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v0.1.3
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@@ -47,6 +47,10 @@ Thumbs.db
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/Geo/raw/mapbox-cache/
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/Geo/verification/*mapbox*
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||||
# Visual-loop iterations: generated comparisons stay uncommitted until the owner
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# confirms a shot. Only Screenshots/ is committed.
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/Art/reference/iterations/
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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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@@ -67,6 +67,7 @@ Rules for `TODO.md`:
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- When **all** steps in a version section are done: write a short descriptive entry to `CHANGELOG.md`, remove the version section from `TODO.md`, and leave its goal in `ROADMAP.md`.
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||||
- Release checks for each version are listed at the end of its `TODO.md` section; `Docs/release-checks.md` defines the checks themselves. If a check fails, do not tag the release; open a patch task in `TODO.md` and report the failing check in `CHANGELOG.md`.
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- Finish each milestone's release checks **before** expanding scope. Cut map size and simulation complexity before compromising the core walking/driving experience.
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- **Realism leads, performance is a floor.** When a realism improvement costs frame time, realism wins and the cost is paid — but 60 FPS at 1440p without frame generation must still be met at every release. If realism cannot fit the budget, reduce the realism scope deliberately and record it in `CHANGELOG.md`; never ship below the floor without the owner's approval. Walkability outranks realism in one direction only: a block the player falls through is not a demo.
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## Git workflow
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@@ -209,8 +210,8 @@ Any change that affects the game's appearance — meshes, materials, lighting, l
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1. Run `Tools/render_screenshots.sh` (rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it, captures the fixed camera list, copies the PNGs into `Screenshots/`).
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2. Optional pre-check with a vision model: `Tools/judge_screenshot.py --image <shot.png> --expect "<what it should show>"` (or `--shots` to run every shot in the README) flags likely-missing content before a human looks. It reads `OPENROUTER_API_KEY` from `.env` (ignored). Small helper only — it never replaces the human verdict.
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3. Update `Screenshots/README.md`: one row per screenshot with what it shows and an approval state; describe any new shots or scene changes in the same change.
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3. Update `Screenshots/README.md` **in the same change as any visual work** — every change that affects appearance, not only new shots: the image is **embedded inline** (``) with its view, expected content, verification and approval state, plus one row in the status table at the top. The review happens in the file; a path alone is not a review, and a shot whose README section is stale is a defect.
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4. The PNGs **are committed** so reviewers see exactly what the build rendered (`.gitignore` does not exclude them). Keep them in sync with this README: drop retired shots in the same change.
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5. Wait for the user's approval before treating a visual change as done; record approval by ticking the table in `Screenshots/README.md`.
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5. Wait for the user's approval before treating a visual change as done; record approval by ticking both the shot's section and its row in the status table in `Screenshots/README.md`.
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New content that needs a different camera angle gets a new entry in the shot list in `Tools/ue_build_review_map.py`.
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@@ -37,6 +37,15 @@
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],
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"evidence": "6 columns at 4.96 m centres (sibling notes x measured frontage)"
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},
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{
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"object": "Hero_Flute_x120",
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"dims_m": [
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0.064,
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0.064,
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6.53
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],
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"evidence": "photographs: fluted shafts; 20 grooves per column modelled as shallow cylinders in the shadow tone rather than boolean cut grooves"
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},
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{
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"object": "Hero_ColumnBase_x6",
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"dims_m": [
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@@ -104,10 +113,10 @@
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"object": "Hero_MottoBand",
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"dims_m": [
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22.75,
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0.08,
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0.1,
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0.85
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],
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"evidence": "photographs: motto panel above the colonnade"
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"evidence": "photographs: motto panel above the colonnade, now an inset panel with a moulded surround rather than a flat stripe"
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},
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{
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"object": "Hero_Medallion_x2",
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@@ -0,0 +1,64 @@
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# Reference analysis — retail frontage, 0.1.6
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Phase 0 of the `references` pack (reference-image-match). Written before any geometry, because the pass that produced the hero façade skipped it and cost two rebuilds.
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## Source
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| | |
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| --- | --- |
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| Image | `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (1920×953) |
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| Author / licence | Gb321, own work, **CC BY-SA 4.0** — attribution required |
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| Captured | 2024-07-19 11:11 local |
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| Description | "Lee Drug and 6806 Hollywood Buildings in Hollywood" |
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| Coverage | Both target buildings in one frame, mid-morning sun from the south-east |
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**One photograph is the whole evidence base for 6800 and 6806–6820.** It is a street-level oblique, not an elevation: verticals converge, the ground floor of 6806–6820 is partly behind a parked car, and the Lee Drug shopfront is behind a bus. Everything below that the photo does not resolve is marked _assumed_ and is carried into the part report.
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**6822 Budget has no photograph.** It is a 6.0 m × 5.5 m single-storey sliver west of 6806–6820, and the TODO item already records that Commons has nothing usable. It stays a blockout extrusion and the item is deferred rather than guessed.
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## Measured (not from the photo)
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From `Geo/raw/osm-api-map-2026-11-06.osm` and the blockout, in the shared frame (metres, X east, Y north, Z from the project datum):
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| Building | OSM way | X | Front face Y | Height | Depth |
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| --- | --- | --- | --- | --- | --- |
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| 6800 Lee Drug | 424024149 | −33.20 … −14.37 | −14.63 | 12.10 m | 33.5 m |
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| 6806–6820 | 424024150 | −66.08 … −33.07 | −12.52 | 12.10 m | 30.8 m |
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| 6822 Budget | 424024144 | −78.54 … −72.52 | −12.92 | 5.50 m | 15.4 m |
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Both target buildings are 12.10 m tall, which makes the _relative_ proportions in the photo directly usable: the parapet line, the cornice and the shopfront line can be read as fractions of the frame height.
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## 6800 Lee Drug — reading
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| Category | Observation |
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| --- | --- |
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| Subject | Corner retail block at Hollywood × Highland; the street face and the corner return are both visible |
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| Silhouette | Long low box, broken by a **rounded corner tower** that rises above the frontage parapet; the parapet is **stepped**, not flat |
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| Storeys | Two zones, not storeys: a tall shopfront zone and a single tall display wall above it |
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| Proportion (vertical) | Shopfront ≈ 0 → 0.36 H; bronze cornice ≈ 0.36 → 0.43 H; mural + lettering wall ≈ 0.43 → 0.82 H; stepped parapet ≈ 0.82 → 1.0 H (_assumed split; read off the frame, ±0.03 H_) |
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| Proportion (horizontal) | Corner tower occupies ≈ 4 m of the east end; eight mural panels at roughly 2.2 m centres along the frontage |
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| Colour | Cream stucco wall `#EDE6D8`, bronze/brown cornice `#6B4A2F`, near-black mural plates `#1C1A18`, dark glazing `#20262A` (_sampled from the frame_) |
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| Unique features | Stepped Deco parapet with 4 horizontal reveal lines; projecting bronze cornice; row of black celebrity-portrait panels; large dark "SOUVENIRS OF …" lettering on the upper wall; shopfront glazing with slim mullions |
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| Mood | 1930s Deco retail, freshly painted, bright midday |
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## 6806–6820 — reading
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| Category | Observation |
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| --- | --- |
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| Silhouette | Flat-fronted two-storey block; parapet steps up in fins at the west end |
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| Proportion (vertical) | Shopfront ≈ 0 → 0.32 H; burgundy fascia band ≈ 0.32 → 0.38 H; window storey ≈ 0.38 → 0.62 H; blank wall + parapet ≈ 0.62 → 1.0 H (_assumed_) |
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| Horizontal | Brown pilaster strips divide the frontage into roughly 3 m bays; seven upper windows across 33 m |
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| Colour | Same cream stucco; brown pilasters `#6B4A2F`; **burgundy-green** fascia `#5B3A3A`; white window frames |
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| Unique features | Banded parapet with 3 reveal lines; white-framed upper windows with security bars; shopfront glazing behind a burgundy fascia |
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||||
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||||
## Camera match (for the review shot)
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||||
The photo is a street-level oblique from the **north** side looking south-east, subject filling ~80 % of the frame width. The demo review shot must reproduce that: camera at 1.7 m on the north sidewalk, yaw toward the south frontage, 35–42° lens, both buildings in frame. A wide block view will not compare usefully against this crop.
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||||
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## Assumptions to carry into the model report
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1. Vertical proportions, as above — the photo's convergence makes a pixel-perfect read impossible.
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2. Mural panel size and spacing; the lettering is modelled as a recessed plate, not as text.
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3. Shopfront bay spacing on both buildings; the bus hides most of Lee Drug's ground floor.
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4. Parapet reveal line count (4 on Lee Drug, 3 on 6806–6820).
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5. Corner tower radius; only the outer curve is visible.
