|
||||
| Class | Responsibility | Key detail |
|
||||
| --- | --- | --- |
|
||||
| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
|
||||
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
|
||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
|
||||
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
|
||||
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
|
||||
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
|
||||
|
||||
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
|
||||
|
||||
### Site
|
||||
|
||||
Static meshes and materials in `/Game/Hollywood/Site/`:
|
||||
|
||||
| Asset | Role |
|
||||
| --- | --- |
|
||||
| `Terrain_DEM` | Ground heightfield (complex-as-simple collision) |
|
||||
| `Road_Hollywood` | Carriageway surface (block-all collision) |
|
||||
| `Sidewalk_North`, `Sidewalk_South` | Pedestrian surfaces (block-all collision) |
|
||||
| `Kerb_North`, `Kerb_South` | Kerb edges |
|
||||
| `Crossing_Markings` | Zebra markings at signalised crossing |
|
||||
| `M_Asphalt`, `M_Concrete`, `M_KerbConcrete`, `M_Ground`, `M_RoadPaint`, `M_Stucco`, `M_FacadeStone` | Procedural materials (world-space-noise blend + roughness) |
|
||||
|
||||
### Façades
|
||||
|
||||
| Asset | Role |
|
||||
| --- | --- |
|
||||
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
|
||||
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
|
||||
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
|
||||
|
||||
### Art Pipeline
|
||||
|
||||
Python scripts in `Tools/` drive the content pipeline:
|
||||
|
||||
| Script group | Purpose |
|
||||
| --- | --- |
|
||||
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
|
||||
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
|
||||
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
|
||||
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
|
||||
| `render_screenshots.sh` | Screenshot capture pipeline |
|
||||
| `judge_screenshot.py` | Vision-model pre-check (optional) |
|
||||
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
|
||||
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
|
||||
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
|
||||
|
||||
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs).
|
||||
|
||||
### QA & Review
|
||||
|
||||
- `AGigLineShotActor` walks fixed cameras in `-game` mode, captures PNGs, and quits.
|
||||
|
||||
- `-qaselftest` switch on `AGigLineCharacter` runs a core-ticker harness: walk 2 s, reset, pause/unpause, ground transect — all PASS/FAIL logged.
|
||||
|
||||
- `Screenshots/` holds committed PNGs and `README.md` approval table.
|
||||
|
||||
## Level 2
|
||||
|
||||
### White Box Gameplay — Input Flow
|
||||
|
||||
1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
|
||||
|
||||
2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
|
||||
|
||||
3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
|
||||
|
||||
4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
|
||||
|
||||
5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
|
||||
|
||||
### White Box Site — Collision Model
|
||||
|
||||
- Every site mesh (road, sidewalks, kerbs, crossing) is `STATIC` with `BlockAll` collision.
|
||||
|
||||
- `Terrain_DEM` uses `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset).
|
||||
|
||||
- The terrain corridor is carved to half-width 10.7 m around the road centreline so the player can walk the carriageway and both sidewalks.
|
||||
|
||||
- Ground Z: north sidewalk 395, road 366, south sidewalk 317 (3.94 m fall along the block, matching the DEM).
|
||||
|
||||
# Runtime View
|
||||
|
||||
## Walk the block
|
||||
|
||||
1. Player launches game → `AGigLineGameModeBase` spawns `AGigLineCharacter` at `PlayerStart` `(-13336, -1150, 600)`.
|
||||
|
||||
2. Character falls 144 cm to road surface (Z 456) and begins walking. `StartLocation` captured on first grounded frame.
|
||||
|
||||
3. Player holds W → `IA_Move` fires → `ApplyMove(1, 0)` → `AddMovementInput(ForwardVector, 1)` → capsule moves at 450 cm/s.
|
||||
|
||||
4. Mouse move → `IA_Look` fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).
|
||||
|
||||
5. Player presses R → `ResetToStart` → teleport to `StartLocation`/`StartRotation`, `StopMovementImmediately`, reset control rotation.
|
||||
|
||||
6. Player presses Escape → `TogglePause` → `SetPause(true)`, switch to `FInputModeUIOnly`, show cursor. World timers stop; core tickers continue.
|
||||
|
||||
7. Player presses Escape again → `TogglePause` → `SetPause(false)`, switch to `FInputModeGameOnly`, hide cursor.
|
||||
|
||||
## Screenshot capture
|
||||
|
||||
1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
|
||||
|
||||
2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
|
||||
|
||||
3. On last camera, requests engine quit. PNGs are copied to `Screenshots/` and committed.
|
||||
|
||||
## QA self-test (`-qaselftest`)
|
||||
|
||||
1. Core ticker starts at `BeginPlay` (not a world timer — world timers freeze on pause).
|
||||
|
||||
2. 1.0 s: begin driving forward input.
|
||||
|
||||
3. 3.0 s: stop, measure displacement (> 200 cm = PASS).
|
||||
|
||||
4. 3.5 s: call `ResetToStart`.
|
||||
|
||||
5. 4.0 s: measure distance from spawn (< 100 cm = PASS).
|
||||
|
||||
6. 4.5 s: call `TogglePause`, check `IsGamePaused()` (= true = PASS).
|
||||
|
||||
7. 5.5 s: call `TogglePause`, check `IsGamePaused()` (= false = PASS).
|
||||
|
||||
8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.
|
||||
|
||||
9. 7.0 s: final verdict logged.
|
||||
|
||||
## Build and import pipeline
|
||||
|
||||
1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
|
||||
|
||||
2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
|
||||
|
||||
3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
|
||||
|
||||
# Deployment View
|
||||
|
||||
## Infrastructure Level 1 — Development Workstation
|
||||
|
||||
| Node | Specification |
|
||||
| --- | --- |
|
||||
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
|
||||
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
|
||||
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
|
||||
| Build output | `/run/media/system/DATA/Builds/GigLine` (packaged Linux build, ~1.1 GiB) |
|
||||
|
||||
Motivation
|
||||
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
|
||||
|
||||
Quality and Performance Features
|
||||
|
||||
- Vulkan RHI on RTX 5070 Ti, open kernel module driver 615.78.08.
|
||||
|
||||
- System clang 23.1.4 (no bundled engine clang) compiles game code.
|
||||
|
||||
- Build time: ~90 s incremental, ~5 min clean for the editor target.
|
||||
|
||||
Mapping of Building Blocks to Infrastructure
|
||||
|
||||
| Building Block | Infrastructure Element |
|
||||
| --- | --- |
|
||||
| Gameplay (C++) | Dev workstation — compiled to `libUnrealEditor-GigLine.so`, loaded by engine |
|
||||
| Site + Façades (UE content) | Dev workstation — `.uasset`/`.umap` in `Game/GigLine/Content/` |
|
||||
| Art Pipeline (Python/Blender) | Dev workstation — headless Blender 5.2 Flatpak, Python 3.14.8 |
|
||||
| QA & Review | Dev workstation — game run in `-game` mode, PNGs to `Screenshots/` |
|
||||
| Git remote | `git.allucanget.biz` — Gitea instance, LFS-enabled |
|
||||
|
||||
## Infrastructure Level 2 — Packaged Build
|
||||
|
||||
| Element | Detail |
|
||||
| --- | --- |
|
||||
| Linux packaged build | Development config, ~1.1 GiB. Contains engine binaries, game module, cooked content, no editor. |
|
||||
| Run command | `./GigLine.sh -windowed -ResX=2560 -ResY=1440` |
|
||||
|
||||
No server infrastructure. The game is a standalone executable.
|
||||
|
||||
# Cross-cutting Concepts
|
||||
|
||||
## Coordinate system and scale
|
||||
|
||||
- **Source CRS**: EPSG:26911 (UTM zone 11N). Local origin recorded in `Geo/`.
|
||||
|
||||
- **Blender**: metres. East → +X, north → +Y (Blender convention).
|
||||
|
||||
- **Unreal**: centimetres. East → +X, north → **−Y** (confirmed from street mesh: `Sidewalk_North` Y −1912..−1053, `Sidewalk_South` Y +718..+1447).
|
||||
|
||||
- **Conversion**: every exporter calls the metre→centimetre function. Import presets (`ue_metric_v1`, `ue_character_v1`) are named and repeatable.
|
||||
|
||||
Rule: place a building only against a neighbour or street mesh, never in isolation.
|
||||
|
||||
## Collision model
|
||||
|
||||
- Site meshes (road, sidewalks, kerbs, crossing): `STATIC` mobility, `BlockAll` collision profile.
|
||||
|
||||
- Terrain: `STATIC`, `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset — the flag lives on the `UStaticMesh`/`UBodySetup`, not the map).
|
||||
|
||||
- Buildings: `STATIC`, simple collision (convex hull from mesh).
|
||||
|
||||
- Rule: the collision flag must be saved on the asset. Saving only the `.umap` silently reverts it.
|
||||
|
||||
## Lighting
|
||||
|
||||
- Dynamic-only: `r.AllowStaticLighting=False`. All lights are `MOVABLE`.
|
||||
|
||||
- Fixed daytime rig: directional light (sun, −62° pitch), sky light, exponential height fog, post-process volume with fixed exposure.
|
||||
|
||||
- Rationale: avoids "LIGHTING NEEDS TO BE REBUILT" warnings; no bake step; the scene never changes time of day.
|
||||
|
||||
## Materials
|
||||
|
||||
- All materials authored in Unreal, not carried from Blender (FBX import loses diffuse colours).
|
||||
|
||||
- World-space-noise blend nodes for cheap procedural variation (asphalt grain, concrete speckle, stucco roughness).
|
||||
|
||||
- Instance parameters where tunable (e.g. wetness, ageing).
|
||||
|
||||
## Geographic data provenance
|
||||
|
||||
- OSM extract is layout data only — not authoritative for façade, height, or pavement detail.
|
||||
|
||||
- DEM from 3DEP 1 m; elevation verified against cross-sections in `Geo/verification/`.
|
||||
|
||||
- Reference photography (local, gitignored) drives manual façade work.
|
||||
|
||||
## QA harness
|
||||
|
||||
- `-qaselftest`: core ticker (not world timer) so pause cannot freeze the test that proves pause works.
|
||||
|
||||
- `GigLine SIM` / `GigLine GROUND`: TEMP diagnostic logging, to be removed before release tag.
|
||||
|
||||
- Screenshot approval: human must tick `Screenshots/README.md` before visual work is marked done.
|
||||
|
||||
# Architecture Decisions
|
||||
|
||||
## ADR-1: Dynamic-only lighting for the demo
|
||||
|
||||
- **Context**: The demo is a fixed daytime scene. Stationary lights demand a lighting build and produce "LIGHTING NEEDS TO BE REBUILT" warnings.
|
||||
|
||||
- **Decision**: `r.AllowStaticLighting=False`, all lights `MOVABLE`.
|
||||
|
||||
- **Consequences**: No bake step, no warning, simpler iteration. Slightly higher GPU cost per frame (no baked shadows) — acceptable for the demo scope.
|
||||
|
||||
## ADR-2: Materials authored in Unreal, not imported from Blender
|
||||
|
||||
- **Context**: FBX→Unreal import maps all Blender diffuse colours to white. Flat colour materials do not survive the pipeline.
|
||||
|
||||
- **Decision**: Build all materials (asphalt, concrete, stucco, façade stone, road paint) directly in Unreal with procedural nodes.
|
||||
|
||||
- **Consequences**: Materials cannot be previewed in Blender look-dev. Must round-trip to Unreal for visual check. But: full PBR control, world-space noise, no import surprise.
|
||||
|
||||
## ADR-3: Complex-as-simple collision on terrain via C++ helper
|
||||
|
||||
- **Context**: UE 5.8 removed `bUseComplexAsSimpleCollision`. Python cannot set `CollisionTraceFlag` on `StaticMesh`/`BodySetup` at all. The Interchange default is bbox-only simple collision, which placed an invisible lid 8 m above the street.
|
||||
|
||||
- **Decision**: `UGigLineAssetTools::SetComplexCollisionAsSimple` (C++) forces `CTF_UseComplexAsSimple` and saves the asset.
|
||||
|
||||
- **Consequences**: One C++ helper class. The flag must be saved on the asset (not just the map). No Python workaround exists.
|
||||
|
||||
## ADR-4: Reset captures StartLocation on first grounded frame
|
||||
|
||||
- **Context**: `BeginPlay` captures `StartLocation` at the PlayerStart, which is above grade (Z 600) so the capsule does not spawn embedded. Every reset dropped the player 1.4 m back into the air.
|
||||
|
||||
- **Decision**: Repeating 0.25 s timer captures `StartLocation` once the character reports `IsMovingOnGround()`, then clears itself.
|
||||
|
||||
- **Consequences**: Reset is correct. A one-shot timer at 2 s is wrong (fires after walking begins, records mid-stride position).
|
||||
|
||||
## ADR-5: Core ticker for QA self-test, not world timer
|
||||
|
||||
- **Context**: Pausing the game stops world timers. A timer-driven test freezes exactly when it proves pause works.
|
||||
|
||||
- **Decision**: `FTSTicker::GetCoreTicker()` drives the `-qaselftest` harness.
|
||||
|
||||
- **Consequences**: Test runs even while paused. Must be enabled explicitly (`-qaselftest`), never in normal play.
|
||||
|
||||
## ADR-6: South = +Y, north = −Y in Unreal
|
||||
|
||||
- **Context**: The street mesh established this convention: `Sidewalk_North` has Y range −1912..−1053, `Sidewalk_South` has +718..+1447.
|
||||
|
||||
- **Decision**: Adopt it project-wide. Never place a building by assumption; always verify against a street mesh or neighbour.
|
||||
|
||||
- **Consequences**: Matches Blender’s north→+Y after the Y-flip in the `ue_metric_v1` export preset.
|
||||
|
||||
## ADR-7: Headless Blender via bpy scripts, not MCP
|
||||
|
||||
- **Context**: Blender skill packs assume an MCP server; the project does not run one.
|
||||
|
||||
- **Decision**: All Blender work driven by Python scripts in `Tools/`. Skill packs used as method guides (checklists, naming, proportions) only.
|
||||
|
||||
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
|
||||
|
||||
# Quality Requirements
|
||||
|
||||
## Quality Requirements Overview
|
||||
|
||||
| Category | Requirement | Priority |
|
||||
| --- | --- | --- |
|
||||
| Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation | 1 |
|
||||
| Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) | 1 |
|
||||
| Accuracy / Fidelity | Building placement matches reference photography within ~1 m | 2 |
|
||||
| Accuracy / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of measured profile | 2 |
|
||||
| Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed | 2 |
|
||||
| Maintainability | Fresh checkout builds with documented engine installation | 2 |
|
||||
| Portability | Linux build packages and runs; Windows build ships | 3 |
|
||||
|
||||
## Quality Scenarios
|
||||
|
||||
| ID | Source/Stimulus | Response | Metric |
|
||||
| --- | --- | --- | --- |
|
||||
| QS-1 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
|
||||
| QS-2 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
|
||||
| QS-3 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
|
||||
| QS-4 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
|
||||
| QS-5 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
|
||||
| QS-6 | Game runs on dev workstation at 1440p | Frame rate stable | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
|
||||
| QS-7 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
|
||||
|
||||
# Risks and Technical Debts
|
||||
|
||||
| ID | Risk / Debt | Priority | Mitigation |
|
||||
| --- | --- | --- | --- |
|
||||
| R-1 | Terrain bbox proxy misdiagnosed as fall-through — already fixed, but the root-cause path (Interchange defaults to simple collision) could recur on reimport | High | `UGigLineAssetTools` runs in the build script; always reassert complex-as-simple after any reimport. Documented in `MEMORY.md` and ADR-3. |
|
||||
| R-2 | Blosm 3Dsimple on Blender 5.2 — worked around, not resolved; `3Drealistic` mode untested | Medium | Pin Blosm 2.7.28 and Blender 5.2 LTS; test realistic mode before depending on it. |
|
||||
| R-3 | Kerb height is an assumption (DEM does not resolve it) | Medium | Record the assumption in `Geo/verification/`; measure from reference photography if possible; mark as unresolved until verified. |
|
||||
| R-5 | `GigLine SIM` / `GigLine GROUND` TEMP diagnostic logging still in `GigLineCharacter.cpp` | Medium | Strip behind a cvar or remove entirely before the `v0.1.0` release tag. |
|
||||
| TD-1 | Materials are Unreal-only — no Blender preview round-trip | Low | Accepted (ADR-2). Look-dev happens in UE; screenshot review catches issues. |
|
||||
| TD-2 | No CI pipeline — all builds and QA are manual on the dev workstation | Low | Acceptable for `0.x`. CI is a `0.3.0+` concern. |
|
||||
|
||||
# Glossary
|
||||
|
||||
| Term | Definition |
|
||||
| --- | --- |
|
||||
| Blosm | Blender add-on (2.7.28) that imports OSM data as 3D building and street blockouts. Used for layout only — not authoritative for façade or height. |
|
||||
| PIE | Play In Editor — an Unreal Editor feature that runs the current map as a live game session inside the editor window, with full game code, input, and physics, without packaging a build. Used for interactive verification (walk, reset, pause) before the scripted QA self-test. |
|
||||
| Complex-as-simple collision | `CTF_UseComplexAsSimple`: Unreal collision mode where the render mesh triangles are used as the collision surface, instead of a simplified proxy. Required for terrain so the player walks on the actual ground shape. |
|
||||
| DEM | Digital Elevation Model. 3DEP 1 m resolution GeoTIFF covering the demo bounds. Source of terrain heightfield. |
|
||||
| El Capitan | El Capitan Entertainment Centre, 6838 Hollywood Blvd. The hero building of the demo. |
|
||||
| Enhanced Input | Unreal’s modern input system (UE 5+). Uses Input Actions (`IA_*`) and Input Mapping Contexts (`IMC_*`) instead of legacy axis/action bindings. |
|
||||
| EPSG:26911 | UTM zone 11N, the projected CRS used for the demo area. Local origin recorded in `Geo/`. |
|
||||
| Hero façade | The detailed, reference-calibrated model of the El Capitan building frontage. |
|
||||
| MPFB | MakeHuman Plugin for Blender (2.0.18). Generates parametric human base meshes with rigs and baked materials. |
|
||||
| PlayerStart | Unreal actor that defines where the player pawn spawns. Positioned above grade so the capsule does not embed in the floor on spawn. |
|
||||
| QA self-test | The `-qaselftest` command-line switch that runs an automated behaviour check (walk, reset, pause, ground transect) via a core ticker. |
|
||||
| Site | The terrain, road, sidewalks, kerbs, and crossing markings — the ground-level infrastructure of the demo area. |
|
||||
| Squash merge | Git merge strategy that compresses all branch commits into one commit on `main`, keeping a linear history. |
|
||||
| Swept transect | A QA technique that raycasts vertically at regular intervals along a path (e.g. every 200 cm along both sidewalks and the carriageway) and counts holes (misses). Zero holes = the block is fully walkable. |
|
||||
| UE | Unreal Engine — Epic Games' real-time 3D creation platform (version 5.8.4 in this project). Comprises the Unreal Editor (including PIE, content browser, viewport, blueprint editor), a C++ game framework, and runtime systems for rendering (Vulkan RHI on Linux), physics (Chaos), and input (Enhanced Input). The game project is `GigLine.uproject`; game code is a single C++ module in `Game/GigLine/Source/GigLine/`. |
|
||||
| World Partition | Unreal's world composition system for large open-world levels. Not yet used in `0.1.0` but planned for `0.3.0+` driving routes. |
|
||||
| Y convention | In Unreal, south = +Y, north = −Y (confirmed from street mesh orientation). In Blender, north = +Y; the `ue_metric_v1` export preset flips Y. |
|
||||
|
||||
---
|
||||
|
||||
**About arc42**
|
||||
|
||||
<div data-wrapper="1" role="lead">
|
||||
|
||||
arc42, the template for documentation of software and system architecture.
|
||||
|
||||
</div>
|
||||
|
||||
Template Version 0.1.0. initial architecture documentation, 2026-11-08
|
||||
|
||||
Created, maintained and © by Dr. Peter Hruschka, Dr. Gernot Starke and contributors. See <https://arc42.org>.
|
||||
|
||||
Adapted for the Gig Line project (Linux-first walking/driving demo around 6840 Hollywood Blvd).
|
||||
+1
-23
@@ -46,15 +46,9 @@ Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
|
||||
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLine" \
|
||||
-unattended
|
||||
# Expected: "BUILD SUCCESSFUL" (~1 min for the blank project; archive ~1.1 GiB)
|
||||
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh
|
||||
# Launch test: /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh
|
||||
```
|
||||
|
||||
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load
|
||||
`/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it
|
||||
instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty
|
||||
non-interactive "stuck" scene — check that `GameDefaultMap` is in
|
||||
`DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine
|
||||
log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`).
|
||||
The archive directory is deliberately **outside** the repository; never archive into the checkout.
|
||||
|
||||
## Headless content checks
|
||||
@@ -111,19 +105,3 @@ Two rules that the pipeline enforces rather than documents:
|
||||
## Packaged Linux build
|
||||
|
||||
- 2026-11-07: blank `Game/GigLine` Development build packaged via the command above; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine/Linux`; `GigLine.sh` launched on the desktop session, Vulkan swapchain created, 759 frames rendered across a 60 s smoke test. Controls document to be written with the first playable (`0.1.0` Gameplay section).
|
||||
|
||||
## PIE input test (compare editor vs packaged input intake)
|
||||
|
||||
Use to isolate whether the "no controls respond" bug is the packaged standalone's
|
||||
input intake or the Enhanced Input wiring generally.
|
||||
|
||||
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the
|
||||
green **Play** (PIE) button and walk / mouse-look.
|
||||
- Interpretation:
|
||||
- PIE **works** -> the Enhanced Input wiring is fine and the standalone
|
||||
packaged build's SDL input intake is the environment-dependent bug.
|
||||
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild
|
||||
the input config / character from scratch.
|
||||
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` +
|
||||
`GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at
|
||||
`(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
|
||||
@@ -1,36 +0,0 @@
|
||||
# Controls (`0.1.0` walkable demo)
|
||||
|
||||
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame
|
||||
(`AGigLineHUD`), and the packaged Linux build ships with these bindings.
|
||||
|
||||
| Action | Key | Notes |
|
||||
| --- | --- | --- |
|
||||
| Move forward | `W` | 4 m/s walk |
|
||||
| Move back | `S` | |
|
||||
| Strafe right | `D` | |
|
||||
| Strafe left | `A` | |
|
||||
| Look | Mouse | Captured on launch; `Escape` releases it |
|
||||
| Jump | `Space` | |
|
||||
| Reset to start | `R` | Returns to the grounded spawn point |
|
||||
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
|
||||
|
||||
## Notes
|
||||
|
||||
- Movement is relative to where you are looking (controller yaw), so the capsule
|
||||
stays upright on the sloped street.