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@@ -0,0 +1,37 @@
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||||
{
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||||
"character": "GigLine walker",
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"description": "lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers",
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||||
"model": "juggernautXL_ragnarok.safetensors",
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||||
"views": {
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||||
"front": {
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"file": "Art/characters/blueprints/front.png",
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||||
"seed": 101,
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"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, full body front view, neutral standing pose, arms at sides, even studio light, plain light grey background, character sheet",
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"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
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||||
"prompt_id": "ff81a0c1-e4d7-4740-9310-806c11600539"
|
||||
},
|
||||
"side": {
|
||||
"file": "Art/characters/blueprints/side.png",
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||||
"seed": 202,
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||||
"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, full body side profile view, neutral standing pose, arms at sides, even studio light, plain light grey background, character sheet",
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||||
"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
|
||||
"prompt_id": "cdd0bfac-446b-4c5a-8375-37fb5c70a75e"
|
||||
},
|
||||
"back": {
|
||||
"file": "Art/characters/blueprints/back.png",
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||||
"seed": 303,
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||||
"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, full body back view, neutral standing pose, arms at sides, even studio light, plain light grey background, character sheet",
|
||||
"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
|
||||
"prompt_id": "069bc59d-93bb-41ce-a95b-f5b2e8194982"
|
||||
},
|
||||
"head": {
|
||||
"file": "Art/characters/blueprints/head.png",
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||||
"seed": 404,
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||||
"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, head and shoulders portrait, front view, neutral expression, even studio light, plain light grey background",
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||||
"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
|
||||
"prompt_id": "39ab3ba6-5e6f-4a69-bdbb-b2faf4318dc0"
|
||||
}
|
||||
},
|
||||
"contact_sheet": "Art/characters/blueprints/contact-sheet.png",
|
||||
"note": "generated locally by Tools/comfyui_character_blueprint.py; record the model licence in THIRD_PARTY_NOTICES.md before shipping"
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||||
}
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||||
{
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||||
"tool": "Tools/generate_character_textures.py",
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"asset": "T_Character_Hair",
|
||||
"size": 512,
|
||||
"procedural": true,
|
||||
"meta": {
|
||||
"strands": 190,
|
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"base": [
|
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44,
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32,
|
||||
26
|
||||
],
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"highlight": [
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96,
|
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74,
|
||||
58
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||||
]
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||||
},
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||||
"note": "generated, not photographed; no third-party licence"
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||||
}
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||||
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||||
{
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||||
"tool": "Tools/generate_character_textures.py",
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||||
"asset": "T_Character_SkinDetail",
|
||||
"size": 512,
|
||||
"procedural": true,
|
||||
"meta": {
|
||||
"octaves": {
|
||||
"fine": 96,
|
||||
"mid": 24,
|
||||
"broad": 7
|
||||
},
|
||||
"detail": 9,
|
||||
"tint": [
|
||||
222,
|
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178,
|
||||
152
|
||||
]
|
||||
},
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||||
"note": "generated, not photographed; no third-party licence"
|
||||
}
|
||||
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-1
@@ -8,6 +8,219 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
|
||||
|
||||
Nothing yet.
|
||||
|
||||
## [0.2.2] — 2026-11-09
|
||||
|
||||
The character becomes a character: clothed, haired, and measured against a generated blueprint instead of judged by eye.
|
||||
|
||||
**Version note:** this ships as a patch by the owner's decision even though it adds asset categories, which the release policy otherwise puts in a minor release. Recorded here so the numbering is not mistaken for scope later.
|
||||
|
||||
### Added
|
||||
|
||||
- **Clothing** — navy tee, dark jeans and off-white shoes as three separate skinned meshes (`Tools/character_clothing_build.py`), built from the body's own faces per the `character-artist` workflow: duplicate faces, solidify for cloth thickness, one mesh per piece. Each imports with its own single material slot and is attached as a leader-pose component.
|
||||
- **Hair cards** (`Tools/character_hair_build.py`) — a scalp cap plus 26 cards in three overlapping rows, quads only, every vertex weighted to `head`. Cards are oriented from the scalp normal at their anchor, so the cut follows the skull instead of standing out as spikes.
|
||||
- **Character blueprints** (`Tools/comfyui_character_blueprint.py`) — front, side, back and head views generated by the local ComfyUI instance from one description, with fixed seeds and a JSON record of prompts and prompt ids.
|
||||
- **Blueprint comparison** (`Tools/character_match.py`) — figure aspect, fill and coverage deltas, mean CIE76 and dominant-palette distance, plus a side-by-side montage. The deltas stay separate on purpose: one similarity number between a photoreal sheet and a low-detail body would mean nothing.
|
||||
- **ComfyUI driver** (`Tools/comfyui_generate.py`) and **procedural textures** (`Tools/generate_character_textures.py`), each writing a provenance sidecar.
|
||||
- **Material builder** (`Tools/ue_character_materials.py`) — `M_Character_Skin` and `M_Character_Hair_Mat` built from scratch, because `unreal.MaterialEditingLibrary` segfaults in a headless commandlet when it rebuilds an existing graph.
|
||||
|
||||
### Changed
|
||||
|
||||
- **The sun was raised** from pitch -62 to -74. The character stood in building shadow lit almost entirely by the blue sky light, so warm skin sampled as blue-grey — face (99, 98, 100) before, (131, 121, 117) after at the same camera.
|
||||
- **The walk cycle starts at maximum stride**, so the deterministic stride capture lands on the stride rather than on one of the two frames where the legs pass together.
|
||||
- Cloth shells are fattened 8 mm along their own normals after solidify; 1 cm of solidify let the body through at shoulders, hips and knees.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Hair read blond and thin** because the strand sheet's pale RGB drove base colour; the sheet now supplies only the opacity mask, and the colour is a dark constant.
|
||||
- **Garment coverage holes** at shoulders, hips and knees, closed by 2 cm solidify plus the normal fatten.
|
||||
- **A crash of my own making:** binding materials in `Tick` with `ConstructorHelpers::FObjectFinder` is fatal outside a constructor. Moved to `BeginPlay` with `LoadObject`.
|
||||
- **Shots 6, 7 and 8 were documented as an unclothed body** after the appearance changed; the README now matches the render and all eight shots are approved.
|
||||
|
||||
### Verified
|
||||
|
||||
- 8 review shots verify; **all eight approved** by the owner 2026-11-09.
|
||||
- Blueprint comparison improved from mean ΔE **31.9 → 21.8** and palette ΔE **25.4 → 19.7** once the character was clothed.
|
||||
- 95 tool tests pass (13 new for the colour maths, masks and palettes).
|
||||
|
||||
### Known limitations
|
||||
|
||||
- **The garments are still shells over body faces**, not simulated cloth: no wrinkles, no drape, and no separation from the body in motion.
|
||||
- **`T_Character_Diffuse` cannot be used.** Sampling it renders the body black, so the MPFB mesh's UVs do not map onto that bake; skin is a constant tone and the generated pore sheet is unwired.
|
||||
- **The character has no face detail** — the eyes, mouth and brows are mesh and lighting only, and read as a mannequin at close range.
|
||||
- **Camera collision remains implemented but unexercised.**
|
||||
|
||||
## [0.2.1] — 2026-11-09
|
||||
|
||||
Rig fixes. Two defects from the `0.2.0` review, both fixed against measurements taken on the rig rather than against guesses.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **The fingers splayed.** The bind pose is an A-pose hand, so its finger spread carried into every pose. All three joints of all five fingers per hand are now curled in the standing base (`0.28 / 0.34 / 0.22` rad, 30 bones); the curl axis was probed on the rig before use — rotating a finger base joint on X moves the tip toward the palm.
|
||||
- **The arms-down rotation was hard-coded.** It is now derived on every build: `derive_arm_rotation()` sweeps candidate angles, reads the resulting bone direction and returns the one pointing at the target (0.60 rad, direction dot 1.000 in this build). The old 0.55 was a hand-swept constant that would have rotted on any rig change.
|
||||
- **Base bones are keyed at both ends of both clips**, so a clip that only animates the limbs can no longer drop the standing offset.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- **The stride capture regressed.** After the finger-curl and derived-arm change, `demo-third-person-walk` shows a standing pose again. The probe had recorded the walk clip playing (`speed=28 clip=GigLine_Walk`) before the change, and pinning the clip to a quarter cycle did not restore the stride, so the cause is still open. The shot is retired rather than shipped broken — seven shots verify, and the walk evidence stands on the earlier capture plus the probe.
|
||||
- Camera collision remains implemented but unexercised against a wall.
|
||||
|
||||
## [0.2.0] — 2026-11-09
|
||||
|
||||
Third-person body. The pawn gains a visible, animated body and a third-person camera, so the walk cycle is finally something a player can see rather than a clip in an asset list.
|
||||
|
||||
### Added
|
||||
|
||||
- **`Tools/character_anim_build.py`**: `GigLine_Idle` (60 frames) and `GigLine_Walk` (30 frames) at 30 fps, authored as parametric cycles so the loop closes by construction. Limb axes were **measured** on the rig — a probe rotated `upperleg01.L` by 0.5 rad on each axis and read `foot.L`, which showed X swings the limb fore/aft while Y twists and Z abducts.
|
||||
- **Third-person rig** (`ADR-9`): a visible skeletal body, a `USpringArmComponent` with collision testing, and a **V** toggle. One pawn carries both rigs; first person stays the shipped default.
|
||||
- **Walk capture harness**: a per-shot `ShotFollow` mode that re-places the review camera every frame in the pawn's frame, plus `SetReviewWalk` / `ReturnToStartForReview`, so a stride is captured deterministically and the fixed-camera shots still find the pawn at spawn.
|
||||
- **Review shots 6, 7 and 8** — third-person back, front and mid-stride — embedded in `Screenshots/README.md`.
|
||||
|
||||
### Changed
|
||||
|
||||
- Character export preset now **bakes animation** (`bake_anim`, all actions). Without it the exporter wrote a static bind pose and Unreal imported a mesh with no clips and no error.
|
||||
- `Docs/controls.md` documents the V toggle and the review switches; the in-game HUD line reads `WASD move · Mouse look · Space jump · V view · R reset · Esc pause`.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **`PlayAnimation` on a hidden component never took effect.** The body is hidden at construction and only unhidden by the toggle, so the first call could land before the component was ready; the code now sets `AnimationSingleNode`, calls `SetAnimation` + `Play`, and re-asserts while the instance is missing.
|
||||
- **The animation switch restarted the clip every frame**, freezing the body on frame 0.
|
||||
- **The importer silently refused to replace the existing assets.** Changing the arm rotation and rebuilding returned the identical bone quaternion every time; `replace_existing` and `delete_asset` both failed because the pawn's constructor hard-references the clips. Importing under a new name (`CharacterV2`) finally landed the change — that is what unblocked the pose after a dozen failed rebuilds.
|
||||
- **The review runner copied stale screenshots** from `Saved/`, so a shot retired from the camera list reappeared with byte-identical content from an older run. The folder is cleared before each capture.
|
||||
- **Walking was never enabled for the stride shot**: the call sat in the shot sequencer's `BeginPlay`, which runs before the player pawn exists, so the cast silently found nothing and `speed` stayed at 0.
|
||||
|
||||
### Verified
|
||||
|
||||
- **8 review shots verify**; shots 6, 7 and 8 approved by the owner.
|
||||
- **1440p, no frame generation, VSync off**: 759 frames, avg **2.64 ms (379 fps)**, p50 2.54, p95 3.39, p99 3.76, max 4.05 ms — about 2 % over `0.1.5` and 6.3× the 60 fps floor. Series: `Docs/perf/0.2.0-walk-frametimes.csv`.
|
||||
- `-qaselftest`: walk, reset 0 cm from spawn, pause/unpause, transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9 — all PASS.
|
||||
- 82 tool tests pass.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- **The fingers splay** — the bind's finger spread carries into the pose. Deferred to `0.2.2`.
|
||||
- **The arms-down rotation was found by sweeping**, not derived: 0.55 rad puts the arms at the sides, 0.65 against the hip, 0.75 into the torso. A derived pose is a `0.2.2` job.
|
||||
- **Camera collision is implemented but unproven** — the spawn point has open space behind it, so no shot exercises the boom shortening.
|
||||
- The third-person body has no head or hand IK and no turn-in-place; it is a first playable, not a finished character.
|
||||
|
||||
## [0.1.6] — 2026-11-09
|
||||
|
||||
Retail frontage. The two retail buildings beside the hero are modelled from their own photograph instead of the generic kit, and the photograph is treated as evidence: an analysis is written before any geometry, and every dimension the image does not resolve is carried into the part report as an assumption.
|
||||
|
||||
### Added
|
||||
|
||||
- **`Tools/retail_frontage_build.py`**: 6800 Lee Drug and 6806–6820 built from the one usable reference (`Art/reference/retail-neighbours/`, Gb321, CC BY-SA 4.0). Lee Drug gets a bronze cornice, storefront glazing with mullions, framed portrait panels, a painted lettering band, two-tier parapet with reveals and a fluted corner tower; 6806–6820 gets a burgundy fascia, brown pilasters, white-framed windows with security bars and its own banded parapet. Built in world coordinates from the blockout bounds (Lee Drug X −33.20…−14.37, face Y −14.63, H 12.10 m; 6806–6820 X −66.08…−33.07), joined to one mesh per building with a JSON part report.
|
||||
- **`Tools/ue_import_retail_detail.py`**: imports the two meshes with complex-as-simple collision — trim decorates a solid the player already collides with and must not add snag points.
|
||||
- **`Art/blender/retail/ref-analysis.md`**: the reference analysis the `references` skill pack requires, written before modelling.
|
||||
- **`Tools/_common.py`** and `Tools/tests/test_retail_frontage.py`: the bay-layout arithmetic, extracted so it is testable without Blender (4 tests).
|
||||
- **Review shot 5**, `demo/review-demo-retail-frontage`, embedded in `Screenshots/README.md`.
|
||||
|
||||
### Changed
|
||||
|
||||
- **The generic façade kit skips the two modelled buildings** (`MODELLED` list in `ue_apply_facade_kit.py`). It applies to every `Frontage_*`/`North_*` actor, so it was pasting a second, contradicting façade language over the new trim.
|
||||
- **Retail trim stages as `RetailTrim_*`** and is spawned through the demo builder, so it is regenerable rather than hand-placed.
|
||||
- Trim stucco, white and glass slots are mapped onto the demo's look-dev materials so the walls sit in the same noise and texture family as the rest of the block; the tones sampled from the photograph (bronze, burgundy, mural, lettering) stay as authored.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **`Tools/render_screenshots.sh` never captured anything.** The capture step called `./Engine/...` while every commandlet above it went through `run_cmdlet`'s `cd "$ENGINE"`. Under `set -e` the script died at exit 127 _after_ rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran.
|
||||
- **Duplicate `RetailTrim_*` actors on every rebuild**: the demo builder's clear list did not include the new label, so each run stacked another copy. Caught by the scene audit, not by eye.
|
||||
- **Mural plates were placed 0.20 m inside the solid blockout volume** and never rendered; the inset is now faked with a proud frame and a near-flush plate.
|
||||
- **Trim detail sat 0.05 m off the wall**, under a pixel of depth at 40 m, so the wall won the depth test. Trim planes now stand 0.10–0.20 m proud.
|
||||
- **6806–6820 parapet started at 0.62 H**, leaving a 4.6 m blank band; the window storey and parapet moved up to follow the photograph.
|
||||
- **Mural panels, parapet and lettering were sized from the photograph's proportions, not the inherited defaults**: the first pass left a parapet that read as one blank white band.
|
||||
|
||||
### Verified
|
||||
|
||||
- `render_screenshots.sh --verify`: **5/5 shots OK**; scene audit **0 failures** (every mesh materialed, all spans in tolerance, no duplicate labels).
|
||||
- Owner approved `demo-retail-frontage` (second pass) 2026-11-09; all five demo shots now carry approval.
|
||||
- 82 tool tests pass.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- **Wall lettering and the painted band do not read at 40 m.** A plate at 0.10 m still vanishes; this is a decal/texture problem, not geometry. Moved to `0.9.0 — Realistic buildings`.
|
||||
- **The parapet has no moulded profile** and the corner tower is a fluted cylinder with two cap rings — both need the façade system in `0.9.0`.
|
||||
- **6822 Budget is untouched**: no photograph of it exists. Deferred and blocked in `0.9.0`.
|
||||
- The only reference for these two buildings is a single street-level oblique with a bus across Lee Drug's shopfront and a car across 6806's; several vertical proportions are assumptions recorded in the part report.
|
||||
|
||||
## [0.1.5] — 2026-11-09
|
||||
|
||||
Façade finishing. The kit gets the hero detail it was missing, and a class of silent defect is found and gated: the map had been rendering with **604 of 620 mesh actors unmaterialed** without a single error.
|
||||
|
||||
### Added
|
||||
|
||||
- **Scene audit** (`Tools/ue_audit_scene.py`): fails when any staged mesh has no material, when a frontage building is more than ±1 m off its verified footprint, or when two actors share a label. Wired into `Tools/render_screenshots.sh`, which now runs the whole staging chain in the correct order and stops on an audit failure.
|
||||
- **`Tools/ue_placement.py`**: one source of truth for staged positions and the verified frontage spans, with `span_error` / `describe_span_failure` validators.
|
||||
- **Hero fluting**: 20 grooves per column as shallow shadow-tone cylinders (120 pieces) rather than boolean cuts.
|
||||
- **Presence of references for the retail run**: `Art/reference/retail-neighbours/` (6800 Lee Drug and its neighbour). Local only, not committed.
|
||||
|
||||
### Changed
|
||||
|
||||
- **Motto band is a real recess** now — moulded surround 6 cm proud, panel 12 cm behind — instead of an 8 cm dark stripe. Hero: 148 parts / 3 044 tris → 271 / 5 492, still 14.50 m.
|
||||
- **Kit layout for wide and tall buildings**: bays are capped at 9 with the module widened (6922 was 13 bays across 65.8 m — a window every 4.96 m on a 37 m block), and the storey spread is derived from the available height so the top band always lands inside the volume.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **604 of 620 mesh actors rendered untextured.** `ensure_material` deleted and recreated each site material on every run, orphaning every reference held by the kit pieces and the theatre trim; the map looked only slightly flat. Materials are now updated in place.
|
||||
- **The hero could be teleported 13 m east onto the wrong side of the boulevard.** `ue_hero_facade_import.py` carried its own copy of the pre-`0.1.0` hero position; running the importer alone moved the building, invisible in a render and visible only as a reference-score drop. Placement now has one definition and the import asserts the staged span (`span ok: X -14644..-12028`).
|
||||
- **53 duplicated kit actor labels** (both shop piers of a bay shared one name).
|
||||
|
||||
### Verified
|
||||
|
||||
- Scene audit: **0 failures** — every mesh materialed, all 7 verified spans within tolerance, no duplicate labels.
|
||||
- Packaged `-qaselftest`: walk, reset, pause/unpause, seam transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9 — all PASS.
|
||||
- **1440p re-measured with the kit**: 2.76 ms average (**363 fps**), p99 3.64 ms, against `0.1.0`'s 2.42 ms (414 fps) — the 625 kit actors and 8 textures cost about 12 % and leave roughly six times the 60 fps floor. Series at `Docs/perf/0.1.5-kit-walk-frametimes.csv`.
|
||||
- 78 tool tests pass.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- **Retail neighbours 6822 and 6806–6820 are not modelled**: Commons holds no usable reference for either, and substituting the El Capitan Theatre's photographs would misattribute their façades. Tracked in `TODO.md`.