|
||||
- The mouse is captured on launch, so looking works without clicking first.
|
||||
`Escape` toggles the capture as part of pause.
|
||||
- Bindings are Enhanced Input actions in `/Game/Input` built by
|
||||
`Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
|
||||
|
||||
## Testing input without a physical keyboard
|
||||
|
||||
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual
|
||||
`/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
|
||||
|
||||
```bash
|
||||
python3 Tools/input_test.py --sequence move:2,look:3
|
||||
```
|
||||
|
||||
It drives the focused game window exactly like real hardware, which is how the
|
||||
controls were regression-tested on the packaged build.
|
||||
+5
-3
@@ -7,7 +7,7 @@ Licensing is tracked in four separate layers. Do not merge them; each has differ
|
||||
| Project code | Project-owned code in `Game/Source`, `Tools/`, and `Geo/` scripts | [CC0 1.0](../LICENSE), chosen by the project owner. |
|
||||
| Project art | Blender sources, baked textures, exported meshes | Project-owned art is [CC0 1.0](../LICENSE); third-party contributions retain their own terms. See the asset notices. |
|
||||
| Engine | Unreal Engine | Proprietary / source-available. Not redistributable as engine source. Distribution follows Epic's terms. |
|
||||
| Geographic data | OSM extract, elevation data | OSM data and the elevation provider's own licence. Used for local, private development only. |
|
||||
| Geographic data | OSM extract, elevation data | ODbL and the elevation provider's own licence. Attribution and share-alike review required before distributing a derived database. |
|
||||
|
||||
Project-owned documentation is also dedicated under [CC0 1.0](../LICENSE). Third-party material retains its own terms.
|
||||
|
||||
@@ -16,12 +16,14 @@ Project-owned documentation is also dedicated under [CC0 1.0](../LICENSE). Third
|
||||
1. An asset whose licence cannot be verified does not get committed. Record it as unresolved in [THIRD_PARTY_NOTICES.md](../THIRD_PARTY_NOTICES.md) and replace it with a redistributable asset before the release it would ship in.
|
||||
2. Reference photography is dev-only material and is **never committed**. It lives in the gitignored `Art/reference/` tree, is used for internal, private development only, and is not shipped or baked into shipped textures. Local reference notes are also excluded from version control.
|
||||
3. OSM is layout data only. Do not treat it as authoritative for façades, heights, or pavement detail, and do not import it as a texture or panorama source.
|
||||
4. Credentials, licence keys, and account tokens never enter the repository. Engine licence acceptance is recorded by date and account email only.
|
||||
4. Never use extracted Google imagery, Street View, or geometry. No exception.
|
||||
5. Attribution: "© OpenStreetMap contributors" with a link to <https://www.openstreetmap.org/copyright> appears in the shipped build's UI (a `0.1.0` release check) and in the notices.
|
||||
6. Credentials, licence keys, and account tokens never enter the repository. Engine licence acceptance is recorded by date and account email only.
|
||||
|
||||
## Open decisions
|
||||
|
||||
- **ODbL posture.** Decide whether distributed builds contain a derived geographic database (a modified OSM extract) or only rendered geometry. The answer changes the share-alike obligations for the shipped product. Record the decision here and in the release notes.
|
||||
- **Reference photography retention.** Decided 2026-11-06: reference images are **not** committed. Licensing is not the gate for local, private development use, so images are simply kept out of the repository (`Art/reference/` is gitignored) and their provenance stays in the local sidecars. The gate moves to the shipped output: if a shipped asset would derive from a reference photograph, that is a release-time licensing decision, recorded in `THIRD_PARTY_NOTICES.md` before the asset ships.
|
||||
- **ODbL posture for OSM-derived geometry.** Decided 2026-11-08: the shipped streets/footprints/sidewalks are a Produced Work of the OpenStreetMap database. Obligations held: on-screen attribution (HUD), ODbL link, and the source extract committed with provenance. Share-alike applies to the data layer only; project code and art stay CC0. Full review in [Docs/odbl-review.md](Docs/odbl-review.md).
|
||||
|
||||
## Provenance sources
|
||||
|
||||
|
||||
@@ -1,82 +0,0 @@
|
||||
# ODbL review — OpenStreetMap-derived data in the shipped build
|
||||
|
||||
Status: **decision recorded 2026-11-08** (closes the TODO "Review ODbL obligations" item).
|
||||
|
||||
## 1. What OSM data the project touches
|
||||
|
||||
| Use | Where it lives | In the shipped build? |
|
||||
| --- | --- | --- |
|
||||
| Raw OSM extract (Hollywood block, 2026-11-06) | `Geo/raw/osm-api-map-2026-11-06.osm` (+2 building ways `.json`), committed | No — dev data only, not packed |
|
||||
| Blosm blockout geometry (streets, building footprints, sidewalks) | Crates/site meshes derived from the extract, imported to Unreal | **Yes** — the walkable block geometry derives from OSM layout |
|
||||
| USGS 3DEP DEM elevation | `Geo/raw/dem-3dep-1m-26911-2026-11-06.tif` | Yes — but public domain (US Government work), independent of ODbL |
|
||||
|
||||
So the shipped build contains **buildings, streets and sidewalks whose footprints come from OSM data** (layout geometry). That geometry is a **derivative database/knowledge extract** under the ODbL framing.
|
||||
|
||||
## 2. ODbL obligations (Open Database Licence 1.0)
|
||||
|
||||
ODbL = Open Database Licence (Open Data Commons, version 1.0). The OSM community contract uses it for the OpenStreetMap database.
|
||||
|
||||
Key obligations when you **redistribute or produce a derivative database**:
|
||||
|
||||
1. **Attribution** — credit the database, with a notice visible to users, and provide a link to the licence.
|
||||
2. **Share-alike** — a derivative database (including a "Produced Work" from it) must be offered under ODbL, and changes must be made available.
|
||||
3. **Keep the data open** — do not add technical or legal restrictions that prevent others from using the database under ODbL.
|
||||
4. **No database right / extraction limits** — substantial extraction/use must follow the licence's "extraction and reuse" terms.
|
||||
|
||||
Important nuance: ODbL governs the **database** (the OSM data as a collection and the knowledge it encodes). **Separate creative content** — art, code, models authored by the project — is not a "database" and does not carry the share-alike obligation. The game's own code and artist-authored geometry are project-owned (CC0 per `LICENSE`).
|
||||
|
||||
## 3. Where the project stands
|
||||
|
||||
| Obligation | Held by | Evidence |
|
||||
| --- | --- | --- |
|
||||
| Attribution in the game | **Yes** — on-screen credit every frame | `AGigLineHUD` draws "© OpenStreetMap contributors" and "Data © OpenStreetMap contributors, ODbL 1.0 — openstreetmap.org/copyright" bottom-left (`GigLineHUD.h` lines 29/33) |
|
||||
| Attribution in the repo | **Yes** — provenance + licence recorded | `THIRD_PARTY_NOTICES.md` Geographic data table; `Geo/manifests/2026-11-06-osm-api-map.md` |
|
||||
| Licence text available | **Yes** — link + notice | HUD link to openstreetmap.org/copyright (ODbL); THIRD_PARTY_NOTICES points at ODbL 1.0 |
|
||||
| Source data available (share-alike enabler) | **Yes** — the exact extract is committed, with bbox/date/hash | `Geo/raw/osm-api-map-2026-11-06.osm` + manifest |
|
||||
| Derivative database offered under ODbL | **Recorded as a decision** — see §4 | This document |
|
||||
|
||||
## 4. Decision: posture for the derived geometry
|
||||
|
||||
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a
|
||||
**Produced Work / derivative database** of the OpenStreetMap database.
|
||||
|
||||
- The **share-alike obligation is accepted for the data layer only**. The
|
||||
release must carry: (a) the on-screen attribution (implemented), (b) the ODbL
|
||||
link (implemented), and (c) an offer of the OSM source for the geometry —
|
||||
satisfied by the committed raw extract plus its manifest.
|
||||
- **Project creative work (code, shaders, artist-authored façades, textures) is
|
||||
NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no
|
||||
share-alike obligation. Only geometry that can be argued to encode OSM
|
||||
database facts (streets, building footprints, sidewalk layouts) is in scope.
|
||||
- **No new obligation is created by the DEM**: 3DEP is US Government public
|
||||
domain and is independent of ODbL.
|
||||
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial
|
||||
imagery are separately licensed); the project already treats OSM as layout
|
||||
only (`Docs/licensing.md` rule 3).
|
||||
|
||||
Release checklist items this lands:
|
||||
|
||||
- [x] In-game attribution shown (HUD).
|
||||
- [x] ODbL notice + link (HUD + THIRD_PARTY_NOTICES).
|
||||
- [x] Source OSM data committed with provenance (manifest: date, bbox, SHA-256).
|
||||
- [x] Posture recorded here for the release gate.
|
||||
|
||||
## 5. Remaining (tracked separately)
|
||||
|
||||
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only,
|
||||
not distributed — must be checked once, not a release blocker for ODbL).
|
||||
- Façade signage/trademarks: separate rights from the photograph, own the
|
||||
geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference
|
||||
photography" rules).
|
||||
|
||||
## 6. Sources checked
|
||||
|
||||
- ODbL text: <https://opendatacommons.org/licenses/odbl/1-0/>
|
||||
- OSM licence summary: <https://www.openstreetmap.org/copyright>
|
||||
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints
|
||||
(objective standard: attribution + produced-work offer, share-alike limited
|
||||
to the data layer).
|
||||
|
||||
Not reviewed here (out of scope for this item): engine redistribution terms
|
||||
(Epic), MPFB asset terms, street-prop reuse terms — all tracked in
|
||||
`THIRD_PARTY_NOTICES.md`.
|
||||
Binary file not shown.
@@ -1,830 +0,0 @@
|
||||
frame,ms
|
||||
0,2.419
|
||||
1,2.502
|
||||
2,2.360
|
||||
3,2.395
|
||||
4,2.174
|
||||
5,2.539
|
||||
6,2.421
|
||||
7,2.322
|
||||
8,2.455
|
||||
9,2.345
|
||||
10,2.510
|
||||
11,2.076
|
||||
12,2.287
|
||||
13,2.345
|
||||
14,2.398
|
||||
15,2.451
|
||||
16,2.358
|
||||
17,2.303
|
||||
18,2.322
|
||||
19,2.325
|
||||
20,2.370
|
||||
21,2.277
|
||||
22,2.591
|
||||
23,2.312
|
||||
24,2.333
|
||||
25,2.281
|
||||
26,2.453
|
||||
27,2.351
|
||||
28,2.348
|
||||
29,2.452
|
||||
30,2.402
|
||||
31,2.271
|
||||
32,2.314
|
||||
33,2.304
|
||||
34,2.377
|
||||
35,2.443
|
||||
36,2.589
|
||||
37,2.267
|
||||
38,2.554
|
||||
39,2.075
|
||||
40,2.406
|
||||
41,2.395
|
||||
42,2.509
|
||||
43,2.291
|
||||
44,2.370
|
||||
45,2.278
|
||||
46,2.531
|
||||
47,2.289
|
||||
48,2.345
|
||||
49,2.459
|
||||
50,2.495
|
||||
51,2.319
|
||||
52,2.310
|
||||
53,2.528
|
||||
54,2.266
|
||||
55,2.134
|
||||
56,2.413
|
||||
57,2.479
|
||||
58,2.307
|
||||
59,2.343
|
||||
60,2.343
|
||||
61,2.313
|
||||
62,2.317
|
||||
63,2.437
|
||||
64,2.618
|
||||
65,2.316
|
||||
66,2.275
|
||||
67,2.355
|
||||
68,2.496
|
||||
69,3.997
|
||||
70,1.704
|
||||
71,2.353
|
||||
72,2.285
|
||||
73,2.434
|
||||
74,2.389
|
||||
75,2.356
|
||||
76,2.330
|
||||
77,2.531
|
||||
78,2.477
|
||||
79,2.260
|
||||
80,2.493
|
||||
81,2.136
|
||||
82,2.432
|
||||
83,2.324
|
||||
84,2.498
|
||||
85,2.430
|
||||
86,2.364
|
||||
87,2.346
|
||||
88,2.374
|
||||
89,2.370
|
||||
90,2.469
|
||||
91,2.394
|
||||
92,2.653
|
||||
93,2.326
|
||||
94,2.441
|
||||
95,2.285
|
||||
96,2.397
|
||||
97,2.411
|
||||
98,2.333
|
||||
99,2.582
|
||||
100,2.372
|
||||
101,2.375
|
||||
102,2.631
|
||||
103,2.965
|
||||
104,3.026
|
||||
105,2.361
|
||||
106,2.379
|
||||
107,2.281
|
||||
108,2.321
|
||||
109,2.503
|
||||
110,2.532
|
||||
111,2.646
|
||||
112,2.486
|
||||
113,2.462
|
||||
114,2.115
|
||||
115,2.502
|
||||
116,2.149
|
||||
117,2.329
|
||||
118,2.306
|
||||
119,2.578
|
||||
120,2.298
|
||||
121,2.323
|
||||
122,2.318
|
||||
123,2.307
|
||||
124,2.482
|
||||
125,2.383
|
||||
126,2.470
|
||||
127,2.285
|
||||
128,2.392
|
||||
129,2.402
|
||||
130,2.455
|
||||
131,2.296
|
||||
132,2.294
|
||||
133,2.577
|
||||
134,2.288
|
||||
135,2.537
|
||||
136,2.214
|
||||
137,2.279
|
||||
138,2.664
|
||||
139,2.348
|
||||
140,2.444
|
||||
141,2.430
|
||||
142,2.269
|
||||
143,2.317
|
||||
144,2.392
|
||||
145,2.350
|
||||
146,2.333
|
||||
147,2.558
|
||||
148,2.401
|
||||
149,2.335
|
||||
150,2.203
|
||||
151,2.473
|
||||
152,2.471
|
||||
153,2.677
|
||||
154,1.980
|
||||
155,2.721
|
||||
156,2.139
|
||||
157,2.277
|
||||
158,2.348
|
||||
159,2.312
|
||||
160,2.412
|
||||
161,2.498
|
||||
162,2.372
|
||||
163,2.421
|
||||
164,2.249
|
||||
165,2.525
|
||||
166,2.750
|
||||
167,2.465
|
||||
168,2.560
|
||||
169,2.400
|
||||
170,2.310
|
||||
171,2.423
|
||||
172,2.274
|
||||
173,2.482
|
||||
174,2.581
|
||||
175,2.375
|
||||
176,2.285
|
||||
177,2.325
|
||||
178,2.386
|
||||
179,2.379
|
||||
180,2.344
|
||||
181,2.424
|
||||
182,2.635
|
||||
183,2.188
|
||||
184,2.378
|
||||
185,2.258
|
||||
186,2.361
|
||||
187,2.445
|
||||
188,2.280
|
||||
189,2.589
|
||||
190,2.373
|
||||
191,2.349
|
||||
192,2.514
|
||||
193,2.153
|
||||
194,2.271
|
||||
195,2.519
|
||||
196,2.469
|
||||
197,2.509
|
||||
198,2.293
|
||||
199,2.324
|
||||
200,2.317
|
||||
201,2.569
|
||||
202,2.400
|
||||
203,2.527
|
||||
204,2.406
|
||||
205,2.347
|
||||
206,2.361
|
||||
207,2.414
|
||||
208,2.320
|
||||
209,2.481
|
||||
210,2.462
|
||||
211,2.333
|
||||
212,2.306
|
||||
213,2.334
|
||||
214,2.377
|
||||
215,2.447
|
||||
216,2.465
|
||||
217,2.431
|
||||
218,2.304
|
||||
219,2.551
|
||||
220,2.308
|
||||
221,2.373
|
||||
222,2.286
|
||||
223,2.389
|
||||
224,2.524
|
||||
225,2.309
|
||||
226,2.367
|
||||
227,2.358
|
||||
228,2.512
|
||||
229,2.235
|
||||
230,2.320
|
||||
231,2.581
|
||||
232,2.308
|
||||
233,2.410
|
||||
234,2.531
|
||||
235,2.322
|
||||
236,2.585
|
||||
237,2.453
|
||||
238,2.407
|
||||
239,2.279
|
||||
240,2.464
|
||||
241,2.336
|
||||
242,2.282
|
||||
243,2.487
|
||||
244,2.557
|
||||
245,2.214
|
||||
246,2.390
|
||||
247,2.535
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
443,2.530
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||||
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||||
445,2.642
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
511,2.684
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||||
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||||
513,2.292
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||||
514,2.370
|
||||
515,2.447
|
||||
516,2.570
|
||||
517,3.059
|
||||
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|
||||
519,2.289
|
||||
520,2.375
|
||||
521,2.357
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||||
522,2.420
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||||
523,2.280
|
||||
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|
||||
525,2.590
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527,2.200
|
||||
528,2.229
|
||||
529,2.466
|
||||
530,2.722
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||||
531,2.056
|
||||
532,2.658
|
||||
533,2.298
|
||||
534,2.329
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||||
535,2.516
|
||||
536,2.205
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||||
537,2.390
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538,2.366
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539,2.439
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540,2.361
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541,2.326
|
||||
542,2.376
|
||||
543,2.427
|
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544,2.362
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545,2.336
|
||||
546,2.494
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547,2.334
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||||
548,2.319
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549,2.386
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550,2.384
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551,2.273
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||||
552,2.379
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||||
553,2.656
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||||
554,2.264
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||||
555,2.298
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556,2.375
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||||
557,2.378
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558,2.416
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559,2.486
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560,2.395
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561,2.456
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562,2.256
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563,2.282
|
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565,2.439
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566,2.439
|
||||
567,2.896
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||||
568,2.049
|
||||
569,2.322
|
||||
570,2.372
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||||
571,2.432
|
||||
572,2.295
|
||||
573,2.298
|
||||
574,2.552
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||||
575,2.365
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||||
576,2.444
|
||||
577,2.421
|
||||
578,2.704
|
||||
579,2.255
|
||||
580,2.904
|
||||
581,2.389
|
||||
582,2.314
|
||||
583,2.528
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||||
584,2.223
|
||||
585,2.588
|
||||
586,2.296
|
||||
587,2.282
|
||||
588,2.676
|
||||
589,2.286
|
||||
590,2.390
|
||||
591,2.408
|
||||
592,2.361
|
||||
593,2.404
|
||||
594,2.326
|
||||
595,2.483
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||||
596,2.412
|
||||
597,2.468
|
||||
598,2.454
|
||||
599,2.245
|
||||
600,2.580
|
||||
601,2.306
|
||||
602,2.496
|
||||
603,2.445
|
||||
604,2.363
|
||||
605,2.316
|
||||
606,2.504
|
||||
607,2.185
|
||||
608,2.649
|
||||
609,2.218
|
||||
610,2.401
|
||||
611,2.494
|
||||
612,2.271
|
||||
613,2.332
|
||||
614,2.296
|
||||
615,2.479
|
||||
616,2.406
|
||||
617,2.377
|
||||
618,2.382
|
||||
619,2.437
|
||||
620,2.222
|
||||
621,2.428
|
||||
622,2.316
|
||||
623,2.569
|
||||
624,2.450
|
||||
625,2.354
|
||||
626,2.305
|
||||
627,2.297
|
||||
628,2.346
|
||||
629,2.435
|
||||
630,2.506
|
||||
631,2.671
|
||||
632,2.185
|
||||
633,2.293
|
||||
634,2.362
|
||||
635,2.552
|
||||
636,2.566
|
||||
637,2.446
|
||||
638,2.304
|
||||
639,2.348
|
||||
640,2.352
|
||||
641,2.357
|
||||
642,2.371
|
||||
643,2.557
|
||||
644,2.339
|
||||
645,2.333
|
||||
646,2.325
|
||||
647,2.420
|
||||
648,2.355
|
||||
649,2.457
|
||||
650,2.512
|
||||
651,2.364
|
||||
652,2.790
|
||||
653,2.245
|
||||
654,2.109
|
||||
655,2.333
|
||||
656,2.338
|
||||
657,2.555
|
||||
658,2.351
|
||||
659,2.486
|
||||
660,2.342
|
||||
661,2.283
|
||||
662,2.240
|
||||
663,2.468
|
||||
664,2.655
|
||||
665,2.314
|
||||
666,2.281
|
||||
667,2.452
|
||||
668,2.320
|
||||
669,2.366
|
||||
670,2.533
|
||||
671,2.590
|
||||
672,2.264
|
||||
673,2.365
|
||||
674,2.354
|
||||
675,2.350
|
||||
676,2.377
|
||||
677,2.627
|
||||
678,2.369
|
||||
679,2.394
|
||||
680,2.389
|
||||
681,2.261
|
||||
682,2.363
|
||||
683,2.400
|
||||
684,2.308
|
||||
685,2.565
|
||||
686,2.394
|
||||
687,2.347
|
||||
688,2.329
|
||||
689,2.369
|
||||
690,2.417
|
||||
691,2.520
|
||||
692,2.222
|
||||
693,2.428
|
||||
694,2.368
|
||||
695,2.390
|
||||
696,2.291
|
||||
697,2.474
|
||||
698,2.309
|
||||
699,2.732
|
||||
700,2.419
|
||||
701,2.291
|
||||
702,2.367
|
||||
703,2.422
|
||||
704,2.476
|
||||
705,2.211
|
||||
706,2.560
|
||||
707,2.351
|
||||
708,2.350
|
||||
709,2.352
|
||||
710,2.284
|
||||
711,2.377
|
||||
712,2.393
|
||||
713,2.682
|
||||
714,2.155
|
||||
715,2.364
|
||||
716,2.369
|
||||
717,2.345
|
||||
718,2.338
|
||||
719,2.379
|
||||
720,2.601
|
||||
721,2.433
|
||||
722,2.513
|
||||
723,2.496
|
||||
724,2.967
|
||||
725,2.579
|
||||
726,2.513
|
||||
727,2.497
|
||||
728,2.268
|
||||
729,2.610
|
||||
730,2.122
|
||||
731,2.441
|
||||
732,2.628
|
||||
733,2.468
|
||||
734,2.228
|
||||
735,2.377
|
||||
736,2.401
|
||||
737,2.267
|
||||
738,2.391
|
||||
739,2.624
|
||||
740,2.467
|
||||
741,2.334
|
||||
742,2.281
|
||||
743,2.385
|
||||
744,2.297
|
||||
745,2.432
|
||||
746,2.300
|
||||
747,2.591
|
||||
748,2.408
|
||||
749,2.330
|
||||
750,2.275
|
||||
751,2.374
|
||||
752,2.385
|
||||
753,2.336
|
||||
754,2.628
|
||||
755,2.263
|
||||
756,2.397
|
||||
757,2.431
|
||||
758,2.387
|
||||
759,2.326
|
||||
760,2.398
|
||||
761,2.554
|
||||
762,2.389
|
||||
763,2.310
|
||||
764,2.465
|
||||
765,2.402
|
||||
766,2.263
|
||||
767,2.688
|
||||
768,2.262
|
||||
769,2.439
|
||||
770,2.164
|
||||
771,2.312
|
||||
772,2.342
|
||||
773,2.395
|
||||
774,2.322
|
||||
775,2.617
|
||||
776,2.289
|
||||
777,2.343
|
||||
778,2.333
|
||||
779,2.348
|
||||
780,2.497
|
||||
781,2.299
|
||||
782,2.589
|
||||
783,2.358
|
||||
784,2.442
|
||||
785,2.235
|
||||
786,2.716
|
||||
787,2.350
|
||||
788,2.839
|
||||
789,2.490
|
||||
790,2.439
|
||||
791,2.438
|
||||
792,2.464
|
||||
793,2.527
|
||||
794,2.897
|
||||
795,1.939
|
||||
796,2.509
|
||||
797,3.275
|
||||
798,2.123
|
||||
799,2.300
|
||||
800,2.425
|
||||
801,2.699
|
||||
802,2.275
|
||||
803,2.523
|
||||
804,2.232
|
||||
805,3.105
|
||||
806,2.195
|
||||
807,2.389
|
||||
808,2.264
|
||||
809,2.813
|
||||
810,2.257
|
||||
811,2.300
|
||||
812,2.543
|
||||
813,2.283
|
||||
814,2.533
|
||||
815,2.308
|
||||
816,2.481
|
||||
817,2.374
|
||||
818,2.504
|
||||
819,3.008
|
||||
820,2.266
|
||||
821,2.351
|
||||
822,2.459
|
||||
823,2.748
|
||||
824,2.512
|
||||
825,2.257
|
||||
826,2.434
|
||||
827,2.430
|
||||
828,2.253
|
||||
|
+11
-178
@@ -30,184 +30,17 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
4. 60 FPS at 1440p per the performance check above.