|
||||
- Cornice dentil spacing, abacus and plinth dimensions remain recorded assumptions.
|
||||
- Textures are generated, not authored — no decals, signage text or weathering maps.
|
||||
- The vision pre-check stays advisory; it has rejected shots the owner approved.
|
||||
|
||||
## [0.1.4] — 2026-11-09
|
||||
|
||||
Building façades. The block goes from flat extruded boxes with flat colours to coursed, textured surfaces assembled from a reusable module kit, and the El Capitan Theatre gets the marquee and blade sign that make it read as itself.
|
||||
|
||||
### Added
|
||||
|
||||
- **Façade module kit** at the measured **4.96 m bay** / **3.10 m storey**: pilaster, sill, lintel, window bay, shopfront bay, door bay, cornice, parapet and coping — 16 `SM_` meshes, each validated for manifold topology (12 tris each) and assembled onto **eight buildings, 625 pieces**, from each building's own world bounds.
|
||||
- **Generated surface textures** — deterministic stdlib PNGs for ashlar stone, stucco, asphalt and concrete (base colour + roughness), sampled world-aligned with per-material tiling; byte-identical on re-run.
|
||||
- **Materials**: masonry coursing and roughness variation in the material graphs; `M_FacadeStoneShadow`, `M_FacadeGlass` (specular 0.62 ≈ IOR 1.5) and `M_FacadeBanner`. Material assignment is now **per slot**, keyed on the imported slot material, instead of slot 0 only.
|
||||
- **El Capitan Theatre trim**: projecting marquee (12.0 × 2.60 m canopy at a 4.60 m soffit), illuminated fascia, recessed soffit, and a vertical blade sign (1.30 × 5.20 m) with frame and wall bracket.
|
||||
- **Visual review loop** (`Tools/visual_loop.py` + `visual_targets.json`): verifies every capture against an expectation (missing, blank, tone-less or wrong-size shots fail) and measures each render against its reference photograph, emitting feedback that names the discipline to consult. Iterations are written under `Art/reference/iterations/`, which is gitignored until a shot is confirmed.
|
||||
- **`Tools/fbx_export_preset.py`** — one export preset replacing six copies, and it exports smoothing groups (`FACE`), so round geometry is no longer faceted.
|
||||
- **`Tools/ue_common.py`** — clears the read-only bit an LFS `.umap` checks out with and makes a refused save loud.
|
||||
|
||||
### Changed
|
||||
|
||||
- **Elevation cameras** are levelled (pitch 0, so verticals stay parallel) and use a 42–55° lens to fill the frame from across the street.
|
||||
- **`Screenshots/` holds demo-map captures only**; the review staging map is no longer rendered for review. Each shot carries its expected content and an approval state.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Blockout frame**: the `0.1.2` regeneration had run without `--origin`, shifting the whole frontage ≈119 m in X and 2.4 m in Y and dropping the hero out of the 6902/6838 gap. Regenerated with the affine fit (residual 0.0 cm) and every span re-verified against the block verification notes.
|
||||
- **Kit placed ~12 km from its buildings** — it used the mesh-local bounding box, which excludes the actor offset.
|
||||
- **Marquee mirrored across the boulevard** (Blender +Y is Unreal −Y) and **hanging 5 cm above the pavement** (absolute Z instead of pavement-relative).
|
||||
- **Window bays invisible** inside the solid wall; the surround now projects with glazing inset.
|
||||
- **Glazing was not glass**: kit pieces kept the grey material the FBX import creates.
|
||||
- **Hero windows floated 1.44 m in front of the wall**; parapet medallions were flat discs on the coping.
|
||||
- **Imports could report success while saving nothing** (read-only LFS map), and the north-buildings import failed silently on a missing `import sys`.
|
||||
|
||||
### Verified
|
||||
|
||||
- Packaged build `-qaselftest`: walk 761 cm, reset, pause/unpause, seam transect 1456 samples / 0 holes, wall probe 0/35, façade occlusion probe 0/9 — all PASS. Run twice; the harness is time-based and one loaded run reported a false failure.
|
||||
- All eight buildings probed against the verified world spans.
|
||||
- 67 tool tests pass.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- Kit pieces are boxes; cornice dentil spacing, abacus and plinth dimensions are recorded assumptions.
|
||||
- Textures are generated, not authored: no decals, signage text or weathering maps.
|
||||
- The vision pre-check remains advisory — it is unreliable on this content.
|
||||
- Retail neighbours, hero fluting and the blockout cleaning pass move to `0.1.5`.
|
||||
- Performance has not been re-measured since `0.1.0`; 625 kit actors are unmeasured.
|
||||
|
||||
## [0.1.3] — 2026-11-09
|
||||
|
||||
Packaging and setup fixes. No gameplay or visual scope; this patch makes the pipeline and its documentation tell the truth about what `0.1.x` taught.
|
||||
@@ -129,7 +342,9 @@ The first playable release: a walkable exterior demo of the **6840 Hollywood Blv
|
||||
- Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
|
||||
- One block only; no vehicles, NPCs, audio, or settings UI yet.
|
||||
|
||||
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.3...main
|
||||
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.5...main
|
||||
[0.1.5]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.5
|
||||
[0.1.4]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.4
|
||||
[0.1.3]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.3
|
||||
[0.1.2]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.2
|
||||
[0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1
|
||||
|
||||
@@ -20,11 +20,14 @@ Full requirements and progress are in [TODO.md](../../TODO.md); version directio
|
||||
|
||||
| Priority | Quality Goal | Scenario |
|
||||
| --- | --- | --- |
|
||||
| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
|
||||
| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
|
||||
| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography |
|
||||
| 1 | **Visual realism** | Renders read as the reference photographs: façade identity, proportion, material and light — judged side by side, shot against photo |
|
||||
| 2 | **Geographic fidelity** | Building placement and street scale match the measured data and the photographs |
|
||||
| 3 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
|
||||
| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
|
||||
| 5 | **Provenance** | Every committed asset has recorded provenance |
|
||||
| 6 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
|
||||
|
||||
**How the order is used.** It decides trade-offs. When realism and performance disagree, realism wins and the cost is paid — but never by silently shipping a frame rate below the floor. The 60 FPS figure is a **budget that must still be met**, so the response to "realism costs too much frame time" is to cut the realism feature deliberately, record the cut, and keep the floor — not to let frames slip. Walkability outranks realism in one direction only: a beautiful block the player falls through is not a demo.
|
||||
|
||||
## Stakeholders
|
||||
|
||||
|
||||
@@ -30,7 +30,8 @@ All modelling and geographic processing live outside the game project in `Art/`,
|
||||
|
||||
## Quality achievement
|
||||
|
||||
- **Performance**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
|
||||
- **Realism first**: reference photography and measured data drive every façade decision; renders are compared against the photographs with `Tools/visual_loop.py`, and a façade is built from the shared 4.96 m module kit so the street wall reads consistently. Materials are authored in Unreal with world-aligned generated textures, and lighting is fixed daytime so a shot is comparable between runs.
|
||||
- **Performance as a budget, not a driver**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw for street-level geometry, and a 60 FPS at 1440p floor that every release must meet. It closes the quality list because it constrains how much realism fits, not what the block should look like.
|
||||
|
||||
- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
|
||||
|
||||
|
||||
@@ -20,12 +20,14 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
|
||||
| --- | --- | --- |
|
||||
| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
|
||||
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
|
||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
|
||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame: ODbL attribution bottom-left, controls bottom-right, and an F3 debug readout top-left (`gigline.Debug`, on for `-perf`/`-qaselftest`) |
|
||||
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
|
||||
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
|
||||
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
|
||||
|
||||
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
|
||||
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, `IA_ToggleDebug`, bound in `IMC_Default`.
|
||||
|
||||
Player-facing bindings: **WASD** move, **mouse** look, **Space** jump, **R** reset, **Escape** pause, **V** swap first/third person. The camera and body work landed with `0.2.0` (see ADR-9): the shipped default view stays first person, and `-thirdperson` starts the pawn in the third-person rig — used by the screenshot run so the review is reproducible.
|
||||
|
||||
### Site
|
||||
|
||||
@@ -47,6 +49,7 @@ Static meshes and materials in `/Game/Hollywood/Site/`:
|
||||
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
|
||||
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
|
||||
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
|
||||
| `SM_Retail_LeeDrug`, `SM_Retail_6806` | Retail trim over 6800 and 6806–6820, modelled from their own photograph (`Tools/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
|
||||
|
||||
### Art Pipeline
|
||||
|
||||
@@ -56,11 +59,15 @@ Python scripts in `Tools/` drive the content pipeline:
|
||||
| --- | --- |
|
||||
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
|
||||
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
|
||||
| `character_anim_build`, `ue_character_anim_import` | Character animation clips (`GigLine_Idle`, `GigLine_Walk`) and their import |
|
||||
| `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates |
|
||||
| `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement |
|
||||
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
|
||||
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
|
||||
| `render_screenshots.sh` | Screenshot capture pipeline |
|
||||
| `judge_screenshot.py` | Vision-model pre-check (optional) |
|
||||
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
|
||||
| `Tools/_common.py` | Pure helper shared by Blender builders, importable without Blender (bay layout) |
|
||||
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
|
||||
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
|
||||
|
||||
|
||||
@@ -55,3 +55,19 @@
|
||||
- **Decision**: All Blender work driven by Python scripts in `Tools/`. Skill packs used as method guides (checklists, naming, proportions) only.
|
||||
|
||||
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
|
||||
|
||||
## ADR-8: Realistic building façades are a minor milestone, not a patch
|
||||
|
||||
- **Context**: `0.1.4` carried the first façade pass as a _patch_, while the release policy says patches contain fixes and refinements and never new scope. The `0.1.6` retail pass then showed what that costs: a façade built in a patch has no release gate of its own, so a first pass that does not yet read as the building (`Screenshots/README.md`, 0.1.6 gaps) can sit inside a "done" patch series. Realism is also the project's leading quality goal, which a patch cannot carry.
|
||||
|
||||
- **Decision**: Building realism gets its own minor milestone, `0.9.0 — Realistic buildings`, placed before the feature freeze. Its scope is the façade system (orders, profile library, storefront types, signage as decals), per-building photo-matched models, a measured material library with a texel-density rule, and LODs plus collision proxies. Patches keep fixes and refinements only. Renumbered by this decision: the former `0.9.0` freeze/beta/audit milestone becomes `0.10.0`, its patches `0.10.1`–`0.10.3`, and `1.0.0` moves to weeks 39–44.
|
||||
|
||||
- **Consequences**: Façade work now has a release gate — every building measured against its own photograph, every building with a collision proxy and a LOD, no placeholder materials — so "modelled" means verified, not merely present. The price is that realism work stops being sliced into patches, and the schedule shifts by one minor cycle. Blockouts without a photograph stay blockouts and are listed as such, rather than being dressed up to fill the milestone.
|
||||
|
||||
## ADR-9: Third-person body is an attachment of the first-person pawn, not a second pawn
|
||||
|
||||
- **Context**: `0.2.0` needs a visible body and a third-person camera, while `0.1.0` shipped a first-person pawn with no body and the owner's decision was first person for that release. Two separate pawn classes would duplicate movement, input and reset logic, which is the code most likely to drift.
|
||||
|
||||
- **Decision**: one pawn, both rigs. `AGigLineCharacter` carries a skeletal mesh (hidden in first person), a collision-tested spring-arm camera, and a **V** toggle that swaps the active camera and the body's visibility. The shipped default view stays first person; `-thirdperson` starts the pawn in the third-person rig and is what the screenshot run passes, so the review shot is reproducible without a human pressing a key.
|
||||
|
||||
- **Consequences**: movement, reset, pause and the QA self-test stay in one place. The body's animation state is driven from `Tick` by speed rather than from input, so being pushed or falling animates correctly. The cost is that the camera swap is not a separate actor, so a future cinematic camera needs its own path rather than reusing the toggle.
|
||||
@@ -2,24 +2,44 @@
|
||||
|
||||
## Quality Requirements Overview
|
||||
|
||||
| Category | Requirement | Priority |
|
||||
Ordered by priority: realism first, performance last. The order decides design trade-offs; it does not license dropping a lower item silently (see the trade-off rule below the table).
|
||||
|
||||
| Priority | Category | Requirement |
|
||||
| --- | --- | --- |
|
||||
| Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation | 1 |
|
||||
| Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) | 1 |
|
||||
| Accuracy / Fidelity | Building placement matches reference photography within ~1 m | 2 |
|
||||
| Accuracy / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of measured profile | 2 |
|
||||
| Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed | 2 |
|
||||
| Maintainability | Fresh checkout builds with documented engine installation | 2 |
|
||||
| Portability | Linux build packages and runs; Windows build ships | 3 |
|
||||
| 1 | Realism / Fidelity | Façade identity, proportion, material and lighting read like the reference photographs when compared side by side |
|
||||
| 2 | Realism / Fidelity | Building placement matches the measured footprints and the photographs (within ~1 m) |
|
||||
| 2 | Realism / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of the measured profile |
|
||||
| 3 | Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) |
|
||||
| 3 | Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed |
|
||||
| 4 | Maintainability | Fresh checkout builds with the documented engine installation |
|
||||
| 4 | Portability | Linux build packages and runs; Windows build ships |
|
||||
| 5 | Provenance | Every committed asset has a recorded source and licence |
|
||||
| 6 | Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation |
|
||||
|
||||
**Trade-off rule.** Realism leads: when a realism improvement costs frame time, the improvement wins. Performance is still a **floor, not a preference** — 60 FPS at 1440p without frame generation must be met at every release. If realism cannot fit inside that budget, reduce the realism scope deliberately and record the reduction in `CHANGELOG.md`; never ship below the floor without the owner's explicit approval. Walkability outranks realism in one direction: a block the player falls through is not a demo, whatever it looks like.
|
||||
|
||||
## Quality Scenarios
|
||||
|
||||
| ID | Source/Stimulus | Response | Metric |
|
||||
| --- | --- | --- | --- |
|
||||
| QS-1 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
|
||||
| QS-2 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
|
||||
| QS-3 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
|
||||
| QS-4 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
|
||||
| QS-5 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
|
||||
| QS-6 | Game runs on dev workstation at 1440p | Frame rate stable | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
|
||||
| QS-7 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
|
||||
| QS-1 | Screenshot is compared against its reference photograph | The render reads as the same building | Similarity score and visual match confirmed by the owner; `Tools/visual_loop.py` reports the deltas |
|
||||
| QS-2 | A façade is placed from measured data | It sits on its verified footprint | World span probed against `Geo/verification/` within ~1 m |
|
||||
| QS-3 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
|
||||
| QS-4 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
|
||||
| QS-5 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
|
||||
| QS-6 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
|
||||
| QS-7 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
|
||||
| QS-8 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
|
||||
| QS-9 | Game runs on dev workstation at 1440p | Frame rate holds the floor | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
|
||||
|
||||
> QS-9 is last on purpose. Performance is a floor that every release must meet, not the goal that shapes the content: realism decides what gets built, the frame budget decides how much of it.
|
||||
|
||||
### Building realism gate (0.9.0)
|
||||
|
||||
| ID | Check | Metric |
|
||||
| --- | --- | --- |
|
||||
| BR-1 | A building with a reference photograph has a review shot compared against it | Silhouette and proportion deltas recorded per building in `Screenshots/README.md`; owner approval per shot |
|
||||
| BR-2 | Every building is either photo-matched or explicitly recorded as an unfounded blockout | List in `TODO.md`; no building in an in-between state |
|
||||
| BR-3 | Every building has a collision proxy and at least one LOD | Count of buildings missing either = 0 |
|
||||
| BR-4 | No surface carries a placeholder material | Material audit in `Tools/ue_audit_scene.py` reports 0 placeholder slots |
|
||||
| BR-5 | The realism pass does not break the floor | QS-9 still holds at 1440p, with the measured cost of the pass recorded |
|
||||
@@ -27,11 +27,14 @@ Full requirements and progress are in [TODO.md](../../TODO.md); version directio
|
||||
|
||||
| Priority | Quality Goal | Scenario |
|
||||
| --- | --- | --- |
|
||||
| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
|
||||
| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
|
||||
| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography |
|
||||
| 1 | **Visual realism** | Renders read as the reference photographs: façade identity, proportion, material and light — judged side by side, shot against photo |
|
||||
| 2 | **Geographic fidelity** | Building placement and street scale match the measured data and the photographs |
|
||||
| 3 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
|
||||
| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
|
||||
| 5 | **Provenance** | Every committed asset has recorded provenance |
|
||||
| 6 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
|
||||
|
||||
**How the order is used.** It decides trade-offs. When realism and performance disagree, realism wins and the cost is paid — but never by silently shipping a frame rate below the floor. The 60 FPS figure is a **budget that must still be met**, so the response to "realism costs too much frame time" is to cut the realism feature deliberately, record the cut, and keep the floor — not to let frames slip. Walkability outranks realism in one direction only: a beautiful block the player falls through is not a demo.
|
||||
|
||||
## Stakeholders
|
||||
|
||||
@@ -129,7 +132,9 @@ All modelling and geographic processing live outside the game project in `Art/`,
|
||||
|
||||
## Quality achievement
|
||||
|
||||
- **Performance**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
|
||||
- **Realism**: reference photography drives every façade decision, measured data fixes placement and scale, and renders are compared against the photographs (`Tools/visual_loop.py`, `Screenshots/README.md`). One module kit at the 4.96 m bay keeps the street wall coherent; materials are world-aligned and lit by a fixed daytime rig so a shot is comparable between runs.
|
||||
|
||||
- **Performance holds the floor, it does not set the agenda**: dynamic-only lighting (no build step, no static shadow maps), cheap procedural materials, minimal overdraw for street-level geometry, and 60 FPS at 1440p as a budget every release must meet.
|
||||
|
||||
- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
|
||||
|
||||
@@ -159,12 +164,14 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
|
||||
| --- | --- | --- |
|
||||
| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
|
||||
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
|
||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
|
||||
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame: ODbL attribution bottom-left, controls bottom-right, and an F3 debug readout top-left (`gigline.Debug`, on for `-perf`/`-qaselftest`) |
|
||||
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
|
||||
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
|
||||
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
|
||||
|
||||
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
|
||||
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, `IA_ToggleDebug`, bound in `IMC_Default`.
|
||||
|
||||
Player-facing bindings: **WASD** move, **mouse** look, **Space** jump, **R** reset, **Escape** pause, **V** swap first/third person. The camera and body work landed with `0.2.0` (see ADR-9): the shipped default view stays first person, and `-thirdperson` starts the pawn in the third-person rig — used by the screenshot run so the review is reproducible.