|
||||
5. Fresh checkout builds against the documented external engine installation.
|
||||
6. Linux build packaged and launched; controls documented in `Docs/` and shown in-game.
|
||||
7. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
|
||||
7. Geographic attribution is visible in-game: "© OpenStreetMap contributors" with a working licence link.
|
||||
8. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
|
||||
|
||||
## Check-record template
|
||||
|
||||
| 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` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
|
||||
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
|
||||
|
||||
## `0.1.0` — Placement vs references — record (2026-11-08)
|
||||
|
||||
Checked against the reference photography (`Art/reference/`) and the Geo measurements
|
||||
(`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via
|
||||
`Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions
|
||||
probed from the DemoMap (commandlet, 2026-11-08).
|
||||
|
||||
### Placement and scale (in-engine ↔ reference)
|
||||
|
||||
| Quantity | In-engine (probed world-space) | Reference | Match |
|
||||
| --- | --- | --- | --- |
|
||||
| Road (Hollywood Blvd carriageway) | Y −13.82..+10.47 m → **24.3 m** | crossing ways 20.9–25.9 m | ✓ within range |
|
||||
| South sidewalk strip | 7.3 m (bbox incl. kerb apron); built walkable strip 4.0 m per `Art/blender/README.md` | 12.6 m centreline offset; strip width from setback arithmetic | ✓ offset 12.5 m ≈ ref 12.6 m |
|
||||
| North sidewalk strip | 8.6 m (bbox); built strip 5.3 m | 13.6 m centreline offset | ✓ offset 13.2 m ≈ ref 13.6 m |
|
||||
| Kerbs | 3.3 m apron face to 0.13 m upstand | 0.15 m assumption; photo check pending (`0.1.1` Kerb height item) | ≈ (recorded deviation) |
|
||||
| Hero façade (6840 El Capitan Ent. Ctr.) | X −146.38..−120.34 m (26.0 m frontage), Y +13.0..+25.6 m from road centre (13.0 m deep) | 6840 setback 14.5 m; 25.75 m frontage (resolved) | ✓ frontage; setback ~1.5 m deeper than ref (recorded) |
|
||||
| El Capitan Theatre (6838) | X −120.82..−82.10 m, Y +13.4..+68.5 m | theatre east of 6840 | ✓ east |
|
||||
| South frontage run (6922, 6902, 6838, 6822, 6806, 6800) | X −242.76..−14.37 m, all Y +12..+68 m | verified OSM footprints in place | ✓ |
|
||||
| North buildings TCL / Tussaud's | TCL X −228.9..−184.4, Y −94.3..−18.0; Tussaud's X −270.7..−228.0, Y −75.9..−18.9 | north of the Blvd, west of hero (per OSM) | ✓ placed north (−Y) across the road |
|
||||
|
||||
### Visual comparison (demo views vs references)
|
||||
|
||||
| Shot | Reference(s) used | Verdict | Notes |
|
||||
| --- | --- | --- | --- |
|
||||
| `review-demo-spawn-view` | `hollywood/el-capitan-facade-day-*` (CC BY 2.0), `el-capitan-entrance/*` | PASS | Facade frontage, column rhythm and neighbour massing match; camera frames the whole block from the north sidewalk. |
|
||||
| `review-demo-street-level` | `hollywood/el-capitan-theatre-blade-sign-*`, `premiere-staging-*` | PASS | Street-level colonnade + frontage neighbours; sidewalk depth consistent with the blade-sign frame. |
|
||||
| `review-demo-crossing` | street-profile crossing s=130.1 m | PASS | Zebra markings visible along the crosswalk; kerb flushed at the crossing. |
|
||||
| `review-demo-north-buildings` | north-side OSM positions; TCL/Tussaud's `Art/reference/north-*` | PASS | Camera re-pointed 2026-11-08 (was 9.5 km west → 85% sky); buildings now framed. Flat blockout surfaces are the `0.1.4` scope. |
|
||||
|
||||
### Deliberate deviations recorded
|
||||
|
||||
- **North/south building surfaces are flat blockouts** (bloblike, no façade detail). Detail texturing/façade style is the planned `0.1.4` (Proper building façades) work; placement and massing are what this check verifies.
|
||||
- **Kerb upstand 0.13 m as built vs 0.15 m assumed**; the DEM cannot resolve a kerb — tracked in `0.1.1` (Kerb height assumption).
|
||||
- **Sidewalk surface detail** (railings, pavers, domes) not modelled — outside `0.1.0` scope.
|
||||
- **Crossing ramps are kerb flushes, not graded ramps** — the `0.1.1` Crossing ramp gradient item.
|
||||
- Site identity (the neoclassical hero with motto band) matches the 2009 façade photograph and the 1922 Masonic elevation within blockout fidelity.
|
||||
|
||||
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified
|
||||
flat surfaces as "unexpected" — those flags are the deliberate deviations above, not
|
||||
placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
|
||||
|
||||
## `0.1.0` — Collision and packaging — audit note (2026-11-08)
|
||||
|
||||
Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselftest`.
|
||||
|
||||
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the
|
||||
kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and
|
||||
X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3
|
||||
lane centres; the seam rows are what this check adds.)
|
||||
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above
|
||||
the local ground, along the road and both seam rows. Result **0/35 blocking hits
|
||||
inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
|
||||
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking
|
||||
height toward each frontage, required only where the map stages a building (the
|
||||
spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`).
|
||||
Result **0/9 directions without a blocking wall** — the player cannot walk
|
||||
through the hero or the frontage. This probe found the hero façade had **no
|
||||
simple collision** at all (complex-only, so traces and capsule sweeps passed
|
||||
through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were
|
||||
tried first and rejected: on a 95-part, 26 m façade they bulged into the street
|
||||
(the wall probe went 0/35 → 2/35).
|
||||
(First pass used a fixed Z 160 start; the street is at Z ~366, so the probe
|
||||
started inside the earth and reported every row as a dist-0 blocker. Grounding
|
||||
the probe fixed that measurement bug.)
|
||||
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause
|
||||
`IsGamePaused()=1`, unpause 0 — all PASS.
|
||||
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits
|
||||
cleanly. The `GigLineShotActor` screenshot rounds are suppressed under
|
||||
`-qaselftest` so they cannot quit the run before the audit phases.
|
||||
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge
|
||||
artifacts of the widened extent, not walkable holes — the walkable corridor is
|
||||
continuous (walk + transect both PASS).
|
||||
|
||||
## `0.1.0` — 60 FPS at 1440p — record (2026-11-08)
|
||||
|
||||
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5,
|
||||
NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
|
||||
|
||||
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at
|
||||
3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3,
|
||||
sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3,
|
||||
sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
|
||||
|
||||
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**,
|
||||
default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable**
|
||||
(`r.Streamline.FrameGeneration.Mode` absent → -999).
|
||||
|
||||
**Route:** the deterministic `-qaselftest` traversal — spawn
|
||||
`(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are
|
||||
captured every frame over that route (829 frames), not a single sample.
|
||||
|
||||
**Result at 2560×1440:**
|
||||
|
||||
| Metric | Value |
|
||||
| --- | --- |
|
||||
| Frames captured | 829 |
|
||||
| Average | **2.42 ms → 414 fps** |
|
||||
| p50 | 2.38 ms |
|
||||
| p95 | 2.71 ms |
|
||||
| p99 | 3.01 ms (≈332 fps) |
|
||||
| Max | 4.00 ms |
|
||||
|
||||
**Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS
|
||||
target without frame generation.
|
||||
|
||||
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another
|
||||
game instance / busy compositor overlapped the capture; repeated clean runs
|
||||
(windowed and fullscreen, Wayland and X11 drivers, window focused) all measured
|
||||
~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
|
||||
|
||||
**Reproduce:**
|
||||
|
||||
```bash
|
||||
# from Game/…/Saved: the run writes Profiling/perf-walk-frametimes.csv
|
||||
./GigLine.sh -fullscreen -ResX=2560 -ResY=1440 -nosplash -qaselftest \
|
||||
-ExecCmds="sg.ViewDistanceQuality 3,sg.ShadowQuality 3,sg.GlobalIlluminationQuality 3,sg.ReflectionQuality 3,sg.PostProcessQuality 3,sg.TextureQuality 3,sg.EffectsQuality 3,sg.FoliageQuality 3,sg.ShadingQuality 3"
|
||||
```
|
||||
|
||||
Committed frame-time series: `Docs/perf/0.1.0-walk-frametimes.csv`.
|
||||
|
||||
## `0.1.0` — Fresh checkout build — record (2026-11-08)
|
||||
|
||||
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean
|
||||
directory with no prior state:
|
||||
|
||||
```bash
|
||||
git clone https://git.allucanget.biz/zwitschi/gig-line.git /tmp/fresh-check
|
||||
cd /tmp/fresh-check && git lfs install && git lfs pull
|
||||
Tools/check-lfs.sh # -> "LFS check OK: 130 LFS-tracked file(s)"
|
||||
cd /run/media/system/DATA/Engines/UE_5.8.4
|
||||
Engine/Build/BatchFiles/Linux/Build.sh GigLineEditor Linux Development \
|
||||
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
|
||||
Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
|
||||
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
|
||||
```
|
||||
|
||||
- Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE
|
||||
package content, not a pointer).
|
||||
- `GigLineEditor` → **Result: Succeeded** (28.2 s); produced
|
||||
`/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
|
||||
- `GigLine` (game) → **Result: Succeeded** (26.9 s).
|
||||
- Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4`
|
||||
(UE 5.8.4), system clang; no machine-specific paths beyond the documented
|
||||
`-project=` argument.
|
||||
|
||||
**Verdict: PASS.**
|
||||
|
||||
## `0.1.0` — Packaged Linux build + documented controls — record (2026-11-08)
|
||||
|
||||
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development
|
||||
-cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA`
|
||||
→ `EXIT=0` (Success).
|
||||
|
||||
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) →
|
||||
`LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens
|
||||
the walkable demo directly (the default-map fix holds in a package, not just the
|
||||
editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
|
||||
|
||||
**Controls documented and shown in-game:**
|
||||
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus
|
||||
how to test input headlessly.
|
||||
- `AGigLineHUD` now draws a control legend bottom-right every frame:
|
||||
"WASD move · Mouse look · Space jump · R reset · Esc pause".
|
||||
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px
|
||||
(a single right-aligned line), attributed text bottom-left. Screenshot:
|
||||
`Docs/perf/0.1.0-packaged-hud-controls.png`.
|
||||
|
||||
**Verdict: PASS.**
|
||||
| Version | Check | Result | Evidence | Date |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| `0.1.0` | Traversal, both sides | — | — | — |
|
||||
| `0.1.0` | Placement vs references | — | — | — |
|
||||
| `0.1.0` | Collision and packaging | — | — | — |
|
||||
| `0.1.0` | 60 FPS at 1440p | — | — | — |
|
||||
| `0.1.0` | Fresh checkout build | — | — | — |
|
||||
| `0.1.0` | Packaged Linux build | — | — | — |
|
||||
| `0.1.0` | Attribution display | — | — | — |
|
||||
+11
-6
@@ -21,20 +21,25 @@ Anything marked **human step** needs credentials, licence acceptance, or a decis
|
||||
| 6. Content pipeline | in progress — blockout, terrain, street, hero façade and the walkable `DemoMap` exist; façades and materials are planned patches (`0.1.4`) |
|
||||
| 5. Repository | procedure documented; a fresh checkout has not yet been exercised end to end |
|
||||
|
||||
Next: `0.1.0` gameplay (lighting, crossing) and the El Capitan Theatre, then the planned patches. Current task list is [TODO.md](../TODO.md); version direction is in [ROADMAP.md](../ROADMAP.md).
|
||||
Next: `0.1.0` gameplay (attribution display, lighting, crossing) and the El Capitan Theatre, then the planned patches. Current task list is [TODO.md](../TODO.md); version direction is in [ROADMAP.md](../ROADMAP.md).
|
||||
|
||||
## 1. System
|
||||
|
||||
- `[x]` Update Bazzite with its supported mechanism. `ujust update` (or `rpm-ostree upgrade`) followed by a reboot. Deployment `45.20261105` is booted and default; `44.20261026` retained as rollback.
|
||||
- `[x]` Verify the NVIDIA driver and Vulkan from the desktop session. `nvidia-smi` names the RTX 5070 Ti on driver `615.78.08` and the Wayland desktop renders through it. Vulkan enumerates it as GPU0: discrete, proprietary driver `615.78.08`, API `1.4.351`, conformance `1.4.3.3`. The integrated RADV GPU is GPU1 — watch that the engine does not select it.
|
||||
- `[x]` Install `git-lfs`, `cmake`, `ninja-build`, `clang` as an ostree layer, reboot, then `git lfs install`. Done: `git-lfs 3.7.1`, `clang 23.1.4`, `cmake 4.3.0`, `ninja 1.13.2`; lfs filter active, `Tools/check-lfs.sh` passes.
|
||||
- `[x]` Update Bazzite with its supported mechanism.
|
||||
`ujust update` (or `rpm-ostree upgrade`) followed by a reboot. Deployment `45.20261105` is booted and default; `44.20261026` retained as rollback.
|
||||
- `[x]` Verify the NVIDIA driver and Vulkan from the desktop session.
|
||||
`nvidia-smi` names the RTX 5070 Ti on driver `615.78.08` and the Wayland desktop renders through it. Vulkan enumerates it as GPU0: discrete, proprietary driver `615.78.08`, API `1.4.351`, conformance `1.4.3.3`. The integrated RADV GPU is GPU1 — watch that the engine does not select it.
|
||||
- `[x]` Install `git-lfs`, `cmake`, `ninja-build`, `clang` as an ostree layer, reboot, then `git lfs install`.
|
||||
Done: `git-lfs 3.7.1`, `clang 23.1.4`, `cmake 4.3.0`, `ninja 1.13.2`; lfs filter active, `Tools/check-lfs.sh` passes.
|
||||
|
||||
## 2. Engine acquisition
|
||||
|
||||
- `[x]` **Human step.** Create an Epic account, accept the Unreal license. Done on 2026-11-06 with the account email recorded locally; no credentials stored in the repository.
|
||||
- `[x]` **Human step.** Create an Epic account, accept the Unreal license.
|
||||
Done on 2026-11-06 with the account email recorded locally; no credentials stored in the repository.
|
||||
- `[x]` **Human step.** Acquire one pinned engine build. Two routes:
|
||||
- **Launcher build**: install the Linux Epic Games Launcher, download the pinned engine version, install to the DATA volume, and disable auto-update so the pin holds.
|
||||
- **Source build**: clone the pinned `release` branch from the Epic Games GitHub organisation, then `./Setup.sh`, `./GenerateProjectFiles.sh`, `make -j16`. Budget 120–200 GB and a multi-hour first build on 16 threads. **5.8.4** downloaded to `/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.8.4.zip`: 39 819 212 076 bytes (37.08 GiB), ZIP central directory present with 299 959 entries, `Engine/Build/Build.version` reports **5.8.4**, changelist 58902052, `++UE5+Release-5.8`.
|
||||
- **Source build**: clone the pinned `release` branch from the Epic Games GitHub organisation, then `./Setup.sh`, `./GenerateProjectFiles.sh`, `make -j16`. Budget 120–200 GB and a multi-hour first build on 16 threads.
|
||||
**5.8.4** downloaded to `/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.8.4.zip`: 39 819 212 076 bytes (37.08 GiB), ZIP central directory present with 299 959 entries, `Engine/Build/Build.version` reports **5.8.4**, changelist 58902052, `++UE5+Release-5.8`.
|
||||
- `[x]` Verify the archive end to end before extracting. `unzip -tq` on 2026-11-06: "No errors detected", exit 0.
|
||||
- `[x]` Extract to the DATA volume and record the install path. Done 2026-11-07: `/run/media/system/DATA/Engines/UE_5.8.4`, 73 GiB on disk, extraction verified by full headless editor start.
|
||||
- `[x]` Resolve the engine version: **5.8.4 pinned** (see the decision below). The 5.2.0 archive (19.59 GiB, CL 25360045) remains on disk as a fallback only and should be deleted once the pin is trusted.
|
||||
|
||||
@@ -1,11 +1,5 @@
|
||||
[/Script/EngineSettings.GameMapsSettings]
|
||||
GlobalDefaultGameMode="/Script/GigLine.GigLineGameModeBase"
|
||||
; The runnable map is the walkable demo, so a plain launch opens it (not the
|
||||
; engine template nor the review staging scene).
|
||||
GameDefaultMap=/Game/Hollywood/DemoMap
|
||||
EditorStartupMap=/Game/Hollywood/DemoMap
|
||||
ServerDefaultMap=/Game/Hollywood/DemoMap
|
||||
TransitionMap=/Game/Hollywood/DemoMap
|
||||
|
||||
[/Script/Engine.RendererSettings]
|
||||
; Dynamic-only lighting. With static lighting allowed, the stationary sun and
|
||||
@@ -15,11 +9,6 @@ TransitionMap=/Game/Hollywood/DemoMap
|
||||
; static lighting outright — nothing to build, no warning.
|
||||
r.AllowStaticLighting=False
|
||||
|
||||
[ConsoleVariables]
|
||||
; Dev diagnostics (spawn/input setup logs) are off by default in shipped builds.
|
||||
; Re-enable at runtime: `gigline.SetupLogs 1`.
|
||||
gigline.SetupLogs=0
|
||||
|
||||
[URL]
|
||||
GameName=GigLine
|
||||
|
||||
|
||||
@@ -7,14 +7,9 @@ CopyrightNotice=
|
||||
BuildConfiguration=PPBC_Development
|
||||
FullRebuild=False
|
||||
UsePakFile=True
|
||||
; Runtime-loaded content must ship even when nothing statically references it.
|
||||
; The Enhanced Input assets are only soft-loaded by AGigLineCharacter at
|
||||
; BeginPlay; without this the cooker prunes them from the pak (observed: the
|
||||
; cook ReferencedSet had zero /Game/Input entries, so inputs were all nil and
|
||||
; no keys worked). Always cook the demo map + input. Keep both maps listed so
|
||||
; EditorStartupMap/GameDefaultMap selection stays flexible.
|
||||
+DirectoriesToAlwaysCook=/Game/Input
|
||||
+DirectoriesToAlwaysCook=/Game/Hollywood
|
||||
+DirectoriesToAlwaysCook=/Game/Test
|
||||
|
||||
|
||||
[/Script/EngineSettings.GameMapsSettings]
|
||||
; Temporary default while the demo map is being built; GameMapsSettings in
|
||||
; DefaultEngine.ini still names the game mode only.
|
||||
GameDefaultMap=/Game/Test/ReviewMap
|
||||
EditorStartupMap=/Game/Test/ReviewMap
|
||||
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@@ -1,66 +0,0 @@
|
||||
#include "GigLineAssetTools.h"
|
||||
|
||||
#include "Engine/StaticMesh.h"
|
||||
#include "PhysicsEngine/BodySetup.h"
|
||||
#include "StaticMeshResources.h"
|
||||
|
||||
void UGigLineAssetTools::SetComplexCollisionAsSimple(UStaticMesh* Mesh, bool bEnable)
|
||||
{
|
||||
if (!Mesh)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UBodySetup* BodySetup = Mesh->GetBodySetup();
|
||||
if (!BodySetup)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
BodySetup->CollisionTraceFlag = bEnable ? CTF_UseComplexAsSimple : CTF_UseSimpleAndComplex;
|
||||
BodySetup->InvalidatePhysicsData();
|
||||
BodySetup->CreatePhysicsMeshes();
|
||||
Mesh->MarkPackageDirty();
|
||||
// PostEditChange() is editor-only and not a member of UStaticMesh; the
|
||||
// physics data regeneration above plus MarkPackageDirty is all a headless
|
||||
// commandlet needs to persist the new collision flags.
|
||||
}
|
||||
|
||||
void UGigLineAssetTools::ClearSimpleCollision(UStaticMesh* Mesh)
|
||||
{
|
||||
if (!Mesh)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UBodySetup* BodySetup = Mesh->GetBodySetup();
|
||||
if (!BodySetup)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
BodySetup->AggGeom.EmptyElements();
|
||||
BodySetup->InvalidatePhysicsData();
|
||||
BodySetup->CreatePhysicsMeshes();
|
||||
Mesh->MarkPackageDirty();
|
||||
}
|
||||
|
||||
FString UGigLineAssetTools::GetCollisionComplexity(UStaticMesh* Mesh)
|
||||
{
|
||||
if (!Mesh)
|
||||
{
|
||||
return TEXT("no mesh");
|
||||
}
|
||||
|
||||
const UBodySetup* BodySetup = Mesh->GetBodySetup();
|
||||
if (!BodySetup)
|
||||
{
|
||||
return TEXT("no body setup");
|
||||
}
|
||||
|
||||
const int32 Flag = static_cast<int32>(BodySetup->CollisionTraceFlag.GetValue());
|
||||
if (Flag == CTF_UseComplexAsSimple) { return TEXT("UseComplexAsSimple"); }
|
||||
if (Flag == CTF_UseSimpleAsComplex) { return TEXT("UseSimpleAsComplex"); }
|
||||
if (Flag == CTF_UseSimpleAndComplex) { return TEXT("UseSimpleAndComplex"); }
|
||||
return TEXT("ProjectDefault");
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "GigLineAssetTools.generated.h"
|
||||
|
||||
class UStaticMesh;
|
||||
|
||||
/**
|
||||
* Small editor-side helpers for the headless asset pipeline scripts.
|
||||
*
|
||||
* Exposed to Python so tools can fix up imported meshes that the Interchange
|
||||
* importer gives unusable default collision. The terrain is the motivating
|
||||
* case: without complex-as-simple it gets a bounding-box proxy, so the whole
|
||||
* street sits under an invisible 8 m box and the player walks on the box lid.
|
||||
*/
|
||||
UCLASS()
|
||||
class GIGLINE_API UGigLineAssetTools : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/** Make collision trace against the mesh triangles instead of a proxy hull. */
|
||||
UFUNCTION(BlueprintCallable, Category = "GigLine|Assets")
|
||||
static void SetComplexCollisionAsSimple(UStaticMesh* Mesh, bool bEnable = true);
|
||||
|
||||
/** Drop any generated simple collision (hulls/boxes) from the mesh. */
|
||||
UFUNCTION(BlueprintCallable, Category = "GigLine|Assets")
|
||||
static void ClearSimpleCollision(UStaticMesh* Mesh);
|
||||
|
||||
/** Report the current collision complexity: "SimpleAndComplex", "Simple", ... */
|
||||
UFUNCTION(BlueprintCallable, Category = "GigLine|Assets")
|
||||
static FString GetCollisionComplexity(UStaticMesh* Mesh);
|
||||
};
|
||||
@@ -7,24 +7,8 @@
|
||||
#include "GameFramework/CharacterMovementComponent.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "InputAction.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "InputMappingContext.h"
|
||||
#include "Engine/World.h"
|
||||
#include "TimerManager.h"
|
||||
#include "Containers/Ticker.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "Misc/CommandLine.h"
|
||||
#include "Misc/Parse.h"
|
||||
#include "Misc/FileHelper.h"
|
||||
#include "Misc/Paths.h"
|
||||
#include "HAL/FileManager.h"
|
||||
|
||||
// Development-only diagnostics for the walkable demo. These describe the spawn
|
||||
// and input setup and are not needed in a shipped build's log spam; disable
|
||||
// with `-NoGigLineSetupLogs` (or set the cvar in release config).
|
||||
static TAutoConsoleVariable<int32> CVarGigLineSetupLogs(
|
||||
TEXT("gigline.SetupLogs"),
|
||||
1,
|
||||
TEXT("Log GigLine spawn/input setup diagnostics (0=off, 1=on)."));
|
||||
|
||||
AGigLineCharacter::AGigLineCharacter()
|
||||
{
|
||||
@@ -55,56 +39,51 @@ AGigLineCharacter::AGigLineCharacter()
|
||||
GetMesh()->SetHiddenInGame(true);
|
||||
GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
|
||||
// Hard-reference the Enhanced Input assets with ConstructorHelpers so the
|
||||
// cooker always includes them and they load during CDO construction. Runtime
|
||||
// soft-loading them at BeginPlay was fragile: the assets were pruned from the
|
||||
// pak unless /Game/Input was force-cooked, and a soft path can miss while the
|
||||
// IoStore registry is still mounting. A constructor FObjectFinder is a hard
|
||||
// reference (followed by the cooker) and loads deterministically.
|
||||
// Assets are created by Tools/ue_create_input_assets.py.
|
||||
static ConstructorHelpers::FObjectFinder<UInputMappingContext> CtxFinder(
|
||||
TEXT("/Game/Input/IMC_Default.IMC_Default"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> MoveF(
|
||||
TEXT("/Game/Input/IA_Move.IA_Move"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> StrafeF(
|
||||
TEXT("/Game/Input/IA_Strafe.IA_Strafe"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> BackF(
|
||||
TEXT("/Game/Input/IA_MoveBack.IA_MoveBack"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> LeftF(
|
||||
TEXT("/Game/Input/IA_StrafeLeft.IA_StrafeLeft"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> LookF(
|
||||
TEXT("/Game/Input/IA_Look.IA_Look"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> JumpF(
|
||||
TEXT("/Game/Input/IA_Jump.IA_Jump"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> ResetF(
|
||||
TEXT("/Game/Input/IA_Reset.IA_Reset"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> PauseF(
|
||||
TEXT("/Game/Input/IA_Pause.IA_Pause"));
|
||||
// Input assets are created by Tools/ue_create_input_assets.py. They are loaded in
|
||||
// BeginPlay rather than the constructor: the constructor runs during CDO
|
||||
// construction where asset loads are unreliable, and a missing asset should be
|
||||
// a loud warning, not a silent no-op.
|
||||
}
|
||||
|
||||
MappingContext = CtxFinder.Object;
|
||||
MoveAction = MoveF.Object;
|
||||
StrafeAction = StrafeF.Object;
|
||||
MoveBackAction = BackF.Object;
|
||||
StrafeLeftAction = LeftF.Object;
|
||||
LookAction = LookF.Object;
|
||||
JumpAction = JumpF.Object;
|
||||
ResetAction = ResetF.Object;
|
||||
PauseAction = PauseF.Object;
|
||||
void AGigLineCharacter::LoadInputAssets()
|
||||
{
|
||||
auto LoadSoft = [](const TCHAR* Path) -> TObjectPtr<UObject>
|
||||
{
|
||||
return LoadObject<UObject>(nullptr, Path);
|
||||
};
|
||||
MappingContext = Cast<UInputMappingContext>(LoadSoft(TEXT("/Game/Input/IMC_Default.IMC_Default")));
|
||||
MoveAction = Cast<UInputAction>(LoadSoft(TEXT("/Game/Input/IA_Move.IA_Move")));
|
||||
StrafeAction = Cast<UInputAction>(LoadSoft(TEXT("/Game/Input/IA_Strafe.IA_Strafe")));
|
||||
MoveBackAction = Cast<UInputAction>(LoadSoft(TEXT("/Game/Input/IA_MoveBack.IA_MoveBack")));
|
||||
StrafeLeftAction = Cast<UInputAction>(LoadSoft(TEXT("/Game/Input/IA_StrafeLeft.IA_StrafeLeft")));
|
||||
LookAction = Cast<UInputAction>(LoadSoft(TEXT("/Game/Input/IA_Look.IA_Look")));
|
||||
JumpAction = Cast<UInputAction>(LoadSoft(TEXT("/Game/Input/IA_Jump.IA_Jump")));
|
||||
ResetAction = Cast<UInputAction>(LoadSoft(TEXT("/Game/Input/IA_Reset.IA_Reset")));
|
||||
PauseAction = Cast<UInputAction>(LoadSoft(TEXT("/Game/Input/IA_Pause.IA_Pause")));
|
||||
|
||||
if (!MappingContext || !MoveAction || !MoveBackAction || !StrafeAction || !StrafeLeftAction
|
||||
|| !LookAction)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine: input assets failed to load at construction. ")
|
||||
TEXT("Run Tools/ue_create_input_assets.py to build /Game/Input."));
|
||||
TEXT("GigLine: input assets missing (context=%s move=%s look=%s). ")
|
||||
TEXT("Run Tools/ue_create_input_assets.py to build /Game/Input."),
|
||||
MappingContext ? TEXT("ok") : TEXT("missing"),
|
||||
(MoveAction && MoveBackAction && StrafeAction && StrafeLeftAction) ? TEXT("ok")
|
||||
: TEXT("missing"),
|
||||
LookAction ? TEXT("ok") : TEXT("missing"));
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::LoadInputAssets()
|
||||
void AGigLineCharacter::BeginPlay()
|
||||
{
|
||||
// The assets are hard-referenced and loaded in the constructor. This pushes
|
||||
// the now-valid mapping context to the local player's subsystem; called from
|
||||
// SetupPlayerInputComponent at possession, when the controller exists.
|
||||
Super::BeginPlay();
|
||||
|
||||
LoadInputAssets();
|
||||
|
||||
StartLocation = GetActorLocation();
|
||||
StartRotation = GetActorRotation();
|
||||
|
||||
// Push the mapping context for this local player.
|
||||
if (MappingContext)
|
||||
{
|
||||
if (const APlayerController* PC = Cast<APlayerController>(GetController()))
|
||||
@@ -113,401 +92,11 @@ void AGigLineCharacter::LoadInputAssets()
|
||||
ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
|
||||
{
|
||||
Subsystem->AddMappingContext(MappingContext, 0);
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: pushed mapping context %s"),
|
||||
*MappingContext->GetName());
|
||||
}
|
||||
}
|
||||
else if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: no enhanced input subsystem on local player"));
|
||||
}
|
||||
}
|
||||
else if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: no PlayerController at LoadInputAssets"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
StartLocation = GetActorLocation();
|
||||
StartRotation = GetActorRotation();
|
||||
|
||||
// The PlayerStart sits above grade so the capsule cannot spawn embedded, so
|
||||
// the BeginPlay position is mid-air. Re-capture once the pawn has landed,
|
||||
// otherwise Reset drops the player 1.4 m back into the air every press.
|
||||
// Repeat until the first grounded frame. A single late timer is wrong: it can
|
||||
// fire after the player (or the QA self-test) has already started walking,
|
||||
// which recorded a mid-stride position as "start".
|
||||
GetWorldTimerManager().SetTimer(SettleHandle, [this]()
|
||||
{
|
||||
if (bQATestWalking)
|
||||
{
|
||||
return; // keep waiting; the test walks almost immediately
|
||||
}
|
||||
if (const UCharacterMovementComponent* Mov = GetCharacterMovement())
|
||||
{
|
||||
if (Mov->IsMovingOnGround())
|
||||
{
|
||||
StartLocation = GetActorLocation();
|
||||
StartRotation = GetActorRotation();
|
||||
GetWorldTimerManager().ClearTimer(this->SettleHandle);
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine: start captured on ground at Z %.0f"),
|
||||
StartLocation.Z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}, 0.25f, true);
|
||||
|
||||
// Force game input mode + focus + mouse capture so keyboard/mouse reach the
|
||||
// pawn regardless of window focus quirks.
|
||||
if (APlayerController* PC = Cast<APlayerController>(GetController()))
|
||||
{
|
||||
PC->SetInputMode(FInputModeGameOnly());
|
||||
PC->bShowMouseCursor = false;
|
||||
}
|
||||
|
||||
if (FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
|
||||
{
|
||||
StartQASelfTest();
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::StartQASelfTest()
|
||||
{
|
||||
// Driven by a core ticker rather than a world timer on purpose: pausing the
|
||||
// game stops world timers, so a timer-based test would freeze the moment it
|
||||
// proved pause works.
|
||||
struct FQAState
|
||||
{
|
||||
float Elapsed = 0.0f;
|
||||
FVector Start = FVector::ZeroVector;
|
||||
FVector WalkEnd = FVector::ZeroVector;
|
||||
float Step = 0.0f;
|
||||
bool bWalkMoved = false;
|
||||
bool bResetReturned = false;
|
||||
bool bPausedOn = false;
|
||||
bool bUnpausedBack = false;
|
||||
// Performance capture over the fixed walk route (1.0-3.0 s).
|
||||
TArray<float> FrameMs;
|
||||
bool bPerfLogged = false;
|
||||
};
|
||||
|
||||
TSharedPtr<FQAState> State = MakeShared<FQAState>();
|
||||
State->Start = GetActorLocation();
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: start XYZ=(%.0f,%.0f,%.0f)"),
|
||||
State->Start.X, State->Start.Y, State->Start.Z);
|
||||
|
||||
FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateWeakLambda(this,
|
||||
[this, State](float DeltaTime)
|
||||
{
|
||||
State->Elapsed += DeltaTime;
|
||||
const float E = State->Elapsed;
|
||||
|
||||
// 1.0 - 3.0 s: hold forward. Reset sets the Step marker so each phase
|
||||
// runs exactly once without an ever-growing if-chain.
|
||||
if (E >= 1.0f && State->Step < 1.0f)
|
||||
{
|
||||
State->Step = 1.0f;
|
||||
// Measure from the settled position, not the mid-air spawn point.
|
||||
State->Start = GetActorLocation();
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: settled XYZ=(%.0f,%.0f,%.0f)"),
|
||||
State->Start.X, State->Start.Y, State->Start.Z);
|
||||
bQATestWalking = true;
|
||||
}
|
||||
if (bQATestWalking)
|
||||
{
|
||||
AddMovementInput(GetActorForwardVector(), 1.0f);
|
||||
// Frame time for the perf capture (this ticker runs every frame).
|
||||
State->FrameMs.Add(DeltaTime * 1000.0f);
|
||||
}
|
||||
|
||||
// 3.0: stop and measure.
|
||||
if (E >= 3.0f && State->Step < 2.0f)
|
||||
{
|
||||
State->Step = 2.0f;
|
||||
bQATestWalking = false;
|
||||
State->WalkEnd = GetActorLocation();
|
||||
const float Walked = FVector::Dist2D(State->Start, State->WalkEnd);
|
||||
State->bWalkMoved = Walked > 200.0f; // >2 m in 2 s at 4 m/s
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: walk moved %.0f cm in 2 s -> %s (Z %.0f -> %.0f)"),
|
||||
Walked, State->bWalkMoved ? TEXT("PASS") : TEXT("FAIL"),
|
||||
State->Start.Z, State->WalkEnd.Z);
|
||||
|
||||
// Perf: report frame-time stats over the fixed walk route.
|
||||
if (!State->bPerfLogged && State->FrameMs.Num() > 10)
|
||||
{
|
||||
State->bPerfLogged = true;
|
||||
TArray<float> Sorted = State->FrameMs;
|
||||
Sorted.Sort();
|
||||
const int32 N = Sorted.Num();
|
||||
double Sum = 0.0;
|
||||
for (float Ms : Sorted) { Sum += Ms; }
|
||||
const float AvgMs = static_cast<float>(Sum / N);
|
||||
const float P50 = Sorted[N / 2];
|
||||
const float P95 = Sorted[FMath::Clamp((int32)(N * 0.95f), 0, N - 1)];
|
||||
const float P99 = Sorted[FMath::Clamp((int32)(N * 0.99f), 0, N - 1)];
|
||||
const float MaxMs = Sorted.Last();
|
||||
FVector2D Res(0.0, 0.0);
|
||||
if (GEngine && GEngine->GameViewport)
|
||||
{
|
||||
GEngine->GameViewport->GetViewportSize(Res);
|
||||
}
|
||||
// Record the upscaling/AA state so the check is reproducible.
|
||||
auto CV = [](const TCHAR* Name)
|
||||
{
|
||||
IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(Name);
|
||||
return Var ? Var->GetInt() : -999;
|
||||
};
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine PERF: frames=%d avg=%.2fms (%.1f fps) p50=%.2f p95=%.2f p99=%.2f max=%.2f ms at %dx%d"),
|
||||
N, AvgMs, AvgMs > 0.f ? 1000.f / AvgMs : 0.f, P50, P95, P99, MaxMs,
|
||||
(int32)Res.X, (int32)Res.Y);
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine PERF: AntiAliasingMethod=%d ScreenPercentage=%d TSR=%d FrameGen=%d VSync=%d"),
|
||||
CV(TEXT("r.AntiAliasingMethod")), CV(TEXT("r.ScreenPercentage")),
|
||||
CV(TEXT("r.TSR.History.ScreenPercentage")),
|
||||
CV(TEXT("r.Streamline.FrameGeneration.Mode")),
|
||||
CV(TEXT("r.VSync")));
|
||||
|
||||
// Frame-time series, so the check has a graph source, not one sample.
|
||||
{
|
||||
const FString Dir = FPaths::Combine(FPaths::ProjectSavedDir(), TEXT("Profiling"));
|
||||
IFileManager::Get().MakeDirectory(*Dir, true);
|
||||
const FString Path = FPaths::Combine(Dir, TEXT("perf-walk-frametimes.csv"));
|
||||
FString Csv(TEXT("frame,ms\n"));
|
||||
for (int32 i = 0; i < N; ++i)
|
||||
{
|
||||
Csv += FString::Printf(TEXT("%d,%.3f\n"), i, State->FrameMs[i]);
|
||||
}
|
||||
FFileHelper::SaveStringToFile(Csv, *Path);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine PERF: frame times written to %s"), *Path);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 3.5: reset should return to the spawn point.
|
||||
if (E >= 3.5f && State->Step < 3.0f)
|
||||
{
|
||||
State->Step = 3.0f;
|
||||
ResetToStart();
|
||||
}
|
||||
if (E >= 4.0f && State->Step < 4.0f)
|
||||
{
|
||||
State->Step = 4.0f;
|
||||
const float Back = FVector::Dist(State->Start, GetActorLocation());
|
||||
State->bResetReturned = Back < 100.0f;
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: reset returned %.0f cm from spawn -> %s"),
|
||||
Back, State->bResetReturned ? TEXT("PASS") : TEXT("FAIL"));
|
||||
}
|
||||
|
||||
// 4.5: pause, then confirm the world actually stopped.
|
||||
if (E >= 4.5f && State->Step < 5.0f)
|
||||
{
|
||||
State->Step = 5.0f;
|
||||
TogglePause();
|
||||
State->bPausedOn = UGameplayStatics::IsGamePaused(this);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: pause -> paused=%d %s"),
|
||||
State->bPausedOn ? 1 : 0, State->bPausedOn ? TEXT("PASS") : TEXT("FAIL"));
|
||||
}
|
||||
|
||||
// 5.5: unpause and confirm it comes back.
|
||||
if (E >= 5.5f && State->Step < 6.0f)
|
||||
{
|
||||
State->Step = 6.0f;
|
||||
TogglePause();
|
||||
State->bUnpausedBack = !UGameplayStatics::IsGamePaused(this);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: unpause -> paused=%d %s"),
|
||||
UGameplayStatics::IsGamePaused(this) ? 1 : 0,
|
||||
State->bUnpausedBack ? TEXT("PASS") : TEXT("FAIL"));
|
||||
}
|
||||
|
||||
// 6.0: ground transect - sweep both sidewalks and the carriageway and
|
||||
// count holes, so "can traverse the block without falling through"
|
||||
// is measured rather than assumed.
|
||||
if (E >= 6.0f && State->Step < 7.0f)
|
||||
{
|
||||
State->Step = 7.0f;
|
||||
UWorld* W = GetWorld();
|
||||
int32 Holes = 0, Samples = 0;
|
||||
float Lowest = 1.0e9f, Highest = -1.0e9f;
|
||||
// Probed world-space (2026-11-08): N sidewalk -1912..-1053, kerb
|
||||
// -1382..-1053, road -1382..+1047, kerb +718..+1047, S sidewalk
|
||||
// +718..+1447. Rows include the kerb/road/sidewalk boundary Ys so
|
||||
// seam gaps are sampled, not just lane centres.
|
||||
static const float Rows[] = {
|
||||
-1750.0f, -1500.0f, -1382.0f, -1280.0f, -1053.0f, -900.0f,
|
||||
-167.0f, 0.0f, 300.0f, 800.0f, 1047.0f, 900.0f, 718.0f,
|
||||
900.0f, 1250.0f, 1447.0f
|
||||
};
|
||||
for (float LaneY : Rows)
|
||||
{
|
||||
for (float X = -20000.0f; X <= -2000.0f; X += 200.0f)
|
||||
{
|
||||
FHitResult Hit;
|
||||
FCollisionQueryParams Q(TEXT("GigLineTransect"), false, this);
|
||||
const bool bHit = W->LineTraceSingleByChannel(Hit,
|
||||
FVector(X, LaneY, 3000.f), FVector(X, LaneY, -3000.f),
|
||||
ECC_Visibility, Q);
|
||||
++Samples;
|
||||
if (!bHit)
|
||||
{
|
||||
++Holes;
|
||||
continue;
|
||||
}
|
||||
Lowest = FMath::Min(Lowest, Hit.ImpactPoint.Z);
|
||||
Highest = FMath::Max(Highest, Hit.ImpactPoint.Z);
|
||||
}
|
||||
}
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: transect %d samples, %d holes, ground Z %.0f..%.0f -> %s"),
|
||||
Samples, Holes, Lowest, Highest, Holes == 0 ? TEXT("PASS") : TEXT("FAIL"));
|
||||
|
||||
// Invisible-wall / blocking-mesh probe: at each sample, first find
|
||||
// the ground under the start point (vertical raycast), then run a
|
||||
// horizontal trace 160 cm ABOVE that ground along the street row.
|
||||
// A clean street should let the 30 m trace run clear; a short hit
|
||||
// flags an invisible or misplaced blocker. Starting the horizontal
|
||||
// trace at a fixed Z (e.g. 160) is wrong: the street is at Z ~366
|
||||
// there, so a 160 cm probe starts inside the earth (dist 0).
|
||||
int32 Walls = 0, WallSamples = 0;
|
||||
static const float TraceYs[] = {-1400.0f, -167.0f, 1000.0f, -1382.0f, 1047.0f};
|
||||
for (float WallY : TraceYs)
|
||||
{
|
||||
for (float X0 = -19500.0f; X0 <= -3000.0f; X0 += 2500.0f)
|
||||
{
|
||||
FHitResult GroundHit;
|
||||
FCollisionQueryParams GQ(TEXT("GigLineWallGround"), false, this);
|
||||
if (!W->LineTraceSingleByChannel(GroundHit,
|
||||
FVector(X0, WallY, 3000.f), FVector(X0, WallY, -1000.f),
|
||||
ECC_Visibility, GQ))
|
||||
{
|
||||
continue; // no ground under start -> skip
|
||||
}
|
||||
const float ProbeZ = GroundHit.ImpactPoint.Z + 160.f;
|
||||
FHitResult Hit;
|
||||
FCollisionQueryParams Q(TEXT("GigLineWallProbe"), false, this);
|
||||
const bool bHit = W->LineTraceSingleByChannel(Hit,
|
||||
FVector(X0, WallY, ProbeZ),
|
||||
FVector(X0 + 3000.f, WallY, ProbeZ),
|
||||
ECC_Visibility, Q);
|
||||
++WallSamples;
|
||||
if (!bHit) { continue; } // 30 m clear -> good
|
||||
// Starting just above the ground, a hit within 21 m = blocker.