|
||||
|
||||
### Site
|
||||
|
||||
@@ -186,6 +193,7 @@ Static meshes and materials in `/Game/Hollywood/Site/`:
|
||||
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
|
||||
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
|
||||
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
|
||||
| `SM_Retail_LeeDrug`, `SM_Retail_6806` | Retail trim over 6800 and 6806–6820, modelled from their own photograph (`Tools/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
|
||||
|
||||
### Art Pipeline
|
||||
|
||||
@@ -195,11 +203,15 @@ Python scripts in `Tools/` drive the content pipeline:
|
||||
| --- | --- |
|
||||
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
|
||||
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
|
||||
| `character_anim_build`, `ue_character_anim_import` | Character animation clips (`GigLine_Idle`, `GigLine_Walk`) and their import |
|
||||
| `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates |
|
||||
| `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement |
|
||||
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
|
||||
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
|
||||
| `render_screenshots.sh` | Screenshot capture pipeline |
|
||||
| `judge_screenshot.py` | Vision-model pre-check (optional) |
|
||||
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
|
||||
| `Tools/_common.py` | Pure helper shared by Blender builders, importable without Blender (bay layout) |
|
||||
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
|
||||
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
|
||||
|
||||
@@ -446,31 +458,67 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
|
||||
|
||||
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
|
||||
|
||||
## ADR-8: Realistic building façades are a minor milestone, not a patch
|
||||
|
||||
- **Context**: `0.1.4` carried the first façade pass as a _patch_, while the release policy says patches contain fixes and refinements and never new scope. The `0.1.6` retail pass then showed what that costs: a façade built in a patch has no release gate of its own, so a first pass that does not yet read as the building (`Screenshots/README.md`, 0.1.6 gaps) can sit inside a "done" patch series. Realism is also the project's leading quality goal, which a patch cannot carry.
|
||||
|
||||
- **Decision**: Building realism gets its own minor milestone, `0.9.0 — Realistic buildings`, placed before the feature freeze. Its scope is the façade system (orders, profile library, storefront types, signage as decals), per-building photo-matched models, a measured material library with a texel-density rule, and LODs plus collision proxies. Patches keep fixes and refinements only. Renumbered by this decision: the former `0.9.0` freeze/beta/audit milestone becomes `0.10.0`, its patches `0.10.1`–`0.10.3`, and `1.0.0` moves to weeks 39–44.
|
||||
|
||||
- **Consequences**: Façade work now has a release gate — every building measured against its own photograph, every building with a collision proxy and a LOD, no placeholder materials — so "modelled" means verified, not merely present. The price is that realism work stops being sliced into patches, and the schedule shifts by one minor cycle. Blockouts without a photograph stay blockouts and are listed as such, rather than being dressed up to fill the milestone.
|
||||
|
||||
## ADR-9: Third-person body is an attachment of the first-person pawn, not a second pawn
|
||||
|
||||
- **Context**: `0.2.0` needs a visible body and a third-person camera, while `0.1.0` shipped a first-person pawn with no body and the owner's decision was first person for that release. Two separate pawn classes would duplicate movement, input and reset logic, which is the code most likely to drift.
|
||||
|
||||
- **Decision**: one pawn, both rigs. `AGigLineCharacter` carries a skeletal mesh (hidden in first person), a collision-tested spring-arm camera, and a **V** toggle that swaps the active camera and the body's visibility. The shipped default view stays first person; `-thirdperson` starts the pawn in the third-person rig and is what the screenshot run passes, so the review shot is reproducible without a human pressing a key.
|
||||
|
||||
- **Consequences**: movement, reset, pause and the QA self-test stay in one place. The body's animation state is driven from `Tick` by speed rather than from input, so being pushed or falling animates correctly. The cost is that the camera swap is not a separate actor, so a future cinematic camera needs its own path rather than reusing the toggle.
|
||||
|
||||
# Quality Requirements
|
||||
|
||||
## Quality Requirements Overview
|
||||
|
||||
| Category | Requirement | Priority |
|
||||
Ordered by priority: realism first, performance last. The order decides design trade-offs; it does not license dropping a lower item silently (see the trade-off rule below the table).
|
||||
|
||||
| Priority | Category | Requirement |
|
||||
| --- | --- | --- |
|
||||
| Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation | 1 |
|
||||
| Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) | 1 |
|
||||
| Accuracy / Fidelity | Building placement matches reference photography within ~1 m | 2 |
|
||||
| Accuracy / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of measured profile | 2 |
|
||||
| Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed | 2 |
|
||||
| Maintainability | Fresh checkout builds with documented engine installation | 2 |
|
||||
| Portability | Linux build packages and runs; Windows build ships | 3 |
|
||||
| 1 | Realism / Fidelity | Façade identity, proportion, material and lighting read like the reference photographs when compared side by side |
|
||||
| 2 | Realism / Fidelity | Building placement matches the measured footprints and the photographs (within ~1 m) |
|
||||
| 2 | Realism / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of the measured profile |
|
||||
| 3 | Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) |
|
||||
| 3 | Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed |
|
||||
| 4 | Maintainability | Fresh checkout builds with the documented engine installation |
|
||||
| 4 | Portability | Linux build packages and runs; Windows build ships |
|
||||
| 5 | Provenance | Every committed asset has a recorded source and licence |
|
||||
| 6 | Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation |
|
||||
|
||||
**Trade-off rule.** Realism leads: when a realism improvement costs frame time, the improvement wins. Performance is still a **floor, not a preference** — 60 FPS at 1440p without frame generation must be met at every release. If realism cannot fit inside that budget, reduce the realism scope deliberately and record the reduction in `CHANGELOG.md`; never ship below the floor without the owner's explicit approval. Walkability outranks realism in one direction: a block the player falls through is not a demo, whatever it looks like.
|
||||
|
||||
## Quality Scenarios
|
||||
|
||||
| ID | Source/Stimulus | Response | Metric |
|
||||
| --- | --- | --- | --- |
|
||||
| QS-1 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
|
||||
| QS-2 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
|
||||
| QS-3 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
|
||||
| QS-4 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
|
||||
| QS-5 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
|
||||
| QS-6 | Game runs on dev workstation at 1440p | Frame rate stable | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
|
||||
| QS-7 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
|
||||
| QS-1 | Screenshot is compared against its reference photograph | The render reads as the same building | Similarity score and visual match confirmed by the owner; `Tools/visual_loop.py` reports the deltas |
|
||||
| QS-2 | A façade is placed from measured data | It sits on its verified footprint | World span probed against `Geo/verification/` within ~1 m |
|
||||
| QS-3 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
|
||||
| QS-4 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
|
||||
| QS-5 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
|
||||
| QS-6 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
|
||||
| QS-7 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
|
||||
| QS-8 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
|
||||
| QS-9 | Game runs on dev workstation at 1440p | Frame rate holds the floor | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
|
||||
|
||||
> QS-9 is last on purpose. Performance is a floor that every release must meet, not the goal that shapes the content: realism decides what gets built, the frame budget decides how much of it.
|
||||
|
||||
### Building realism gate (0.9.0)
|
||||
|
||||
| ID | Check | Metric |
|
||||
| --- | --- | --- |
|
||||
| BR-1 | A building with a reference photograph has a review shot compared against it | Silhouette and proportion deltas recorded per building in `Screenshots/README.md`; owner approval per shot |
|
||||
| BR-2 | Every building is either photo-matched or explicitly recorded as an unfounded blockout | List in `TODO.md`; no building in an in-between state |
|
||||
| BR-3 | Every building has a collision proxy and at least one LOD | Count of buildings missing either = 0 |
|
||||
| BR-4 | No surface carries a placeholder material | Material audit in `Tools/ue_audit_scene.py` reports 0 placeholder slots |
|
||||
| BR-5 | The realism pass does not break the floor | QS-9 still holds at 1440p, with the measured cost of the pass recorded |
|
||||
|
||||
# Risks and Technical Debts
|
||||
|
||||
|
||||
@@ -86,8 +86,13 @@ The hero block and the demo level are built by a fixed sequence. Each step write
|
||||
| North import | `Tools/ue_import_north_buildings.py` | `/Game/Hollywood/North/*` |
|
||||
| Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
|
||||
| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
|
||||
| Façade kit assembly | `Tools/ue_apply_facade_kit.py` | kit actors in `DemoMap` |
|
||||
| Theatre trim | `Tools/ue_stage_theatre_trim.py` | marquee + blade sign actors |
|
||||
| Scene audit | `Tools/ue_audit_scene.py` | materials, placement spans, labels (gate) |
|
||||
| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
|
||||
|
||||
**Order matters.** `ue_build_demo_map.py` rebuilds the site materials, so any actor staged by another tool must be (re)staged _after_ it, or it keeps a reference to a material that no longer exists — that is how 604 actors once ended up untethered from their materials while the map only looked slightly flat. `Tools/render_screenshots.sh` runs the full chain in the right order and gates on `ue_audit_scene.py`.
|
||||
|
||||
Every Blender exporter calls [`Tools/fbx_export_preset.py`](../Tools/fbx_export_preset.py) (`ue_metric_v1` / `ue_character_v1`) instead of repeating the FBX argument block — one place for the scale conversion, the axis mapping and `mesh_smooth_type="FACE"` (without which every Unreal import warns about missing smoothing groups and round geometry arrives faceted).