|
||||
if (Hit.Distance < 2100.f)
|
||||
{
|
||||
++Walls;
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: wall probe short-hit at X %.0f Y %.0f dist %.0f actor=%s"),
|
||||
X0, WallY, Hit.Distance,
|
||||
Hit.GetActor() ? *Hit.GetActor()->GetName() : TEXT("none"));
|
||||
}
|
||||
}
|
||||
}
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: wall probe %d/%d traces with blocking hit inside 21 m -> %s"),
|
||||
Walls, WallSamples,
|
||||
Walls == 0 ? TEXT("PASS") : TEXT("FAIL"));
|
||||
|
||||
// Facade occlusion probe: walkable street is only half the story —
|
||||
// the player must also NOT be able to walk through the buildings.
|
||||
// From the road centre, fire 40 m sideways at walking height toward
|
||||
// each frontage and require a blocking hit. A miss means the
|
||||
// building has no collision (or only non-blocking collision) and the
|
||||
// player would pass through the wall.
|
||||
// Expect a wall only where the map actually stages a building.
|
||||
// Spans below mirror the actors placed by Tools/ue_build_demo_map.py
|
||||
// (frontage + hero) and the two north buildings; update them if
|
||||
// that list changes. Gaps between buildings are legitimate misses.
|
||||
struct FSpan { float Min, Max; };
|
||||
static const FSpan SouthSpans[] = {
|
||||
{-24276.f, -17700.f}, // 6922
|
||||
{-17749.f, -14591.f}, // 6902
|
||||
{-14638.f, -12034.f}, // 6840 hero
|
||||
{-12082.f, -8210.f}, // 6838 El Capitan Theatre
|
||||
{-7854.f, -7252.f}, // 6822 Budget
|
||||
{-6608.f, -3307.f}, // 6806-6820
|
||||
{-3320.f, -1437.f}, // 6800 Lee Drug
|
||||
};
|
||||
static const FSpan NorthSpans[] = {
|
||||
{-27071.f, -22799.f}, // Madame Tussaud's
|
||||
{-22889.f, -18442.f}, // TCL Chinese Theatre
|
||||
};
|
||||
auto InSpans = [](const FSpan* Spans, int32 Count, float X)
|
||||
{
|
||||
for (int32 i = 0; i < Count; ++i)
|
||||
{
|
||||
if (X >= Spans[i].Min && X <= Spans[i].Max) { return true; }
|
||||
}
|
||||
return false;
|
||||
};
|
||||
int32 Facades = 0, FacadeSamples = 0;
|
||||
for (float X0 = -19000.0f; X0 <= -3000.0f; X0 += 2000.0f)
|
||||
{
|
||||
for (float Dir : {1.0f, -1.0f}) // +Y south frontage, -Y north side
|
||||
{
|
||||
const bool bExpectWall = (Dir > 0.0f)
|
||||
? InSpans(SouthSpans, UE_ARRAY_COUNT(SouthSpans), X0)
|
||||
: InSpans(NorthSpans, UE_ARRAY_COUNT(NorthSpans), X0);
|
||||
if (!bExpectWall)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
FHitResult GroundHit2;
|
||||
FCollisionQueryParams GQ2(TEXT("GigLineFacadeGround"), false, this);
|
||||
if (!W->LineTraceSingleByChannel(GroundHit2,
|
||||
FVector(X0, 0.0f, 3000.f), FVector(X0, 0.0f, -1000.f),
|
||||
ECC_Visibility, GQ2))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const float ProbeZ2 = GroundHit2.ImpactPoint.Z + 160.f;
|
||||
FHitResult Hit2;
|
||||
FCollisionQueryParams Q2(TEXT("GigLineFacadeProbe"), false, this);
|
||||
const bool bHit2 = W->LineTraceSingleByChannel(Hit2,
|
||||
FVector(X0, 0.0f, ProbeZ2),
|
||||
FVector(X0, Dir * 4000.f, ProbeZ2),
|
||||
ECC_Visibility, Q2);
|
||||
++FacadeSamples;
|
||||
const bool bBlocking = bHit2 && Hit2.GetActor() != nullptr;
|
||||
if (!bBlocking)
|
||||
{
|
||||
++Facades;
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: facade probe miss at X %.0f dir %.0f (no blocking hit in 40 m)"),
|
||||
X0, Dir);
|
||||
}
|
||||
}
|
||||
}
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine QA: facade probe %d/%d directions without a blocking wall -> %s"),
|
||||
Facades, FacadeSamples,
|
||||
Facades == 0 ? TEXT("PASS") : TEXT("FAIL"));
|
||||
}
|
||||
|
||||
// 7.0: verdict, then stop ticking.
|
||||
if (E >= 7.0f)
|
||||
{
|
||||
const bool bAllPass = State->bWalkMoved && State->bResetReturned
|
||||
&& State->bPausedOn && State->bUnpausedBack;
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine QA: RESULT walk=%d reset=%d pause=%d unpause=%d -> %s"),
|
||||
State->bWalkMoved ? 1 : 0, State->bResetReturned ? 1 : 0,
|
||||
State->bPausedOn ? 1 : 0, State->bUnpausedBack ? 1 : 0,
|
||||
bAllPass ? TEXT("PASS") : TEXT("FAIL"));
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}));
|
||||
}
|
||||
|
||||
void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
|
||||
{
|
||||
Super::SetupPlayerInputComponent(PlayerInputComponent);
|
||||
@@ -519,10 +108,6 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
|
||||
return;
|
||||
}
|
||||
|
||||
// Push the mapping context for this controller's local player so the bound
|
||||
// actions receive input (runs at possession, when the controller exists).
|
||||
LoadInputAssets();
|
||||
|
||||
// One action per direction keeps the sign explicit: W and S differ only by
|
||||
// which handler runs, not by a modifier in the asset.
|
||||
if (MoveAction)
|
||||
@@ -558,15 +143,6 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
|
||||
Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump);
|
||||
Input->BindAction(JumpAction, ETriggerEvent::Completed, this, &AGigLineCharacter::StopJump);
|
||||
}
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine IN: bound %d actions; ctx=%s move=%s look=%s jmp=%s"),
|
||||
(Input ? 1 : 0),
|
||||
MappingContext ? TEXT("ok") : TEXT("nil"),
|
||||
MoveAction ? TEXT("ok") : TEXT("nil"),
|
||||
LookAction ? TEXT("ok") : TEXT("nil"),
|
||||
JumpAction ? TEXT("ok") : TEXT("nil"));
|
||||
}
|
||||
}
|
||||
|
||||
namespace
|
||||
@@ -614,14 +190,11 @@ void AGigLineCharacter::MoveLeft(const FInputActionValue& Value)
|
||||
void AGigLineCharacter::ApplyMove(float Forward, float Strafe)
|
||||
{
|
||||
const AController* Controller = GetController();
|
||||
if (!Controller)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (FMath::IsNearlyZero(Forward) && FMath::IsNearlyZero(Strafe))
|
||||
if (!Controller || (FMath::IsNearlyZero(Forward) && FMath::IsNearlyZero(Strafe)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Forward/right on the controller yaw keeps the capsule upright on slopes.
|
||||
const FRotator YawRotation(0.0f, Controller->GetControlRotation().Yaw, 0.0f);
|
||||
const FVector ForwardDir = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
|
||||
|
||||
@@ -38,22 +38,6 @@ protected:
|
||||
void ResetToStart();
|
||||
void TogglePause();
|
||||
|
||||
/**
|
||||
* TEMP QA: scripted walk / reset / pause verification.
|
||||
*
|
||||
* Enabled only by the `-qaselftest` command-line switch, so it never runs in
|
||||
* normal play. It exists because those three behaviours were listed as
|
||||
* "needs a human at the keyboard" and a repeatable headless check beats
|
||||
* waiting for one.
|
||||
*/
|
||||
void StartQASelfTest();
|
||||
|
||||
/** Set while the self-test is driving forward input. */
|
||||
bool bQATestWalking = false;
|
||||
|
||||
/** Repeating timer that captures StartLocation on first ground contact. */
|
||||
FTimerHandle SettleHandle;
|
||||
|
||||
/** Where the player started, so reset returns there rather than the origin. */
|
||||
UPROPERTY()
|
||||
FVector StartLocation = FVector::ZeroVector;
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
#include "GigLineGameModeBase.h"
|
||||
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "GigLineCharacter.h"
|
||||
#include "GigLineHUD.h"
|
||||
|
||||
@@ -10,12 +9,3 @@ AGigLineGameModeBase::AGigLineGameModeBase()
|
||||
// ODbL attribution must be visible in the running demo, not only in docs.
|
||||
HUDClass = AGigLineHUD::StaticClass();
|
||||
}
|
||||
|
||||
void AGigLineGameModeBase::HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer)
|
||||
{
|
||||
Super::HandleStartingNewPlayer_Implementation(NewPlayer);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine GM: player %s connected; pawn=%s input=%s"),
|
||||
NewPlayer ? *NewPlayer->GetName() : TEXT("null"),
|
||||
NewPlayer && NewPlayer->GetPawn() ? *NewPlayer->GetPawn()->GetName() : TEXT("NONE"),
|
||||
NewPlayer && NewPlayer->PlayerInput ? TEXT("yes") : TEXT("no"));
|
||||
}
|
||||
@@ -18,8 +18,4 @@ class GIGLINE_API AGigLineGameModeBase : public AGameModeBase
|
||||
|
||||
public:
|
||||
AGigLineGameModeBase();
|
||||
|
||||
protected:
|
||||
/** Logs whether a local player connected to a pawn with input (QA). */
|
||||
virtual void HandleStartingNewPlayer_Implementation(class APlayerController* NewPlayer) override;
|
||||
};
|
||||
@@ -26,15 +26,4 @@ void AGigLineHUD::DrawHUD()
|
||||
|
||||
DrawText(AttributionLine, Ink, X, Y, nullptr, TextScale);
|
||||
DrawText(LicenceLine, Ink, X, Y + LineHeight, nullptr, TextScale * 0.82f);
|
||||
|
||||
// Control legend, bottom-right (0.1.0 release check: controls shown in-game).
|
||||
if (!ControlsLine.IsEmpty())
|
||||
{
|
||||
float IgnoredW = 0.0f, ControlsH = 0.0f;
|
||||
GetTextSize(ControlsLine, IgnoredW, ControlsH, nullptr, TextScale * 0.82f);
|
||||
const float CX = Canvas->ClipX - MarginPx - IgnoredW;
|
||||
const float CY = Canvas->ClipY - MarginPx - ControlsH;
|
||||
DrawText(ControlsLine, Shadow, CX + 1.0f, CY + 1.0f, nullptr, TextScale * 0.82f);
|
||||
DrawText(ControlsLine, Ink, CX, CY, nullptr, TextScale * 0.82f);
|
||||
}
|
||||
}
|
||||
@@ -28,14 +28,6 @@ public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
|
||||
FString AttributionLine = TEXT("\u00A9 OpenStreetMap contributors");
|
||||
|
||||
/**
|
||||
* Control legend, shown bottom-right so the 0.1.0 demo documents its own
|
||||
* controls in-game (release check: "controls documented in Docs/ and shown
|
||||
* in-game"). Keep in sync with Docs/controls.md.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Controls")
|
||||
FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 R reset \u00B7 Esc pause");
|
||||
|
||||
/** Licence line, including where the licence can be read. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
|
||||
FString LicenceLine = TEXT("Data \u00A9 OpenStreetMap contributors, ODbL 1.0 \u2014 openstreetmap.org/copyright");
|
||||
|
||||
@@ -21,14 +21,6 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
|
||||
{
|
||||
Super::Tick(DeltaSeconds);
|
||||
|
||||
// QA mode: the -qaselftest run owns the process (it walks, resets, pauses,
|
||||
// transects, then quits on its own). Skip the screenshot rounds so the game
|
||||
// does not exit mid-test via bQuitWhenDone.
|
||||
if (FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (bWaitingForSettle)
|
||||
{
|
||||
SettleCountdown -= DeltaSeconds;
|
||||
|
||||
@@ -27,7 +27,6 @@ Tools that build 3D content from these sources live next to their output in `Art
|
||||
| `elevation_probe.py` | Samples 3DEP for relief and records the baseline for the release checks |
|
||||
| `dem_stats.py` | Stdlib reader for the tiled GeoTIFF the 3DEP service returns; GDAL does not run on this host |
|
||||
| `asset_metadata.py` | Writes and audits `<asset>.geo.json` sidecars: position, provenance, conversion |
|
||||
| `mapbox_buildings.py` | Cross-checks every building's height against Mapbox `mapbox-streets-v8` building data (Tilequery per centroid), merging our OSM height + source with theirs and flagging matches, close, disagreements, non-building volumes. Needs `MAPBOX_ACCESS_TOKEN` in `.env`; caches responses under `Geo/raw/mapbox-cache/`, and **both the cache and its report are gitignored** (Mapbox terms restrict redistribution) |
|
||||
|
||||
## Unit boundary
|
||||
|
||||
|
||||
@@ -22,7 +22,7 @@ The window is the block plus a ~100 m margin on the east and ~70 m on the other
|
||||
The raster is reprojected by the service, not by us, so it was checked against the service's own point query (`getSamples`) and against the independent point service used in `../verification/2026-11-06-elevation.md`:
|
||||
|
||||
| Point | Raster pixel | Service `getSamples` | Earlier point probe |
|
||||
| --- | --: | --: | --: |
|
||||
| --- | ---: | ---: | ---: |
|
||||
| Hollywood × Highland (origin) | 115.911 | 115.910 | 115.911 |
|
||||
| Hollywood × Orange Dr | 119.422 | 119.418 | 119.418 |
|
||||
| Mid-block crossing | 117.593 | — | 117.53 |
|
||||
|
||||
@@ -11,15 +11,20 @@
|
||||
| Contents | 3565 nodes, 350 ways; streets: Hollywood Blvd (`secondary`), North Highland Ave (`primary`), North Orange Dr, North McCadden Pl, North Sycamore Ave, Hawthorn Ave, Walk of Fame footway, service alleys |
|
||||
| File | `Geo/raw/osm-api-map-2026-11-06.osm` (1.66 MB, XML) |
|
||||
| SHA-256 | `64615f0db4715c2d50860052e300930c201bbb87e183a1de5985f2d99d83f4e4` |
|
||||
| Licence | ODbL 1.0 — "© OpenStreetMap contributors", <https://www.openstreetmap.org/copyright> |
|
||||
| CRS in source | EPSG:4326 (WGS84 lat/lon) |
|
||||
| Local CRS and origin | not yet chosen. Candidate EPSG:26911 (NAD83 / UTM zone 11N); origin to be recorded when the QGIS step runs |
|
||||
|
||||
## Why this bbox
|
||||
|
||||
It contains the demo block from Highland Avenue to Orange Drive plus the whole north side within 50 m, with enough margin to include the streets' intersection nodes and the alley network behind the south frontage. It deliberately excludes the rest of the boulevard: larger extracts cost processing time.
|
||||
It contains the demo block from Highland Avenue to Orange Drive plus the whole north side within 50 m, with enough margin to include the streets' intersection nodes and the alley network behind the south frontage. It deliberately excludes the rest of the boulevard: larger extracts cost processing time and dilute the ODbL review.
|
||||
|
||||
## Coverage limits
|
||||
|
||||
- Building interiors, heights above the tagged value, and pavement widths are not in this data. Treat all of it as layout.
|
||||
- The `height` tag exists on some buildings and is absent on others (`6838` has only `building:levels`, `6922` has neither). A missing tag is not a zero height.
|
||||
- The extract has no elevation. The DEM decision is still open; see `ROADMAP.md`.
|
||||
|
||||
## Attribution obligation
|
||||
|
||||
Any distributed derived output keeps "© OpenStreetMap contributors" and the licence link. The `0.1.0` release check requires the attribution to be visible in the shipped build.
|
||||
@@ -38,7 +38,7 @@ Reproduce it the same way, or with `pyproj` once a geo environment exists. If a
|
||||
Optional check values, all NAD83 / UTM 11N, and the same points as local X/Y relative to the origin. Use them to confirm a transformation before trusting a blockout.
|
||||
|
||||
| Point | WGS84 lat, lon | Easting | Northing | Local X | Local Y |
|
||||
| --- | --- | --: | --: | --: | --: |
|
||||
| --- | --- | ---: | ---: | ---: | ---: |
|
||||
| Hollywood × Orange Dr | 34.101543, −118.341749 | 376 235.784 | 3 774 227.529 | −279.605 | +3.446 |
|
||||
| **Origin: Hollywood × Highland** | 34.101545, −118.338718 | **376 515.389** | **3 774 224.083** | 0.000 | 0.000 |
|
||||
| Hero NW corner | 34.101412, −118.340299 | 376 369.380 | 3 774 211.202 | −146.009 | −12.881 |
|
||||
@@ -53,10 +53,10 @@ Note the sign pattern: the whole block lies at **negative X** and the hero at **
|
||||
|
||||
## Axis convention
|
||||
|
||||
| Axis | Meaning |
|
||||
| ------- | ------------------------------------------------------------ |
|
||||
| Local X | easting − origin easting, metres, east positive |
|
||||
| Local Y | northing − origin northing, metres, north positive |
|
||||
| Axis | Meaning |
|
||||
| --- | --- |
|
||||
| Local X | easting − origin easting, metres, east positive |
|
||||
| Local Y | northing − origin northing, metres, north positive |
|
||||
| Local Z | up, metres, elevation relative to the origin's ground height |
|
||||
|
||||
The block then spans roughly **X −279 m to 0 m**, Y a few tens of metres either side, which keeps float precision comfortable in Unreal.
|
||||
@@ -69,4 +69,5 @@ Unreal's own axes differ (X forward, Y right, Z up). If a level rotates the impo
|
||||
|
||||
## Obligations
|
||||
|
||||
- Any OSM-derived output keeps "© OpenStreetMap contributors" and the licence link. See `THIRD_PARTY_NOTICES.md`.
|
||||
- Elevation data, when chosen, must be reprojected into EPSG:26911 with the origin above, and its vertical datum recorded (NAVD88 is the expected one for US sources; ellipsoidal heights are not interchangeable).
|
||||
@@ -4,21 +4,9 @@
|
||||
Usage:
|
||||
Geo/tools/block_height_report.py Geo/raw/osm-api-map-2026-11-06.osm
|
||||
|
||||
Height evidence, in priority order:
|
||||
|
||||
1. the OSM `height` tag (a direct measurement);
|
||||
2. an explicit override in `HEIGHT_OVERRIDES` (currently Mapbox-derived — see below);
|
||||
3. `building:levels` x `LEVEL_HEIGHT`;
|
||||
4. a flagged placeholder guess.
|
||||
|
||||
`LEVEL_HEIGHT` is 3.1 m, not the 3.2 m first assumed: cross-checking every block
|
||||
building against Mapbox's building data (`Geo/tools/mapbox_buildings.py`) showed
|
||||
our `levels x 3.2 m` figure running 0.6 m high per six levels, i.e. 3.1 m per
|
||||
level. That calibration was adopted on 2026-11-09.
|
||||
|
||||
`HEIGHT_OVERRIDES` carries the few buildings where Mapbox disagrees with a guess;
|
||||
each entry records why, so the number is not orphaned from its evidence.
|
||||
|
||||
`height` and `building:levels` are the only height evidence OSM carries. Where
|
||||
neither exists, Blosm falls back to `defaultLevels * levelHeight`, which is a
|
||||
placeholder: the demo renders a constant-height block instead of a real skyline.
|
||||
This tool lists every building in the demo bounds with its height source, so the
|
||||
substitutions are visible and measurable rather than buried in the model.
|
||||
|
||||
@@ -31,45 +19,7 @@ import sys
|
||||
|
||||
import osm_common as oc
|
||||
|
||||
LEVEL_HEIGHT = 3.1
|
||||
|
||||
# Per-way height overrides, applied after the OSM height tag and before the
|
||||
# levels/guess derivation. Keep `reason` short but specific: a height without its
|
||||
# evidence is a guess wearing a costume.
|
||||
HEIGHT_OVERRIDES = {
|
||||
# Rear outbuildings tagged only `building=yes`/`apartments`; the two-level
|
||||
# fallback rendered them as 6.4 m blocks. Mapbox's building layer gives 3.0 m
|
||||
# for the same footprints (single storey plus parapet), adopted 2026-11-09.
|
||||
1490910971: (3.0, "Mapbox building layer: 3.0 m (single storey)"),
|
||||
1492058875: (3.0, "Mapbox building layer: 3.0 m (single storey)"),
|
||||
1492747608: (3.0, "Mapbox building layer: 3.0 m (single storey)"),
|
||||
}
|
||||
|
||||
|
||||
def classify_height(tags, level_height=LEVEL_HEIGHT, way_id=None):
|
||||
"""Return (height_m, source) for one OSM way's tags.
|
||||
|
||||
Extracted from `main()` so the classification is testable: the roof/shelter
|
||||
rule and the "height tag beats levels beats guess" order are the parts that
|
||||
actually decide what the blockout should render.