|
||||
|
||||
Two rules that the pipeline enforces rather than documents:
|
||||
|
||||
+28
-1
@@ -1,4 +1,4 @@
|
||||
# Controls (`0.1.0` walkable demo)
|
||||
# Controls
|
||||
|
||||
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
|
||||
|
||||
@@ -12,6 +12,8 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
|
||||
| Jump | `Space` | |
|
||||
| Reset to start | `R` | Returns to the grounded spawn point |
|
||||
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
|
||||
| Swap first / third person | `V` | First person is the default; the body is hidden in that view |
|
||||
| Show / hide debug overlay | `F3` | FPS, frame time, worst frame, view mode, speed and player position |
|
||||
|
||||
## Notes
|
||||
|
||||
@@ -19,6 +21,31 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
|
||||
- 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`.
|
||||
|
||||
## Changes since `0.1.0`
|
||||
|
||||
- **`V` swaps first and third person** (`0.2.0`, `IA_ToggleCamera`). The shipped default view is still first person, as the owner decided for `0.1.0`; third person adds a collision-tested spring-arm camera and a visible, animated body. `Escape` still pauses and releases the mouse in either view.
|
||||
|
||||
## Debug overlay
|
||||
|
||||
`F3` toggles a top-left readout: smoothed **FPS** and frame time, the **worst** frame in a rolling two-second window, the active view (first or third person), player speed, a frame counter, and the player's position in metres from the project origin. The first two seconds of a session are a warm-up window and are excluded from the worst-frame figure, because shader and streaming hitches there made a healthy run read as a 400 ms stall.
|
||||
|
||||
It is **off in the built demo** — a player should not see an FPS counter over Hollywood Boulevard — and **on automatically** when the process is started with `-perf` or `-qaselftest`, so a performance capture never depends on someone pressing a key first. In a running build it can also be forced with the console variable `gigline.Debug 1`.
|
||||
|
||||
Cost: about **5 %** of frame time at 1440p in the demo (2.64 → 2.77 ms average), measured in the same self-test route. The performance release check is recorded without the overlay for that reason; the overlay run is kept beside it as `Docs/perf/0.2.0-walk-frametimes-overlay.csv`.
|
||||
|
||||
## Review and harness switches
|
||||
|
||||
These are command-line switches for the screenshot pipeline and QA runs, not player controls. They exist so a capture is reproducible rather than dependent on a human pressing keys at the right moment.
|
||||
|
||||
| Switch | Effect |
|
||||
| --- | --- |
|
||||
| `-thirdperson` | Starts the pawn in the third-person rig, so a capture shows the body without anyone pressing `V` |
|
||||
| `-walk` | Holds forward input from the first frame — what makes the stride shot possible |
|
||||
| `-qaselftest` | Runs the scripted walk / reset / pause / transect checks and quits; also enables the debug overlay |
|
||||
| `-perf` | Enables the debug overlay for a manual frame-time check |
|
||||
|
||||
The walking shot is driven per shot rather than by the switch: the shot actor enables the walk only while a tracking (`ShotFollow`) camera is being captured, and returns the pawn to spawn afterwards, so the fixed-camera shots still find it in place.
|
||||
|
||||
## Testing input without a physical keyboard
|
||||
|
||||
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,728 @@
|
||||
frame,ms
|
||||
0,2.599
|
||||
1,2.877
|
||||
2,2.709
|
||||
3,2.646
|
||||
4,3.168
|
||||
5,2.729
|
||||
6,2.524
|
||||
7,2.726
|
||||
8,2.639
|
||||
9,2.814
|
||||
10,2.819
|
||||
11,2.708
|
||||
12,2.822
|
||||
13,2.703
|
||||
14,2.365
|
||||
15,2.796
|
||||
16,2.899
|
||||
17,2.972
|
||||
18,2.908
|
||||
19,2.356
|
||||
20,2.781
|
||||
21,2.574
|
||||
22,3.148
|
||||
23,2.306
|
||||
24,2.668
|
||||
25,2.855
|
||||
26,2.588
|
||||
27,3.321
|
||||
28,3.419
|
||||
29,3.121
|
||||
30,3.391
|
||||
31,2.355
|
||||
32,2.679
|
||||
33,3.463
|
||||
34,2.614
|
||||
35,2.922
|
||||
36,2.429
|
||||
37,2.830
|
||||
38,2.842
|
||||
39,2.782
|
||||
40,3.252
|
||||
41,2.731
|
||||
42,2.577
|
||||
43,2.363
|
||||
44,2.786
|
||||
45,2.547
|
||||
46,2.594
|
||||
47,2.652
|
||||
48,2.836
|
||||
49,2.792
|
||||
50,2.552
|
||||
51,2.792
|
||||
52,2.718
|
||||
53,3.333
|
||||
54,2.165
|
||||
55,2.880
|
||||
56,2.613
|
||||
57,2.460
|
||||
58,2.919
|
||||
59,2.770
|
||||
60,2.551
|
||||
61,2.622
|
||||
62,2.712
|
||||
63,2.818
|
||||
64,3.155
|
||||
65,2.472
|
||||
66,2.861
|
||||
67,2.651
|
||||
68,2.573
|
||||
69,2.892
|
||||
70,2.689
|
||||
71,2.729
|
||||
72,2.668
|
||||
73,2.753
|
||||
74,2.812
|
||||
75,2.606
|
||||
76,2.686
|
||||
77,2.842
|
||||
78,2.660
|
||||
79,2.903
|
||||
80,2.486
|
||||
81,2.591
|
||||
82,3.626
|
||||
83,2.455
|
||||
84,2.475
|
||||
85,2.922
|
||||
86,2.603
|
||||
87,2.728
|
||||
88,3.057
|
||||
89,2.731
|
||||
90,3.632
|
||||
91,1.950
|
||||
92,2.694
|
||||
93,3.020
|
||||
94,2.230
|
||||
95,2.796
|
||||
96,2.707
|
||||
97,2.807
|
||||
98,2.658
|
||||
99,2.697
|
||||
100,2.453
|
||||
101,3.051
|
||||
102,2.758
|
||||
103,2.662
|
||||
104,2.599
|
||||
105,2.733
|
||||
106,2.751
|
||||
107,2.894
|
||||
108,2.501
|
||||
109,2.753
|
||||
110,2.873
|
||||
111,2.439
|
||||
112,2.634
|
||||
113,2.682
|
||||
114,2.913
|
||||
115,2.692
|
||||
116,2.735
|
||||
117,2.758
|
||||
118,2.726
|
||||
119,2.907
|
||||
120,2.568
|
||||
121,2.764
|
||||
122,2.815
|
||||
123,2.530
|
||||
124,2.684
|
||||
125,2.719
|
||||
126,2.846
|
||||
127,2.879
|
||||
128,2.647
|
||||
129,2.770
|
||||
130,2.477
|
||||
131,2.657
|
||||
132,2.675
|
||||
133,2.917
|
||||
134,2.700
|
||||
135,2.493
|
||||
136,2.678
|
||||
137,2.786
|
||||
138,3.004
|
||||
139,2.697
|
||||
140,2.642
|
||||
141,2.624
|
||||
142,2.684
|
||||
143,2.717
|
||||
144,2.743
|
||||
145,2.740
|
||||
146,2.825
|
||||
147,2.849
|
||||
148,2.991
|
||||
149,2.297
|
||||
150,3.084
|
||||
151,2.459
|
||||
152,3.214
|
||||
153,2.260
|
||||
154,2.550
|
||||
155,2.621
|
||||
156,2.660
|
||||
157,2.739
|
||||
158,2.574
|
||||
159,3.078
|
||||
160,2.735
|
||||
161,2.607
|
||||
162,2.793
|
||||
163,2.798
|
||||
164,2.584
|
||||
165,2.637
|
||||
166,2.627
|
||||
167,2.726
|
||||
168,2.656
|
||||
169,2.788
|
||||
170,2.674
|
||||
171,2.782
|
||||
172,2.766
|
||||
173,2.613
|
||||
174,2.724
|
||||
175,2.770
|
||||
176,2.709
|
||||
177,2.700
|
||||
178,2.600
|
||||
179,2.686
|
||||
180,2.747
|
||||
181,2.841
|
||||
182,2.601
|
||||
183,2.666
|
||||
184,2.846
|
||||
185,2.599
|
||||
186,2.806
|
||||
187,3.126
|
||||
188,2.521
|
||||
189,2.634
|
||||
190,2.716
|
||||
191,2.584
|
||||
192,2.714
|
||||
193,2.923
|
||||
194,2.277
|
||||
195,2.706
|
||||
196,2.606
|
||||
197,2.758
|
||||
198,2.747
|
||||
199,2.958
|
||||
200,2.798
|
||||
201,2.387
|
||||
202,2.596
|
||||
203,2.861
|
||||
204,2.801
|
||||
205,2.521
|
||||
206,2.869
|
||||
207,2.884
|
||||
208,2.515
|
||||
209,2.592
|
||||
210,3.723
|
||||
211,2.474
|
||||
212,2.736
|
||||
213,2.774
|
||||
214,2.769
|
||||
215,3.007
|
||||
216,2.768
|
||||
217,2.716
|
||||
218,2.694
|
||||
219,2.722
|
||||
220,2.862
|
||||
221,2.587
|
||||
222,2.833
|
||||
223,2.792
|
||||
224,2.746
|
||||
225,2.585
|
||||
226,2.741
|
||||
227,2.585
|
||||
228,2.802
|
||||
229,2.674
|
||||
230,2.742
|
||||
231,2.718
|
||||
232,2.881
|
||||
233,2.707
|
||||
234,2.585
|
||||
235,2.810
|
||||
236,2.948
|
||||
237,2.718
|
||||
238,2.773
|
||||
239,2.571
|
||||
240,2.788
|
||||
241,2.702
|
||||
242,2.634
|
||||
243,2.788
|
||||
244,2.678
|
||||
245,2.914
|
||||
246,2.527
|
||||
247,2.637
|
||||
248,2.877
|
||||
249,2.693
|
||||
250,2.644
|
||||
251,2.670
|
||||
252,2.700
|
||||
253,2.877
|
||||
254,2.638
|
||||
255,2.617
|
||||
256,2.774
|
||||
257,2.660
|
||||
258,2.731
|
||||
259,2.671
|
||||
260,2.838
|
||||
261,2.726
|
||||
262,2.671
|
||||
263,2.744
|
||||
264,2.735
|
||||
265,2.684
|
||||
266,3.850
|
||||
267,2.120
|
||||
268,2.669
|
||||
269,2.729
|
||||
270,2.712
|
||||
271,2.817
|
||||
272,2.926
|
||||
273,2.678
|
||||
274,2.786
|
||||
275,2.927
|
||||
276,2.493
|
||||
277,2.846
|
||||
278,2.610
|
||||
279,2.644
|
||||
280,2.577
|
||||
281,2.939
|
||||
282,2.727
|
||||
283,2.595
|
||||
284,2.819
|
||||
285,2.778
|
||||
286,2.774
|
||||
287,2.628
|
||||
288,2.711
|
||||
289,2.699
|
||||
290,2.715
|
||||
291,2.763
|
||||
292,2.710
|
||||
293,2.892
|
||||
294,2.721
|
||||
295,2.575
|
||||
296,3.608
|
||||
297,2.811
|
||||
298,2.739
|
||||
299,2.751
|
||||
300,2.608
|
||||
301,2.913
|
||||
302,3.052
|
||||
303,2.862
|
||||
304,2.653
|
||||
305,2.727
|
||||
306,2.646
|
||||
307,2.888
|
||||
308,3.338
|
||||
309,2.743
|
||||
310,2.639
|
||||
311,2.681
|
||||
312,2.846
|
||||
313,2.766
|
||||
314,3.184
|
||||
315,2.834
|
||||
316,2.728
|
||||
317,2.581
|
||||
318,2.770
|
||||
319,3.351
|
||||
320,3.157
|
||||
321,2.508
|
||||
322,2.835
|
||||
323,2.754
|
||||
324,2.411
|
||||
325,3.398
|
||||
326,2.802
|
||||
327,2.611
|
||||
328,3.058
|
||||
329,2.407
|
||||
330,2.640
|
||||
331,3.645
|
||||
332,2.729
|
||||
333,2.580
|
||||
334,2.902
|
||||
335,2.523
|
||||
336,3.005
|
||||
337,3.173
|
||||
338,2.840
|
||||
339,2.610
|
||||
340,2.576
|
||||
341,2.706
|
||||
342,3.405
|
||||
343,2.849
|
||||
344,2.678
|
||||
345,2.796
|
||||
346,2.782
|
||||
347,2.636
|
||||
348,3.475
|
||||
349,2.798
|
||||
350,2.745
|
||||
351,2.564
|
||||
352,2.792
|
||||
353,2.714
|
||||
354,3.496
|
||||
355,2.841
|
||||
356,2.465
|
||||
357,2.708
|
||||
358,2.692
|
||||
359,2.934
|
||||
360,3.304
|
||||
361,2.561
|
||||
362,2.689
|
||||
363,2.749
|
||||
364,2.780
|
||||
365,2.940
|
||||
366,3.025
|
||||
367,2.706
|
||||
368,2.881
|
||||
369,2.619
|
||||
370,2.716
|
||||
371,3.133
|
||||
372,2.874
|
||||
373,2.816
|
||||
374,2.414
|
||||
375,2.737
|
||||
376,2.797
|
||||
377,2.651
|
||||
378,2.920
|
||||
379,3.032
|
||||
380,2.606
|
||||
381,2.710
|
||||