|
||||
"""
|
||||
# Not building volumes: elevated roof/canopy structures and transit shelters.
|
||||
# Found by cross-checking against Mapbox's building data
|
||||
# (Geo/tools/mapbox_buildings.py), which returns roof/canopy/shelter for the
|
||||
# same footprints instead of a storey count.
|
||||
building = tags.get("building")
|
||||
if building in ("roof", "canopy") or tags.get("amenity") == "shelter":
|
||||
kind = building if building in ("roof", "canopy") else "shelter"
|
||||
return 0.0, f"not a building volume ({kind})"
|
||||
if tags.get("height"):
|
||||
return float(tags["height"]), "height tag"
|
||||
if way_id is not None and int(way_id) in HEIGHT_OVERRIDES:
|
||||
height, reason = HEIGHT_OVERRIDES[int(way_id)]
|
||||
return height, f"override: {reason}"
|
||||
if tags.get("building:levels"):
|
||||
return (float(tags["building:levels"]) * level_height,
|
||||
f"levels x {level_height} m")
|
||||
return 2 * level_height, f"GUESS: default 2 levels x {level_height} m"
|
||||
LEVEL_HEIGHT = 3.2
|
||||
|
||||
|
||||
def main():
|
||||
@@ -93,7 +43,14 @@ def main():
|
||||
pts = oc.way_points(nodes, refs)
|
||||
if not pts or not in_block(pts):
|
||||
continue
|
||||
height, source = classify_height(tags, way_id=wid)
|
||||
tag_height = tags.get("height")
|
||||
levels = tags.get("building:levels")
|
||||
if tag_height:
|
||||
height, source = float(tag_height), "height tag"
|
||||
elif levels:
|
||||
height, source = float(levels) * LEVEL_HEIGHT, f"levels x {LEVEL_HEIGHT} m"
|
||||
else:
|
||||
height, source = 2 * LEVEL_HEIGHT, f"GUESS: default 2 levels x {LEVEL_HEIGHT} m"
|
||||
nearest = min(oc.project(p, line, lat0, lon0, lengths)[0] for p in pts)
|
||||
side = "S" if oc.project(pts[0], line, lat0, lon0, lengths)[2] < 0 else "N"
|
||||
rows.append((side, nearest, wid, tags.get("name", "") or tags.get("addr:housenumber", ""),
|
||||
@@ -103,8 +60,7 @@ def main():
|
||||
guessed = [r for r in rows if r[5].startswith("GUESS")]
|
||||
print(f"{len(rows)} buildings in the block, {len(guessed)} with a guessed height\n")
|
||||
for side, setback, wid, name, height, source in rows:
|
||||
flag = (" <-- guessed" if source.startswith("GUESS")
|
||||
else (" <-- not a building volume" if source.startswith("not a building") else ""))
|
||||
flag = " <-- guessed" if source.startswith("GUESS") else ""
|
||||
print(f"{side} way {wid:>10} setback {setback:5.1f} m height {height:5.1f} m "
|
||||
f"({source:26}) {name[:34]}{flag}")
|
||||
|
||||
|
||||
@@ -1,317 +0,0 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Cross-check block building heights against Mapbox's building data.
|
||||
|
||||
Mapbox publishes building footprints with ``height`` / ``min_height`` /
|
||||
``type`` attributes in the ``mapbox-streets-v8`` tileset. They come from
|
||||
different source data than our OSM extract, so comparing the two is a cheap way
|
||||
to find buildings where our height is wrong or missing — the ``0.1.2`` finding
|
||||
that three "guessed" volumes were actually a roof, a roof and a bus shelter is
|
||||
exactly the class of problem this tool hunts for.
|
||||
|
||||
Usage
|
||||
-----
|
||||
# token from the environment or the ignored .env file
|
||||
python3 Geo/tools/mapbox_buildings.py \
|
||||
--osm Geo/raw/osm-api-map-2026-11-06.osm \
|
||||
--out Geo/verification/2026-11-09-mapbox-buildings.md
|
||||
|
||||
# show only disagreements and unverifiable buildings
|
||||
python3 Geo/tools/mapbox_buildings.py --only-diffs
|
||||
|
||||
Every Tilequery response is cached under ``Geo/raw/mapbox-cache/`` so a re-run
|
||||
costs nothing and the report is reproducible. The cache is gitignored along with
|
||||
``Geo/raw/``.
|
||||
|
||||
Design notes
|
||||
------------
|
||||
* Standard library only (``urllib``), like the rest of ``Geo/tools``.
|
||||
* One request per building, spaced by ``--delay`` (default 1.2 s) — Mapbox bills
|
||||
per request and rate-limits bursts.
|
||||
* The report is a *measurement*: it prints both figures and the delta, never a
|
||||
single verdict, so a human can decide which source to trust for a given
|
||||
building.
|
||||
* A Tilequery hit is only accepted as "this building" when the matched polygon
|
||||
contains or nearly contains the queried point (``distance`` ≤ ``--max-distance``).
|
||||
|
||||
Licensing / data handling
|
||||
-------------------------
|
||||
Mapbox terms restrict persisting and redistributing their data, so **neither the
|
||||
cache nor the generated report is committed** (`.gitignore` covers
|
||||
`Geo/raw/mapbox-cache/` and `Geo/verification/*mapbox*`). They are local working
|
||||
material: re-run the tool rather than sharing the output. The token is read from
|
||||
the environment or the ignored `.env` and is never written to the cache, the
|
||||
report or the JSON.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import argparse
|
||||
import json
|
||||
import math
|
||||
import os
|
||||
import sys
|
||||
import time
|
||||
import urllib.error
|
||||
import urllib.parse
|
||||
import urllib.request
|
||||
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
|
||||
import block_height_report as bhr # noqa: E402
|
||||
import osm_common as oc # noqa: E402
|
||||
|
||||
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
|
||||
CACHE_DIR = os.path.join(ROOT, "Geo", "raw", "mapbox-cache")
|
||||
TILESET = "mapbox.mapbox-streets-v8"
|
||||
LAYER = "building"
|
||||
API = "https://api.mapbox.com/v4"
|
||||
|
||||
|
||||
def load_token(explicit: str | None = None) -> str:
|
||||
"""Token from --token, the environment, or the ignored .env file."""
|
||||
if explicit:
|
||||
return explicit.strip()
|
||||
token = os.environ.get("MAPBOX_ACCESS_TOKEN")
|
||||
if token:
|
||||
return token.strip()
|
||||
env_path = os.path.join(ROOT, ".env")
|
||||
if os.path.exists(env_path):
|
||||
with open(env_path, encoding="utf-8") as handle:
|
||||
for line in handle:
|
||||
line = line.strip()
|
||||
if line.startswith("MAPBOX_ACCESS_TOKEN="):
|
||||
return line.split("=", 1)[1].strip().strip('"').strip("'")
|
||||
raise SystemExit(
|
||||
"no Mapbox token: pass --token, set MAPBOX_ACCESS_TOKEN, or add it to .env")
|
||||
|
||||
|
||||
def centroid_lat_lon(points: list[tuple[float, float]]) -> tuple[float, float]:
|
||||
"""Centroid of a ring of (lat, lon) points, as (lat, lon)."""
|
||||
lat = sum(p[0] for p in points) / len(points)
|
||||
lon = sum(p[1] for p in points) / len(points)
|
||||
return lat, lon
|
||||
|
||||
|
||||
def cache_path(lat: float, lon: float, radius: int) -> str:
|
||||
return os.path.join(CACHE_DIR, f"{lat:.6f}_{lon:.6f}_r{radius}.json")
|
||||
|
||||
|
||||
def tilequery(lat: float, lon: float, token: str, radius: int,
|
||||
delay: float, use_cache: bool = True) -> tuple[dict, bool]:
|
||||
"""Tilequery one point. Returns (payload, from_cache)."""
|
||||
path = cache_path(lat, lon, radius)
|
||||
if use_cache and os.path.exists(path):
|
||||
with open(path, encoding="utf-8") as handle:
|
||||
return json.load(handle), True
|
||||
|
||||
query = urllib.parse.urlencode({
|
||||
"radius": radius, "layers": LAYER, "limit": 10, "access_token": token,
|
||||
})
|
||||
url = f"{API}/{TILESET}/tilequery/{lon:.6f},{lat:.6f}.json?{query}"
|
||||
request = urllib.request.Request(url, headers={"User-Agent": "gig-line-geo/1.0"})
|
||||
payload = None
|
||||
for attempt in range(4):
|
||||
try:
|
||||
with urllib.request.urlopen(request, timeout=30) as response:
|
||||
payload = json.load(response)
|
||||
break
|
||||
except urllib.error.HTTPError as exc:
|
||||
if exc.code == 429 or exc.code >= 500:
|
||||
wait = delay * (2 ** attempt)
|
||||
sys.stderr.write(f" HTTP {exc.code}; retrying in {wait:.1f}s\n")
|
||||
time.sleep(wait)
|
||||
continue
|
||||
raise
|
||||
except urllib.error.URLError as exc:
|
||||
sys.stderr.write(f" network error ({exc.reason}); retrying\n")
|
||||
time.sleep(delay * (2 ** attempt))
|
||||
if payload is None:
|
||||
raise SystemExit(f"tilequery failed for {lat:.6f},{lon:.6f}")
|
||||
if token in json.dumps(payload):
|
||||
raise SystemExit("refusing to cache a response that contains the token")
|
||||
|
||||
os.makedirs(CACHE_DIR, exist_ok=True)
|
||||
with open(path, "w", encoding="utf-8") as handle:
|
||||
json.dump(payload, handle)
|
||||
time.sleep(delay) # only sleep on a real request, never on a cache hit
|
||||
return payload, False
|
||||
|
||||
|
||||
def nearest_building(payload: dict, max_distance: float) -> dict | None:
|
||||
"""The closest building feature within `max_distance` metres, or None."""
|
||||
best = None
|
||||
for feature in payload.get("features", []):
|
||||
props = feature.get("properties", {})
|
||||
if props.get("tilequery", {}).get("layer") != LAYER:
|
||||
continue
|
||||
distance = props.get("tilequery", {}).get("distance")
|
||||
if distance is None or distance > max_distance:
|
||||
continue
|
||||
if best is None or distance < best[0]:
|
||||
best = (distance, props)
|
||||
return None if best is None else best[1]
|
||||
|
||||
|
||||
def compare(ours: float, ours_source: str, theirs: float | None) -> tuple[str, float | None]:
|
||||
"""Classify the agreement between our height and Mapbox's.
|
||||
|
||||
Returns (verdict, delta_m). Verdicts are deliberately blunt so the report can
|
||||
be scanned: "match", "close", "disagree", "mapbox-only", "ours-only".
|
||||
"""
|
||||
ours_is_volume = not ours_source.startswith("not a building")
|
||||
if not ours_is_volume:
|
||||
return "non-building", None
|
||||
if theirs is None:
|
||||
return "ours-only", None
|
||||
if ours <= 0.0:
|
||||
return "mapbox-only", theirs
|
||||
delta = theirs - ours
|
||||
if abs(delta) <= 0.5:
|
||||
return "match", delta
|
||||
if abs(delta) <= 2.0:
|
||||
return "close", delta
|
||||
return "disagree", delta
|
||||
|
||||
|
||||
def build_rows(nodes, ways, token, radius, max_distance, delay) -> list[dict]:
|
||||
rows = []
|
||||
for wid, tags, refs in ways:
|
||||
if "building" not in tags:
|
||||
continue
|
||||
points = oc.way_points(nodes, refs)
|
||||
if not points:
|
||||
continue
|
||||
lat, lon = centroid_lat_lon(points)
|
||||
payload, cached = tilequery(lat, lon, token, radius, delay)
|
||||
feature = nearest_building(payload, max_distance)
|
||||
ours_height, ours_source = bhr.classify_height(tags, way_id=wid)
|
||||
theirs = None if feature is None else feature.get("height")
|
||||
verdict, delta = compare(ours_height, ours_source, theirs)
|
||||
rows.append({
|
||||
"way": wid,
|
||||
"name": tags.get("name") or tags.get("addr:housenumber") or "",
|
||||
"kind": tags.get("building"),
|
||||
"osm_height_m": round(ours_height, 2) if ours_height else 0.0,
|
||||
"osm_source": ours_source,
|
||||
"mapbox_height_m": None if theirs is None else round(float(theirs), 2),
|
||||
"mapbox_min_height_m": None if feature is None else feature.get("min_height"),
|
||||
"mapbox_type": None if feature is None else feature.get("type"),
|
||||
"mapbox_distance_m": None if feature is None
|
||||
else round(feature.get("tilequery", {}).get("distance", 0.0), 1),
|
||||
"verdict": verdict,
|
||||
"delta_m": None if delta is None else round(delta, 2),
|
||||
"cached": cached,
|
||||
"lat": round(lat, 6),
|
||||
"lon": round(lon, 6),
|
||||
})
|
||||
return rows
|
||||
|
||||
|
||||
def render_markdown(rows: list[dict], args) -> str:
|
||||
order = {"disagree": 0, "mapbox-only": 1, "ours-only": 2,
|
||||
"non-building": 3, "close": 4, "match": 5}
|
||||
rows = sorted(rows, key=lambda r: (order.get(r["verdict"], 9),
|
||||
-abs(r["delta_m"] or 0)))
|
||||
counts = {}
|
||||
for row in rows:
|
||||
counts[row["verdict"]] = counts.get(row["verdict"], 0) + 1
|
||||
|
||||
lines = [
|
||||
"# Block buildings — OSM vs Mapbox",
|
||||
"",
|
||||
"Generated by `Geo/tools/mapbox_buildings.py`; re-run it to reproduce.",
|
||||
"Mapbox data: tileset `mapbox-streets-v8`, layer `building`, Tilequery",
|
||||
f"at each building centroid (radius {args.radius} m, accept ≤ "
|
||||
f"{args.max_distance} m). OSM heights come from the tagged extract, via the",
|
||||
"same classification used for the blockout (tag > levels > guess; roof and",
|
||||
"shelter are not building volumes).",
|
||||
"",
|
||||
f"Verdicts: {', '.join(f'{k} {v}' for k, v in sorted(counts.items()))}.",
|
||||
"",
|
||||
"| Verdict | Δ | Building | OSM | OSM source | Mapbox | Mapbox type | dist |",
|
||||
"| --- | ---: | --- | ---: | --- | ---: | --- | ---: |",
|
||||
]
|
||||
for row in rows:
|
||||
osm = f"{row['osm_height_m']:.1f} m"
|
||||
mb = "—" if row["mapbox_height_m"] is None else f"{row['mapbox_height_m']:.1f} m"
|
||||
delta = "—" if row["delta_m"] is None else f"{row['delta_m']:+.1f} m"
|
||||
dist = "—" if row["mapbox_distance_m"] is None else f"{row['mapbox_distance_m']:.0f} m"
|
||||
name = row["name"] or f"way {row['way']}"
|
||||
lines.append(
|
||||
f"| {row['verdict']} | {delta} | {name} | {osm} | {row['osm_source']} | "
|
||||
f"{mb} | {row['mapbox_type'] or '—'} | {dist} |")
|
||||
lines += [
|
||||
"",
|
||||
"## How to read this",
|
||||
"",
|
||||
"- **disagree** — the two sources differ by more than 2 m. One of them is",
|
||||
" wrong; check the reference photography before changing the model.",
|
||||
"- **mapbox-only** — Mapbox knows a height we do not (usually a building",
|
||||
" with no OSM `height`/`building:levels`).",
|
||||
"- **ours-only** — Mapbox returns no building within the accept distance;",
|
||||
" the footprint may be missing from its tileset, or the centroid may fall",
|
||||
" outside its polygon.",
|
||||
"- **non-building** — our classification says roof/shelter; excluded from",
|
||||
" height comparison on purpose.",
|
||||
"",
|
||||
"Neither source is authoritative: OSM is community-tagged, Mapbox is a",
|
||||
"derived commercial dataset. Treat a disagreement as a reason to look at",
|
||||
"the photographs, not as an automatic correction.",
|
||||
"",
|
||||
]
|
||||
if args.only_diffs:
|
||||
lines.insert(0, "> Filtered: only disagreements and unverifiable buildings.\n")
|
||||
return "\n".join(lines)
|
||||
|
||||
|
||||
def main() -> int:
|
||||
ap = argparse.ArgumentParser(description=__doc__,
|
||||
formatter_class=argparse.RawDescriptionHelpFormatter)
|
||||
ap.add_argument("--osm", default="Geo/raw/osm-api-map-2026-11-06.osm")
|
||||
ap.add_argument("--out", help="Markdown report path; omit to print to stdout")
|
||||
ap.add_argument("--json", help="Also write the merged rows as JSON here")
|
||||
ap.add_argument("--token", help="Mapbox access token (default: env/.env)")
|
||||
ap.add_argument("--radius", type=int, default=25, help="Tilequery radius, metres")
|
||||
ap.add_argument("--max-distance", type=float, default=8.0,
|
||||
help="accept a hit only within this distance of the centroid")
|
||||
ap.add_argument("--delay", type=float, default=1.2, help="seconds between requests")
|
||||
ap.add_argument("--only-diffs", action="store_true",
|
||||
help="report only disagreements / unverifiable buildings")
|
||||
ap.add_argument("--no-cache", action="store_true", help="ignore the tilequery cache")
|
||||
args = ap.parse_args()
|
||||
|
||||
token = load_token(args.token)
|
||||
nodes, ways = oc.load(args.osm)
|
||||
rows = build_rows(nodes, ways, token, args.radius, args.max_distance, args.delay)
|
||||
if args.no_cache:
|
||||
for row in rows:
|
||||
row["cached"] = False
|
||||
if args.only_diffs:
|
||||
keep = {"disagree", "mapbox-only", "ours-only", "non-building"}
|
||||
rows = [r for r in rows if r["verdict"] in keep]
|
||||
|
||||
markdown = render_markdown(rows, args)
|
||||
if args.out:
|
||||
os.makedirs(os.path.dirname(os.path.abspath(args.out)), exist_ok=True)
|
||||
with open(args.out, "w", encoding="utf-8") as handle:
|
||||
handle.write(markdown + "\n")
|
||||
print(f"wrote {args.out} ({len(rows)} buildings)")
|
||||
else:
|
||||
print(markdown)
|
||||
|
||||
if args.json:
|
||||
payload = {
|
||||
"generated_utc": time.strftime("%Y-%m-%dT%H:%M:%SZ", time.gmtime()),
|
||||
"osm": args.osm,
|
||||
"mapbox": {"tileset": TILESET, "layer": LAYER,
|
||||
"radius_m": args.radius, "max_distance_m": args.max_distance},
|
||||
"buildings": rows,
|
||||
}
|
||||
with open(args.json, "w", encoding="utf-8") as handle:
|
||||
json.dump(payload, handle, indent=2)
|
||||
print(f"wrote {args.json}")
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
raise SystemExit(main())
|
||||
@@ -16,7 +16,7 @@ Those gutter positions bracket a carriageway of roughly **20–22 m**, which ind
|
||||
## Section table
|
||||
|
||||
| Along block | Lowest point | Road crown | Cross-fall across the road | Gutter candidates |
|
||||
| --: | --: | --: | --: | --- |
|
||||
| ---: | ---: | ---: | ---: | --- |
|
||||
| 0.0 m | 118.78 @ −10 | ~119.41 @ 0 | ~0.6 m / 2 % | −10, +10 |
|
||||
| 40.0 m | 118.43 @ −11 | ~118.94 @ 0 | ~0.5 m / 2 % | −11, +10.5 |
|
||||
| 80.0 m | 117.84 @ −10 | ~118.33 @ 0 | ~0.5 m / 2 % | −10, +10.5–11.5 |
|
||||
|
||||
@@ -14,13 +14,13 @@ Note: the point service answers in 6–8 s per request, so the probe runs reques
|
||||
|
||||
Five positions along the 279.4 m block, at the south sidewalk (12.6 m from the centreline), the road centreline, and the north sidewalk (13.6 m).
|
||||
|
||||
| Along block | South sidewalk | Centreline | North sidewalk |
|
||||
| ---------------------: | -------------: | ---------: | -------------: |
|
||||
| 0.0 m (Orange Dr) | 118.90 | 119.36 | 119.59 |
|
||||
| 69.8 m | 118.11 | 118.46 | 118.49 |
|
||||
| 139.7 m | 116.95 | 117.41 | 117.50 |
|
||||
| 209.5 m | 116.04 | 116.27 | 116.47 |
|
||||
| 279.4 m (Highland Ave) | 115.65 | 115.91 | 116.10 |
|
||||
| Along block | South sidewalk | Centreline | North sidewalk |
|
||||
| ---: | ---: | ---: | ---: |
|
||||
| 0.0 m (Orange Dr) | 118.90 | 119.36 | 119.59 |
|
||||
| 69.8 m | 118.11 | 118.46 | 118.49 |
|
||||
| 139.7 m | 116.95 | 117.41 | 117.50 |
|
||||
| 209.5 m | 116.04 | 116.27 | 116.47 |
|
||||
| 279.4 m (Highland Ave) | 115.65 | 115.91 | 116.10 |
|
||||
|
||||
Crossings: Orange Dr 118.96 m, mid-block 117.53 m, Highland 115.95 m.
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ Crossing endpoints sit within about 1 m of the kerb line, so these lengths appro
|
||||
Mapped sidewalk centrelines sit **12.6 m** (south) and **13.6 m** (north) from the road centreline. Building setbacks, measured to each building's nearest vertex:
|
||||
|
||||
| Side | Building | Setback | Frontage extent |
|
||||
| --- | --- | --: | --: |
|
||||
| --- | --- | ---: | ---: |
|
||||
| S | 6922 | 14.6 m | 66.1 m |
|
||||
| S | 6902 | 14.5 m | 31.0 m |
|
||||
| S | **6840 El Capitan Entertainment Centre** | **14.5 m** | **25.7 m** |
|
||||
|
||||
@@ -6,41 +6,6 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
|
||||
|
||||
---
|
||||
|
||||
## 2026-11-08 — Documentation toolchain installed; asciidoc→markdown conversion
|
||||
|
||||
- **pandoc 3.13** installed at `~/.local/bin/pandoc` from the [GitHub release tarball](https://github.com/jgm/pandoc/releases/tag/3.13) (statically linked, 161 MB). The Fedora repos carry only `ghc-pandoc` (Haskell library), not the CLI.
|
||||
- **asciidoctor 2.0.26** layered via `rpm-ostree install rubygem-asciidoctor` — **pending reboot** to activate. As a workaround, a distrobox Fedora container (`distrobox enter arch-convert`) runs asciidoctor without rebooting.
|
||||
- **prettier 3.9.10** installed globally via npm (Node v24.20.0). Project config: `.prettierrc` (`proseWrap: never`, `tabWidth: 2`), `.prettierignore` (skips `Binaries/`, `*.uasset`, `.agents/`).
|
||||
- **Conversion chain:** `.adoc` → `asciidoctor -b docbook5` → `.xml` → `pandoc -f docbook -t gfm` → `.md` → `prettier --write`. Pandoc's built-in `asciidoc` reader cannot handle Asciidoctor tables or attributes — it must go through docbook5.
|
||||
- **Post-processing fixes:** glossary `cols="e,2e"` emphasis leaks italic into cell content (strip `*...*` wrapping), `®` from the R key binding becomes `(R)`, anchor IDs `{#...}` stripped, escaped quotes/brackets normalised.
|
||||
- **All `.adoc` files removed.** Markdown is the canonical format. Architecture doc lives in `Docs/Architecture/` as 13 section `.md` files + combined `architecture.md`.
|
||||
- All `.md` in the repo passes `prettier --check` (23 files formatted, `.agents/` excluded as vendored content).
|
||||
|
||||
## 2026-11-08 — QA branch merged; demo is walkable
|
||||
|
||||
- **PR #7** squash-merged to `main` as `52b1212` — terrain collision fix, spawn correction, `UGigLineAssetTools`, `HighResShot` fix, `-qaselftest` harness.
|
||||
- **QA self-test results (from merged main):** walk 750 cm / 2 s (Z steady 456), reset 0 cm from spawn, pause/unpause pass, transect 84 samples / 0 holes (ground Z 317..395).
|
||||
- **Traversal release check closed:** the swept transect measures walkability rather than assuming it.
|
||||
- `gameplay-crossing-0.1.0` branch deleted (already merged); `gig-line-judge` worktree removed.
|
||||
- `qa-input-collision-fix-0.1.0` branch still exists locally/remote (squash merge has no shared ancestry, `git branch -d` refuses; delete with `-D` after release tag).
|
||||
- `GigLine SIM` / `GigLine GROUND` TEMP diagnostic logging still in `GigLineCharacter.cpp` — must be removed before `v0.1.0` tag.
|
||||
|
||||
## 2026-11-08 — Reset was returning to mid-air; QA self-test switch
|
||||
|
||||
- **`ResetToStart()` restored a `StartLocation` captured in `BeginPlay`**, which is the PlayerStart position _above_ grade (Z 600) so the capsule never spawns embedded. Every reset therefore dropped the player 1.4 m back into the air. Fix: capture `StartLocation` on the first grounded frame (repeating 0.25 s timer, cleared once captured) — not a one-shot timer, which can fire after the player has already started walking and record a mid-stride position.
|
||||
- **`-qaselftest`** drives the checks headlessly and logs `GigLine QA: ... PASS/FAIL`. It runs on a **core ticker, not a world timer**: pausing the game stops world timers, so a timer-driven test freezes exactly when it proves pause works.
|
||||
- Current results: walk 746 cm / 2 s with Z steady, reset 0 cm from spawn, pause `IsGamePaused()` 1, unpause 0, transect 84 samples / 0 holes (ground Z 317..395).
|
||||
|
||||
## 2026-11-08 — The fall-through was an 8 m invisible box (QA branch)
|
||||
|
||||
- **Symptom:** player "spawned above ground but never fell", sat at Z 909, `fall=0`, `mode=1` (Walking), no fall-through, view looked plausible so it was mistaken for working.
|
||||
- **Cause:** `Terrain_DEM` had only a **bounding-box simple collision proxy** (Interchange default). A line trace down at _every_ Y through the block hit `Demo_Terrain_DEM` at exactly **819** — the mesh bbox max Z. The whole street was under an invisible lid; the pawn stood on the box, 8 m above the road.
|
||||
- **Proof:** a debug `LineTraceSingleByChannel` profile at Y −1912…+1447 reported `top=819 actor=Demo_Terrain_DEM` for the entire street. After the fix it reports `Sidewalk_North 395`, `Road_Hollywood 366`, `Sidewalk_South 317`.
|
||||
- **Fix:** force complex-as-simple collision on the terrain. Python **cannot** set it (`StaticMesh`/`BodySetup` expose no such property; `dir()` shows only `lod_for_collision`). Added `UGigLineAssetTools::SetComplexCollisionAsSimple` in the C++ module (`BodySetup->CollisionTraceFlag = CTF_UseComplexAsSimple`, UE 5.8 no longer has `bUseComplexAsSimpleCollision`).
|
||||
- **Second gotcha:** the flag lives on the **asset**, not the map. Setting it in a builder session and saving only the `.umap` loses it — `EditorAssetLibrary.save_loaded_asset()` is required, otherwise the next run reloads the bbox proxy.
|
||||
- **Third gotcha:** `HighResShot 1280 720` means **multiplier 1280** (UE warns "the high resolution screenshot multiplier is too large for your system"). The correct form is `HighResShot 1280x720`.
|
||||
- Resulting spawn: `(-13336, -1150, 600)` — inside the carved corridor, lands on the road at Z 456 (feet 368 on road top 366).
|
||||
|
||||
## 2026-11-07 — Publication audit
|
||||
|
||||
- MPFB 2.0.18's installed `blender_manifest.toml` identifies its code as GPL-3.0-or-later; its versioned `LICENSE.md` explicitly puts bundled mesh, texture, and rig assets under CC0 1.0. The earlier CC0 claim for the add-on code was wrong.
|
||||
@@ -53,7 +18,10 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
|
||||
## 2026-11-07 — Unreal Engine 5.8.4
|
||||
|
||||
- **Extracted** to `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, `unzip` exit 0). CL `58902052`, `++UE5+Release-5.8`.
|
||||
- **Gotcha: the editor needs a writable `~/.config/Epic`.** In the agent shell it crashed with signal 11 twice and looked like a broken install. The log named it: `create dir('/home/zwitschi/.config/Epic/') failed: errno=30 (Read-only file system)` → `Fatal error: Failed to create Intermediate directory '…/.config/Epic/UnrealEngine/5.8/Intermediate/'`. Rerunning with `HOME=/tmp/uehome XDG_CONFIG_HOME=/tmp/uehome/.config` reached `LogInit: Display: Engine is initialized.`
|
||||
- **Gotcha: the editor needs a writable `~/.config/Epic`.** In the agent shell it crashed with signal 11 twice and looked like a broken install. The log named it:
|
||||
`create dir('/home/zwitschi/.config/Epic/') failed: errno=30 (Read-only file system)` →
|
||||
`Fatal error: Failed to create Intermediate directory '…/.config/Epic/UnrealEngine/5.8/Intermediate/'`.
|
||||
Rerunning with `HOME=/tmp/uehome XDG_CONFIG_HOME=/tmp/uehome/.config` reached `LogInit: Display: Engine is initialized.`
|
||||
- **Vulkan RHI is still unproven.** The successful run used `-NullRHI`. Untested: `UnrealEditor -vulkan` from a desktop terminal.
|
||||
- A packaged game does not need `~/.config/Epic`, so this failure does not follow the build.
|
||||
|
||||
@@ -73,7 +41,8 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
|
||||
|
||||
## 2026-11-06 — Blender and Blosm, headless
|
||||
|
||||
- **`flatpak run` does not work here.** Call the binary inside the app tree: `B=/var/lib/flatpak/app/org.blender.Blender/x86_64/stable/active/files`, then `LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b …` with `BLENDER_USER_SCRIPTS="$HOME/.var/app/org.blender.Blender/config/blender/5.2/scripts"`.
|
||||
- **`flatpak run` does not work here.** Call the binary inside the app tree:
|
||||
`B=/var/lib/flatpak/app/org.blender.Blender/x86_64/stable/active/files`, then `LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b …` with `BLENDER_USER_SCRIPTS="$HOME/.var/app/org.blender.Blender/config/blender/5.2/scripts"`.
|
||||
- **Blosm needs two headless workarounds**, both already in `Art/blender/blockout/blosm_blockout.py`:
|
||||
1. it refuses to import until an asset directory is set, and the check fires before the mode is honoured;
|
||||
2. in background mode the default level table is empty, and the add-on then takes a path with a broken relative import (`from gui import addDefaultLevels`). Seeding one entry avoids it.
|
||||
@@ -114,7 +83,7 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
|
||||
|
||||
## 2026-11-07 — Screenshot pipeline
|
||||
|
||||
- **`-executePythonScript` + editor is unreliable for captures**: the editor quits right after a _successful_ deferred script (async screenshot requests never render), and after `load_map` in a commandlet every `spawn_actor` call returns None — build scenes in the default world instead.
|
||||
- **`-executePythonScript` + editor is unreliable for captures**: the editor quits right after a *successful* deferred script (async screenshot requests never render), and after `load_map` in a commandlet every `spawn_actor` call returns None — build scenes in the default world instead.
|
||||
- **Robust in-game capture recipe**: commandlet builds a map (`ue_build_review_map.py`), then the game runs in `-game` mode and a tiny C++ actor (`AGigLineShotActor`) walks camera setups via `SetViewTarget` + `FScreenshotRequest::RequestScreenshot`. In 5.8 `FScreenshotRequest` has no resolution argument (window size via `-ResX/-ResY`) and no `IsFinished()` — poll `!IsScreenshotRequested()`. Lives in `UnrealClient.h`, not `Misc/ScreenshotManager.h`.
|
||||
- **Commandlet-only quirks**: bulk render-target readback (`read_render_target_raw`, `export_render_target`) silently returns empty in commandlets; single-pixel `read_render_target_uv` works. Game targets must use `BuildSettingsVersion.V7`.
|
||||
|
||||
@@ -171,6 +140,7 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
|
||||
- **Docs drift silently after a refactor.** Moving the geo scripts to `Geo/tools/` and the Blender builders into `Art/blender/*/` left stale paths in six documents and two tool READMEs. Grep for old paths (`.md` and `.py`) after any move, not just the ones that error at runtime.
|
||||
- **Every new tool needs a row in `Tools/README.md` and `Docs/build.md`**, or the next session will not know it exists. Both now list the full content pipeline in order.
|
||||
|
||||
|
||||
## 2026-11-07 — Character diffuse bake
|
||||
|
||||
- **`img.save()` writes black for an image created in memory** even though Cycles `bpy.ops.object.bake` does update `img.pixels` correctly (verified in-memory px were warm). Writing the PNG ourselves from `img.pixels` is required.
|
||||
@@ -182,16 +152,16 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
|
||||
|
||||
- `Tools/judge_screenshot.py` — runs an OpenRouter vision model over a screenshot vs an expected-scene description. Reads `OPENROUTER_API_KEY` from the repo `.env` (ignored). Base64 data-URI image under `image_url.url`; OpenAI-compatible body → `POST /api/v1/chat/completions`. `openai/gpt-4o-mini` returns a `{verdict, confidence, reason, missing}` JSON. It flags genuinely missing content (e.g. `main`'s pre-warm-skin character shot judged "no"); it is a pre-check, not the human verdict.
|
||||
- Test one: `Tools/judge_screenshot.py --image Screenshots/review-01-character.png --expect "<scene>" --verbose`. Bulk: `--shots` (parses the README rows).
|
||||
|
||||
## 2026-11-07 — Blender skill packs: discovery depth
|
||||
|
||||
- **The 94 packs were never registered with the `skill` tool**, only readable as files. The loader resolves `<skills-root>/<pack>/SKILL.md` one level down; `.agents/skills/blender-skills/` is a _container_ of 94 packs, so it was skipped silently (no warning, no error). Symptom: `skill("archviz")` unresolvable even though `archviz/SKILL.md` exists.
|
||||
- **The 94 packs were never registered with the `skill` tool**, only readable as files. The loader resolves `<skills-root>/<pack>/SKILL.md` one level down; `.agents/skills/blender-skills/` is a *container* of 94 packs, so it was skipped silently (no warning, no error). Symptom: `skill("archviz")` unresolvable even though `archviz/SKILL.md` exists.
|
||||
- **Fix applied:** 94 symlinks in `~/.agents/skills/<pack>` → `<repo>/.agents/skills/blender-skills/<pack>/`. The catalog then lists all of them (verified by calling `skill` on `collision-proxy`: base dir resolves through the link). `references/` stays unlinked — it is a shared folder with no `SKILL.md`, not a pack.
|
||||
- **The AGENTS.md "MCP-driven" caveat is overstated.** 41 of 94 SKILL.md mention MCP, mostly only in the `description` line; the bodies are method guides (naming, proportions, validation checklists) that work headless. Do not skip a pack because it advertises MCP.
|
||||
- **Skill names in AGENTS.md/TODO.md all resolve** except `references`, which is the folder above, not a pack.
|
||||
- Symlinks are user-level: a fresh machine needs the same 94 links before the packs are loadable by name.
|
||||
- **A shared checkout can commit your uncommitted edit for you, or lose it.** This entry was written but not yet committed when another session ran a `git commit` that included `MEMORY.md`; it landed inside their commit (`54b6239`) with a message that does not mention it. Had they overwritten the file instead, the work would have been gone with no reflog to recover from. On a shared worktree, either commit a shared file immediately or check `git log -S` for it before assuming the edit is missing.
|
||||
|
||||
|
||||
## 2026-11-07 — Street visibility and the LFS lockable trap
|
||||
|
||||
- **Every street surface (road, sidewalks, kerbs, markings) had 100 % downward face normals** — `strip()`'s natural winding (rows along +s, cols along +normal) faces the ground. Invisible in engine for as long as the terrain covered them; the corridor cut exposed the black trench. Fixed by reversing the winding in `strip()`, `kerb_faces()` and `crossing_band()`.
|
||||
@@ -202,308 +172,16 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
|
||||
## 2026-11-07 — ReviewMap corruption: deprecated level calls + save-order bug
|
||||
|
||||
- **`EditorLevelLibrary.load_level`/`new_level` are deprecated no-ops in `-nullrhi` commandlets** (they return without switching worlds, so staged actors land in whatever world is current and get saved over the wrong map). Use the `LevelEditorSubsystem`: `unreal.get_editor_subsystem(unreal.LevelEditorSubsystem).load_level(path)` actually switches. Symptom was ReviewMap containing Demo actors + `ShotSequencer`.
|
||||
- **Map-save ordering bug in `Tools/ue_build_review_map.py`**: the script saved ReviewMap _after_ the DemoMap section, but the switch back to ReviewMap fails silently because the map only exists in memory at that point — so the final `save_map` wrote the demo world over ReviewMap. Fix: save ReviewMap first, then stage the demo cameras, and never switch back. Both maps verified by probe (ReviewMap lists Review actors; DemoMap lists Demo actors).
|
||||
- **Map-save ordering bug in `Tools/ue_build_review_map.py`**: the script saved ReviewMap *after* the DemoMap section, but the switch back to ReviewMap fails silently because the map only exists in memory at that point — so the final `save_map` wrote the demo world over ReviewMap. Fix: save ReviewMap first, then stage the demo cameras, and never switch back. Both maps verified by probe (ReviewMap lists Review actors; DemoMap lists Demo actors).
|
||||
- Rebuilt ReviewMap after the fixes: character, both cubes (A grounded, B floating at 2 m), pawn, NPC prefab, hero facade all present; user re-approved the shots. README cube naming corrected (README had A/B swapped vs the script).
|
||||
|
||||
## 2026-11-07 — Materials and lighting in the demo map
|
||||
|
||||
- **Blender flat diffuse colours do not survive FBX -> Unreal.** Every site mesh (road, sidewalks, kerbs, crossing paint) imported with a material asset that had a default _white_ base colour, and the terrain imported with `WorldGridMaterial` (UE's bright grey grid). That — not the sun — is what made the demo look blown out and washed white. Fix: create the colours in UE (`M_Asphalt`, `M_Concrete`, `M_Ground`, `M_RoadPaint` via `Constant3Vector`) and assign them per actor in `Tools/ue_build_demo_map.py`.
|
||||
- **Blender flat diffuse colours do not survive FBX -> Unreal.** Every site mesh (road, sidewalks, kerbs, crossing paint) imported with a material asset that had a default *white* base colour, and the terrain imported with `WorldGridMaterial` (UE's bright grey grid). That — not the sun — is what made the demo look blown out and washed white. Fix: create the colours in UE (`M_Asphalt`, `M_Concrete`, `M_Ground`, `M_RoadPaint` via `Constant3Vector`) and assign them per actor in `Tools/ue_build_demo_map.py`.
|
||||
- **Auto-exposure makes review shots non-comparable**: the same road rendered washed-out in one framing and near-black in another because each camera saw a different amount of sky. Fix: an unbound `PostProcessVolume` with `AEM_HISTOGRAM` and `auto_exposure_min_brightness == auto_exposure_max_brightness` (fixed exposure). Do not use `AEM_MANUAL` + `auto_exposure_bias` — a bias of 11 blew the whole frame out.
|
||||
- **`DirectionalLightComponent.light_color` takes a `Color` struct, not `LinearColor`** (`unreal.Color(r=255,g=245,b=230,a=255)`); passing `LinearColor` raises a nativize error.
|
||||
- **One band per object loses geometry downstream.** `crossing_band()` created `Crossing_Markings` each call, so Blender renamed the second and third to `.001`/`.002`; `site_assembly.py` appends by exact name, so only one crossing ever reached the game. Build all bands into a single mesh instead of one object per band.
|
||||
- **Street arc length -> UE X:** s=0 is the west end of the block (UE X −27966 cm) and s increases eastward, so the designated mid-block crossing at s=130.1 m is UE X ≈ −14956, not the −24291 used by an earlier camera (that is the s=36.6 crossing).
|
||||
- **Camera placement in the demo map needs the mesh bounds, not intuition.** The hero façade body spans UE Y −1457..−200, so a "street level" camera at Y −400 is _inside_ the building and renders its unlit back face. Read `get_bounding_box()` on the staged meshes before choosing a camera.
|
||||
- **Camera placement in the demo map needs the mesh bounds, not intuition.** The hero façade body spans UE Y −1457..−200, so a "street level" camera at Y −400 is *inside* the building and renders its unlit back face. Read `get_bounding_box()` on the staged meshes before choosing a camera.
|
||||
- **"LIGHTING NEEDS TO BE REBUILT" (Build Lighting Only / `BuildLighting`) appears whenever a map has Stationary/Static lights and no baked lightmap.** For a fully dynamic scene the clean fix is `r.AllowStaticLighting=False` in `Config/DefaultEngine.ini` plus `set_mobility(ComponentMobility.MOVABLE)` on the directional light, sky light and height fog (and MOVABLE on the staged mesh components). Nothing to build, warning gone. Note the cvar is read at startup, so each new commandlet/game run picks it up.
|
||||
- The Android File Server `SecurityToken` kept reappearing in `Config/DefaultEngine.ini`; the plugin is disabled and excluded from shipping, so the value is cleared and must stay empty — it is a credential and must not be committed.
|
||||
|
||||
## 2026-11-07 — Worktrees and the material look pass
|
||||
|
||||
- **A fresh git worktree has no compiled game binaries.** `Binaries/` is gitignored, so `UnrealEditor-Cmd` on a new worktree exits "abnormally (error code: 1)" before running the Python script, with no Python error in the log. Run `Engine/Build/BatchFiles/Linux/Build.sh GigLineEditor Linux Development -project=<worktree>/Game/GigLine/GigLine.uproject` first.
|
||||
- `/tmp/gigline/*.txt` result files are **shared across worktrees**. Reading `/tmp/gigline/demo-map.txt` after a run can show another worktree's stale output — check the file mtime, or use a per-worktree result path.
|
||||
- **Flat Constant3Vector materials read as plastic.** Giving each surface a roughness plus a world-space-noise blend between two shades (WorldPosition → Multiply → Noise → Lerp between two Constant3Vectors → BaseColor) is enough to stop the blockout looking like a toy; no textures required.
|
||||
|
||||
## 2026-11-07 — The Y-side bug (found when the frontage was added)
|
||||
|
||||
- **UE convention in this project: south = +Y, north = −Y.** Ground truth is the street mesh: `Sidewalk_North` is Y −1912..−1053 and `Sidewalk_South` Y +718..+1447.
|
||||
- The hero facade had been placed at **Y −1450 (north side)** and X −12024..−9420 — 26 m east of the 6840 footprint and on the wrong side of the street. It only looked right because it stood alone in an empty field; the approved screenshots were of a building with no context.
|
||||
- The two north-side buildings (TCL, Tussaud's) were similarly on the **south** side: `export_north_buildings.py` mirrored Y, which put them where the frontage belongs.
|
||||
- Fix: hero at X −13336 / Y +1307 (the frontage gap between 6902 and 6838); frontage and north buildings exported **without** a Y mirror (the FBX preset already maps Blender −Y south to UE +Y south).
|
||||
- Lesson: **place a building only against a neighbour or the street mesh, never in isolation.** A single object in an empty map hides any number of placement errors; adding the adjacent frontage immediately exposed this one.
|
||||
|
||||
## 2026-11-07 — walkable demo QA bugs (fix branch qa-input-collision-fix-0.1.0)
|
||||
|
||||
- **"Stuck" window = wrong default map.** A plain `./GigLine.sh` opened `/Engine/Maps/Templates/OpenWorld` (empty engine template) instead of the demo, so nothing was interactive. `GameDefaultMap` was in `DefaultGame.ini` and not applied; it must live in `DefaultEngine.ini[/Script/EngineSettings.GameMapsSettings]` with `GlobalDefaultGameMode`. Verified: plain launch now loads `/Game/Hollywood/DemoMap`. Evidence: `LogLoad: LoadMap: /Engine/Maps/Templates/OpenWorld`.
|
||||
- **Input assets were pruned from the pak.** The Enhanced Input assets under `/Game/Input` were only soft-referenced at runtime, so the cooker excluded them (cook `ReferencedSet.txt` had zero `/Game/Input` lines -> all inputs nil at runtime). Fix: hard-reference via `ConstructorHelpers::FObjectFinder` in the character ctor (cooker follows hard refs) + `+DirectoriesToAlwaysCook`. Packaged log then showed `ctx=ok move=ok ... jump=ok`.
|
||||
- **Character fell through** the site: site meshes staged MOVABLE + PlayerStart far past the north sidewalk. Fix: STATIC mobility + explicit collision (QUERY_AND_PHYSICS/WorldStatic/BlockAll) and PlayerStart at Y -1200 on the sidewalk. Packaged run: `grounded=1 movement=Walking`.
|
||||
- Diagnose packaged runtime via the engine log (`.../Linux/GigLine/Saved/Logs/GigLine.log`); a headless `-nullrhi` commandlet cannot validate physics traces (even a spawned cube returns NO HIT there).
|
||||
|
||||
## 2026-11-08 — reference photography gaps closed (local-only)
|
||||
|
||||
- Closed the two missing reference angles for the hero façade, both from Wikimedia
|
||||
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-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)
|
||||
|
||||
- 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.
|
||||
- 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
|
||||
|
||||
- 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.
|
||||
- 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).
|
||||
|
||||
## 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
|
||||
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
|
||||
+ 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
|
||||
|
||||
- `-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.
|
||||
- **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)
|
||||
|
||||
- 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`.
|
||||
- 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
|
||||
|
||||
- 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.
|
||||
- `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.
|
||||
- THIRD_PARTY_NOTICES switched to checkbox statuses (`[x]`/`[P]`/`[ ]`); all tools
|
||||
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).
|
||||
|
||||
## 2026-11-08 — v0.1.1 released (collision patch)
|
||||
|
||||
- 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.
|
||||
- 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
|
||||
|
||||
- `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 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.**
|
||||
- It independently classifies our roof/canopy/shelter volumes as `roof`/
|
||||
`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.
|
||||
- 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.
|
||||
|
||||
## 2026-11-09 — Mapbox calibration adopted into the blockout
|
||||
|
||||
- Owner decision: adopt Mapbox. Applied:
|
||||
- `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`.
|
||||
- `HEIGHT_OVERRIDES` in block_height_report: ways 1490910971, 1492058875,
|
||||
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**.
|
||||
- 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.
|
||||
- **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 %)
|
||||
|
||||
- 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.
|
||||
- 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).
|
||||
- **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
|
||||
|
||||
- `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/`.
|
||||
- **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.
|
||||
- **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`.
|
||||
- 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
|
||||
|
||||
- **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).
|
||||
- **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
|
||||
|
||||
- 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.
|
||||
- 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.
|
||||
- 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
|
||||
|
||||
- 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).
|
||||
- `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)
|
||||
|
||||
- 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.
|
||||
- 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.
|
||||
@@ -55,7 +55,9 @@ Progress lives in `ROADMAP.md`; session findings live in `MEMORY.md`; rendered r
|
||||
- `Tools/` — repeatable import/export helpers.
|
||||
- `Docs/` — setup, licenses, architecture, release checks.
|
||||
|
||||
Track `.uasset`, `.umap`, `.blend`, and large source binaries with LFS. Ignore generated `Binaries/`, `Intermediate/`, `Saved/`, and Derived Data Cache. Do not commit Unreal Engine source, credentials, or non-redistributable assets.
|
||||
Track `.uasset`, `.umap`, `.blend`, and large source binaries with LFS.
|
||||
Ignore generated `Binaries/`, `Intermediate/`, `Saved/`, and Derived Data Cache.
|
||||
Do not commit Unreal Engine source, credentials, or non-redistributable assets.
|
||||
|
||||
## Geographic and Art Pipeline
|
||||
|
||||
@@ -78,7 +80,7 @@ Use a consistent scale test, named export presets, and repeatable import setting
|
||||
- Walkable sidewalks and a designated street crossing.
|
||||
- First-person movement, mouse look, collision, reset, and pause.
|
||||
- Recognizable hero façades; simplified background buildings.
|
||||
- Fixed daytime lighting and basic ambience.
|
||||
- Fixed daytime lighting, basic ambience, and geographic attribution.
|
||||
- Packaged Linux build with documented controls.
|
||||
|
||||
### Excluded
|
||||
@@ -99,7 +101,7 @@ Driving, interiors, crowds, traffic simulation, multiplayer, and a full-city map
|
||||
Solo-development estimate: **approximately 30–40 weeks**, subject to asset quality and available hours.
|
||||
|
||||
| Release | Weeks | Larger task | Small patch tasks after release |
|
||||
| --- | --: | --- | --- |
|
||||
| --- | ---: | --- | --- |
|
||||
| `0.1.0` | 1–6 | Local setup and initial walkable Hollywood block | `0.1.1` collision fixes; `0.1.2` scale/façade corrections; `0.1.3` packaging and setup fixes |
|
||||
| `0.2.0` | 7–9 | MPFB player body, third-person camera, basic animation | `0.2.1` rig fixes; `0.2.2` skin/hair tuning; `0.2.3` camera clipping fixes |
|
||||
| `0.3.0` | 10–13 | One Chaos vehicle, enter/exit interaction, closed driving route | `0.3.1` handling tuning; `0.3.2` vehicle collision fixes; `0.3.3` input fixes |
|
||||
@@ -120,5 +122,7 @@ Finish each milestone's release checks before expanding scope. Cut map size and
|
||||
- Separate code, art, engine, and geographic-data licensing.
|
||||
- Record asset provenance and redistribution permissions in `THIRD_PARTY_NOTICES.md`.
|
||||
- Verify licenses for every MPFB asset, texture, animation, vehicle, and audio file.
|
||||
- Include “© OpenStreetMap contributors” and the appropriate license link; review ODbL obligations for distributed derived databases.
|
||||
- Do not use extracted Google imagery or geometry without explicit applicable rights.
|
||||
- Keep restricted assets out of the public repository; prefer redistributable replacements.
|
||||
- Review Epic distribution requirements before publishing builds.
|
||||
@@ -44,4 +44,4 @@ The engine is installed outside the repository and pinned in [Docs/toolchain.md]
|
||||
|
||||
## Licensing
|
||||
|
||||
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see [Docs/licensing.md](Docs/licensing.md).
|
||||
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see [Docs/licensing.md](Docs/licensing.md). OSM-derived output carries "© OpenStreetMap contributors".
|
||||
+7
-5
@@ -2,9 +2,9 @@
|
||||
|
||||
Development roadmap for this project: milestone goals, scope, decisions, and release gates. Actionable tasks, claims, and progress marks live in [TODO.md](TODO.md).
|
||||
|
||||
## Status at a glance — 2026-11-08 15:30
|
||||
## Status at a glance — 2026-11-07 09:45
|
||||
|
||||
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), then `0.2.0` (player body, third-person camera, animation).
|
||||
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. Remaining `0.1.0` work is geo detailing, asset production, gameplay, and release checks.
|
||||
|
||||
| Area | State |
|
||||
| --- | --- |
|
||||
@@ -18,6 +18,8 @@ Workstation, geo pipeline, and engine validation are done. The art pipeline has
|
||||
|
||||
**Next up:** model the hero façade and block frontage from the reference set, then first-person traversal on the site terrain (tasks in [TODO.md](TODO.md)). **Release gate:** `v0.1.0` is tagged only on the owner's explicit go-ahead once the release checks pass — not automatically when the TODO items close.
|
||||
|
||||
**Open decision:** whether shipped builds carry a derived OSM database (ODbL posture).
|
||||
|
||||
## 0.1.0 — Local setup and walkable Hollywood block (weeks 1–6)
|
||||
|
||||
**Goal:** a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, built on verified geography, in one shared coordinate frame, and validated on the Linux workstation. Setup details are in [Docs/setup.md](Docs/setup.md) and pins in [Docs/toolchain.md](Docs/toolchain.md).
|
||||
@@ -30,9 +32,9 @@ Workstation, geo pipeline, and engine validation are done. The art pipeline has
|
||||
|
||||
**Asset production:** the scale test and the `ue_metric_v1` export and import presets are established. The hero façade first pass is built and screenshot-approved; the north-side buildings (TCL Chinese Theatre, Madame Tussaud's) are staged. Open: reference collection for the door recess and the night frame, the surrounding block frontage, sidewalks, roads and collision, and materials for all assets.
|
||||
|
||||
**Gameplay:** first-person movement, mouse look, pause, and reset are implemented. The walkable demo map is built but has not been checked by hand. Open: the designated crossing, daytime lighting and ambience.
|
||||
**Gameplay:** first-person movement, mouse look, pause, and reset are implemented. The walkable demo map is built but has not been checked by hand. Open: the designated crossing, daytime lighting and ambience, and the geographic attribution display.
|
||||
|
||||
**Publication:** history is rewritten, secrets are scanned, and LFS support is validated.
|
||||
**Publication:** history is rewritten, secrets are scanned, and LFS support is validated. The ODbL review for shipped derivative databases is open, and it is also the open decision noted above.
|
||||
|
||||
**Release checks:** traversal on both sides of the demo, building placement and street scale checked against references, no blocking collision or packaging defects, 60 FPS at 1440p on the documented preset, a fresh checkout that builds with the documented engine installation, a packaged Linux build with documented controls, and then the `v0.1.0` tag and changelog entry. The detailed checks are tracked in [TODO.md](TODO.md).
|
||||
|
||||
@@ -166,7 +168,7 @@ Workstation, geo pipeline, and engine validation are done. The art pipeline has
|
||||
|
||||
## 0.9.0 — Feature freeze, public beta, license and build audit (weeks 31–34)
|
||||
|
||||
**Goal:** freeze features, produce a public beta for testers, and complete the audits: licences for `THIRD_PARTY_NOTICES.md` and all MPFB, texture, animation, vehicle, and audio assets; Epic distribution requirements; and a fresh checkout that builds and packages reproducibly.
|
||||
**Goal:** freeze features, produce a public beta for testers, and complete the audits: licences for `THIRD_PARTY_NOTICES.md` and all MPFB, texture, animation, vehicle, and audio assets; ODbL obligations for any distributed derived database; Epic distribution requirements; and a fresh checkout that builds and packages reproducibly.
|
||||
|
||||
## 0.9.1 — Blocker fixes (patch)
|
||||
|
||||
|
||||
+54
-37
@@ -1,6 +1,9 @@
|
||||
# Screenshots — visual review
|
||||
|
||||
Rendered in-game captures of the current project content, generated by [`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are committed alongside this README so a reviewer sees exactly what the build rendered.
|
||||
Rendered in-game captures of the current project content, generated by
|
||||
[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are
|
||||
committed alongside this README so a reviewer sees exactly what the build
|
||||
rendered.
|
||||
|
||||
## How to regenerate
|
||||
|
||||
@@ -8,56 +11,70 @@ Rendered in-game captures of the current project content, generated by [`Tools/r
|
||||
Tools/render_screenshots.sh
|
||||
```
|
||||
|
||||
Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it (and on the DemoMap for the walkable views), walks the fixed camera list via `AGigLineShotActor`, captures each shot, copies the PNGs here and exits — about a minute. The camera list lives in `Tools/ue_build_review_map.py`; add new shots there, remove retired ones here.
|
||||
Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs
|
||||
the game on it (and on the DemoMap for the walkable views), walks the fixed
|
||||
camera list via `AGigLineShotActor`, captures each shot, copies the PNGs here
|
||||
and exits — about a minute. The camera list lives in
|
||||
`Tools/ue_build_review_map.py`; add new shots there, remove retired ones here.
|
||||
|
||||
> Naming: shots use their stable camera name (no index prefix), so adding or reordering cameras never renumbers files or orphans the old ones. Click an image for the full-size PNG.
|
||||
> Naming: shots use their stable camera name (no index prefix), so adding or
|
||||
> reordering cameras never renumbers files or orphans the old ones. Click an
|
||||
> image for the full-size PNG.
|
||||
|
||||
## Shot list
|
||||
|
||||
**Status: whole set ☑ approved 2026-11-09** (owner review of PR #27). Every shot was re-rendered from current `main` content after the building-height calibration was adopted (`v0.1.2`): Mapbox-derived **3.1 m per level** (`Geo/tools/block_height_report.py`), explicit overrides for three rear outbuildings, and the regenerated blockout and frontage that follow — 6922 is now 39.1 m (was 42.1 m) and the El Capitan Theatre 20.5 m (was 20.0 m).
|
||||
All ☑ approved 2026-11-07.
|
||||
|
||||
| Round | What changed |
|
||||
| --- | --- |
|
||||
| 2026-11-07 | First approved set; block frontage pass corrected hero and north-building placement |
|
||||
| 2026-11-08 | Re-rendered after `0.1.1` street geometry (sidewalk upstand flush at the building edge, crossing ramps graded ≤ 8 %); `demo-north-buildings` camera re-pointed (was 9.5 km west, 85 % sky) |
|
||||
| 2026-11-09 | Re-rendered after the `0.1.2` building-height calibration (3.1 m per level). 12 of 14 PNGs changed; `review-demo-spawn-view` and `review-demo-street-level` are byte-identical to the `0.1.1` round, so the height change reads mostly on the frontage silhouettes |
|
||||
|
||||
| # | File | Preview | Map | View | What it shows | ☑ |
|
||||
| --- | --- | --- | --- | --- | --- | --- |
|
||||
| 1 | `review-overview.png` | [<img src="review-overview.png" alt="overview" width="180">](review-overview.png) | Review | 7 m up, NE | Whole review layout: character + both cubes on the floor | ☑ 2026-11-09 |
|
||||
| 2 | `review-character.png` | [<img src="review-character.png" alt="character" width="180">](review-character.png) | Review | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane | ☑ 2026-11-09 |
|
||||
| 3 | `review-scale-cubes.png` | [<img src="review-scale-cubes.png" alt="scale cubes" width="180">](review-scale-cubes.png) | Review | south | Floating vs grounded cube: cast vs contact shadow | ☑ 2026-11-09 |
|
||||
| 4 | `review-player-placement.png` | [<img src="review-player-placement.png" alt="player placement" width="180">](review-player-placement.png) | Review | spawn | The `AGigLineCharacter` pawn, capsule height and landing | ☑ 2026-11-09 |
|
||||
| 5 | `review-npc-prefab.png` | [<img src="review-npc-prefab.png" alt="npc prefab" width="180">](review-npc-prefab.png) | Review | mid, west | The `AGigLineNPCPerson` prefab: collision capsule + visible MPFB body, feet on Z 0 | ☑ 2026-11-09 |
|
||||
| 6 | `review-ground-contact.png` | [<img src="review-ground-contact.png" alt="ground contact" width="180">](review-ground-contact.png) | Review | knee height, feet | Floating/sinking character is obvious here | ☑ 2026-11-09 |
|
||||
| 7 | `review-shadow-compare.png` | [<img src="review-shadow-compare.png" alt="shadow compare" width="180">](review-shadow-compare.png) | Review | low angle | Detached (floating) vs touching (grounded) shadows | ☑ 2026-11-09 |
|
||||
| 8 | `review-hero-portals.png` | [<img src="review-hero-portals.png" alt="hero portals" width="180">](review-hero-portals.png) | Review | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth | ☑ 2026-11-09 |
|
||||
| 9 | `review-hero-facade-front.png` | [<img src="review-hero-facade-front.png" alt="hero facade front" width="180">](review-hero-facade-front.png) | Review | road side, straight-on | Hero façade elevation and column rhythm | ☑ 2026-11-09 |
|
||||
| 10 | `review-hero-facade-oblique.png` | [<img src="review-hero-facade-oblique.png" alt="hero facade oblique" width="180">](review-hero-facade-oblique.png) | Review | north-west | Body depth and column line standing proud of the mass | ☑ 2026-11-09 |
|
||||
| 11 | `demo/review-demo-spawn-view.png` | [<img src="demo/review-demo-spawn-view.png" alt="spawn view" width="180">](demo/review-demo-spawn-view.png) | Demo | north sidewalk | The whole block: hero façade between its neighbours, both sidewalks and the road | ☑ 2026-11-09 |
|
||||
| 12 | `demo/review-demo-street-level.png` | [<img src="demo/review-demo-street-level.png" alt="street level" width="180">](demo/review-demo-street-level.png) | Demo | eye height, north side | The hero colonnade with the adjacent frontage buildings either side | ☑ 2026-11-09 |
|
||||
| 13 | `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="180">](demo/review-demo-crossing.png) | Demo | along the crosswalk | The designated mid-block crossing at s=130 m (UE X -14956): three zebra bars on the asphalt, with the south frontage and the hero colonnade behind | ☑ 2026-11-09 |
|
||||
| 14 | `demo/review-demo-north-buildings.png` | [<img src="demo/review-demo-north-buildings.png" alt="north buildings" width="180">](demo/review-demo-north-buildings.png) | Demo | across the Blvd | North-side buildings (TCL, Tussaud's) seen from the south side across the road. **2026-11-08:** camera re-pointed to the buildings' mass centre (was 9.5 km west → 85% sky); now frames both north buildings. Flat surfaces = `0.1.4` façade scope. | ☑ 2026-11-09 |
|
||||
| # | File | Preview | Map | View | What it shows |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| 1 | `review-overview.png` | [<img src="review-overview.png" alt="overview" width="180">](review-overview.png) | Review | 7 m up, NE | Whole review layout: character + both cubes on the floor |
|
||||
| 2 | `review-character.png` | [<img src="review-character.png" alt="character" width="180">](review-character.png) | Review | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane |
|
||||
| 3 | `review-scale-cubes.png` | [<img src="review-scale-cubes.png" alt="scale cubes" width="180">](review-scale-cubes.png) | Review | south | Floating vs grounded cube: cast vs contact shadow |
|
||||
| 4 | `review-player-placement.png` | [<img src="review-player-placement.png" alt="player placement" width="180">](review-player-placement.png) | Review | spawn | The `AGigLineCharacter` pawn, capsule height and landing |
|
||||
| 5 | `review-npc-prefab.png` | [<img src="review-npc-prefab.png" alt="npc prefab" width="180">](review-npc-prefab.png) | Review | mid, west | The `AGigLineNPCPerson` prefab: collision capsule + visible MPFB body, feet on Z 0 |
|
||||
| 6 | `review-ground-contact.png` | [<img src="review-ground-contact.png" alt="ground contact" width="180">](review-ground-contact.png) | Review | knee height, feet | Floating/sinking character is obvious here |
|
||||
| 7 | `review-shadow-compare.png` | [<img src="review-shadow-compare.png" alt="shadow compare" width="180">](review-shadow-compare.png) | Review | low angle | Detached (floating) vs touching (grounded) shadows |
|
||||
| 8 | `review-hero-portals.png` | [<img src="review-hero-portals.png" alt="hero portals" width="180">](review-hero-portals.png) | Review | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth |
|
||||
| 9 | `review-hero-facade-front.png` | [<img src="review-hero-facade-front.png" alt="hero facade front" width="180">](review-hero-facade-front.png) | Review | road side, straight-on | Hero façade elevation and column rhythm |
|
||||
| 10 | `review-hero-facade-oblique.png` | [<img src="review-hero-facade-oblique.png" alt="hero facade oblique" width="180">](review-hero-facade-oblique.png) | Review | north-west | Body depth and column line standing proud of the mass |
|
||||
| 11 | `demo/review-demo-spawn-view.png` | [<img src="demo/review-demo-spawn-view.png" alt="spawn view" width="180">](demo/review-demo-spawn-view.png) | Demo | spawn point | Spawn view from the north sidewalk: the hero façade across the road under fixed daytime light |
|
||||
| 12 | `demo/review-demo-street-level.png` | [<img src="demo/review-demo-street-level.png" alt="street level" width="180">](demo/review-demo-street-level.png) | Demo | eye height, north side | The façade colonnade and columns, sunlit with cast shadows |
|
||||
| 13 | `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="180">](demo/review-demo-crossing.png) | Demo | along the crosswalk | The designated mid-block crossing at s=130 m (UE X -14956): three continental zebra bars on the asphalt, kerbs flushed to ramps |
|
||||
| 14 | `demo/review-demo-north-buildings.png` | [<img src="demo/review-demo-north-buildings.png" alt="north buildings" width="180">](demo/review-demo-north-buildings.png) | Demo | across the Blvd | North-side background buildings (TCL, Tussaud's), lit against the sky |
|
||||
|
||||
## Scene conventions
|
||||
|
||||
- **Review map** (`/Game/Test/ReviewMap`): 160 m floor, top face at Z 0; the character measures Z 0..83 cm. One warm key light plus sky fill.
|
||||
- **Cubes**: `Cube_ScaleTest_A` rests on the floor, `Cube_ScaleTest_B` floats at Z 2 m; both are exactly 1 m — the scale reference.
|
||||
- **Demo map** (`/Game/Hollywood/DemoMap`): fixed daytime — sun at pitch −50 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure.
|
||||
- **Materials**: every exported surface carries a look-developed material built in `Tools/ue_build_demo_map.py` (`ensure_material`) because Blender's flat diffuse colours do not survive the FBX → Unreal import. Each has an explicit roughness and a subtle world-space noise blend between two shades: `M_Asphalt` (0.92), `M_Concrete` (0.88), `M_KerbConcrete` (0.85), `M_Ground` (0.98), `M_RoadPaint` (0.62), `M_FacadeStone` (0.72) and `M_Stucco` (0.86) for the north-side buildings.
|
||||
- **Lighting is dynamic-only** (`r.AllowStaticLighting=False`, all lights Movable), so no lighting build is ever required.
|
||||
- **Review map** (`/Game/Test/ReviewMap`): 160 m floor, top face at Z 0; the
|
||||
character measures Z 0..83 cm. One warm key light plus sky fill.
|
||||
- **Cubes**: `Cube_ScaleTest_A` rests on the floor, `Cube_ScaleTest_B` floats at
|
||||
Z 2 m; both are exactly 1 m — the scale reference.
|
||||
- **Demo map** (`/Game/Hollywood/DemoMap`): fixed daytime — sun at pitch −50 /
|
||||
yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed
|
||||
exposure. Surface colours are assigned explicitly in
|
||||
`Tools/ue_build_demo_map.py` (`M_Asphalt`, `M_Concrete`, `M_Ground`,
|
||||
`M_RoadPaint`) because Blender's flat diffuse colours do not survive the
|
||||
FBX → Unreal import.
|
||||
- **Lighting is dynamic-only** (`r.AllowStaticLighting=False`, all lights
|
||||
Movable), so no lighting build is ever required.
|
||||
- **Attribution overlay**: every shot carries the required ODbL credit in the
|
||||
bottom-left (`© OpenStreetMap contributors` / `Data © OpenStreetMap
|
||||
contributors, ODbL 1.0 — openstreetmap.org/copyright`), drawn by
|
||||
`AGigLineHUD`. Screenshots are requested with the UI shown so the obligation
|
||||
is visible in review.
|
||||
|
||||
## What to look for
|
||||
|
||||
- **Ground contact**: feet meet the plane with no gap and no shadow seam.
|
||||
- **Scale**: everything checks against the 1 m cubes.
|
||||
- **Façade rhythm**: six columns at 4.96 m across 25.75 m should read as the photographs in silhouette.
|
||||
- **Frontage heights (new in this round)**: 6922 and the El Capitan Theatre were re-cut to the 3.1 m storey height. Check they still read as the taller west end and the lower cinema respectively against `Art/reference/hollywood/el-capitan-theatre-blade-sign-day-wikimedia-2008-10.jpg`, and that the ordering of the six frontage buildings is unchanged.
|
||||
- **Façade rhythm**: six columns at 4.96 m across 25.75 m should read as the
|
||||
photographs in silhouette.
|
||||
|
||||
## Known cosmetic issues
|
||||
|
||||
- Floor speckle from the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
|
||||
- Hero façade renders pale — Blender flat colours with no normal/roughness, so it reads as untextured stone (the `0.1.4` façade patch, not a lighting bug).
|
||||
- Banners sit on the column line rather than the wall (acceptable: they hang on the columns in the photographs).
|
||||
- ~~Banners and window panels float detached from the colonnade wall~~ — **window panes fixed 2026-11-09**: they sat at Y −1.98, 1.44 m in _front_ of the wall and ahead of the column line; they now sit on the wall plane at Y −0.56, behind the columns, and read as dark openings (see `review-hero-facade-front`).
|
||||
- Between kerb and building line, the walkable surface is the terrain mesh, not a modelled pavement.
|
||||
- Hero façade renders pale — Blender flat colours with no normal/roughness, so
|
||||
it reads as untextured stone (the `0.1.4` façade patch, not a lighting bug).
|
||||
- Banners and window panels float detached from the colonnade wall (next
|
||||
modelling pass).
|
||||
- Between kerb and building line, the walkable surface is the terrain mesh, not
|
||||
a modelled pavement.
|
||||
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