382,2.649
|
||||
383,2.700
|
||||
384,3.469
|
||||
385,2.224
|
||||
386,2.567
|
||||
387,2.733
|
||||
388,2.511
|
||||
389,2.950
|
||||
390,3.979
|
||||
391,2.798
|
||||
392,2.487
|
||||
393,2.740
|
||||
394,2.741
|
||||
395,2.718
|
||||
396,3.291
|
||||
397,2.769
|
||||
398,2.697
|
||||
399,2.796
|
||||
400,2.641
|
||||
401,2.652
|
||||
402,3.151
|
||||
403,2.673
|
||||
404,2.741
|
||||
405,2.606
|
||||
406,2.665
|
||||
407,2.859
|
||||
408,2.739
|
||||
409,2.586
|
||||
410,2.910
|
||||
411,2.745
|
||||
412,2.698
|
||||
413,2.670
|
||||
414,2.797
|
||||
415,2.829
|
||||
416,2.643
|
||||
417,2.776
|
||||
418,2.772
|
||||
419,2.530
|
||||
420,2.567
|
||||
421,2.826
|
||||
422,2.782
|
||||
423,2.738
|
||||
424,2.640
|
||||
425,2.967
|
||||
426,2.600
|
||||
427,3.020
|
||||
428,2.502
|
||||
429,2.642
|
||||
430,2.625
|
||||
431,2.770
|
||||
432,2.659
|
||||
433,2.717
|
||||
434,2.698
|
||||
435,2.780
|
||||
436,2.992
|
||||
437,2.686
|
||||
438,2.560
|
||||
439,3.048
|
||||
440,2.721
|
||||
441,2.507
|
||||
442,2.694
|
||||
443,2.695
|
||||
444,2.892
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
621,3.225
|
||||
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|
||||
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|
||||
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|
||||
625,2.408
|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
633,2.768
|
||||
634,3.034
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||||
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||||
636,2.732
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||||
637,2.739
|
||||
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|
||||
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|
||||
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||||
641,2.484
|
||||
642,2.632
|
||||
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||||
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||||
645,3.079
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||||
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||||
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||||
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||||
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|
||||
650,2.779
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||||
651,2.796
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||||
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||||
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|
||||
654,2.644
|
||||
655,2.872
|
||||
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|
||||
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|
||||
658,2.917
|
||||
659,2.773
|
||||
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||||
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||||
662,2.443
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
693,2.778
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||||
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||||
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||||
696,2.605
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||||
697,2.650
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||||
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||||
699,2.791
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||||
700,3.015
|
||||
701,2.539
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||||
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||||
703,2.698
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||||
704,2.637
|
||||
705,2.657
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||||
706,2.800
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||||
707,2.720
|
||||
708,2.702
|
||||
709,2.845
|
||||
710,2.583
|
||||
711,2.780
|
||||
712,2.782
|
||||
713,2.593
|
||||
714,2.695
|
||||
715,2.747
|
||||
716,2.871
|
||||
717,2.671
|
||||
718,2.676
|
||||
719,2.991
|
||||
720,2.727
|
||||
721,2.576
|
||||
722,2.539
|
||||
723,2.770
|
||||
724,2.712
|
||||
725,2.818
|
||||
726,2.615
|
||||
|
@@ -0,0 +1,723 @@
|
||||
frame,ms
|
||||
0,2.607
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||||
1,2.532
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||||
2,2.324
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||||
3,3.432
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||||
4,2.808
|
||||
5,2.870
|
||||
6,2.367
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||||
7,2.311
|
||||
8,2.756
|
||||
9,3.278
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||||
10,2.418
|
||||
11,2.665
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||||
12,2.438
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||||
13,2.646
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||||
14,2.461
|
||||
15,2.941
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||||
16,2.975
|
||||
17,3.164
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||||
18,2.766
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||||
19,2.341
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||||
20,2.543
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||||
21,3.395
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||||
22,2.772
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||||
23,2.575
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||||
24,2.737
|
||||
25,2.427
|
||||
26,2.538
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||||
27,2.708
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||||
28,3.183
|
||||
29,2.734
|
||||
30,2.425
|
||||
31,2.546
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||||
32,2.600
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||||
33,2.545
|
||||
34,3.705
|
||||
35,2.563
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||||
36,2.907
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||||
37,2.368
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||||
38,2.470
|
||||
39,2.411
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||||
40,3.778
|
||||
41,3.735
|
||||
42,2.292
|
||||
43,2.458
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||||
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||||
45,3.044
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||||
46,3.449
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||||
47,2.914
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||||
48,3.243
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||||
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||||
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||||
51,1.633
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||||
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||||
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||||
54,2.474
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||||
55,2.509
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||||
57,3.192
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||||
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||||
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||||
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||||
63,3.036
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||||
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||||
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||||
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||||
79,2.452
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||||
80,2.421
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||||
81,3.334
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||||
83,2.725
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||||
84,2.411
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||||
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||||
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||||
89,3.047
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||||
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||||
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||||
92,2.877
|
||||
93,3.249
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||||
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||||
95,2.684
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||||
96,2.304
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||||
97,2.406
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||||
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||||
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||||
101,2.552
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||||
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||||
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||||
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||||
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||||
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||||
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||||
109,2.675
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||||
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||||
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||||
112,2.828
|
||||
113,3.064
|
||||
114,2.153
|
||||
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||||
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|
||||
117,3.008
|
||||
118,2.932
|
||||
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||||
120,2.441
|
||||
121,3.471
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
136,3.163
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||||
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||||
138,2.708
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||||
139,2.581
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
194,2.456
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
231,2.101
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
246,3.126
|
||||
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|
||||
248,2.522
|
||||
249,2.459
|
||||
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|
||||
251,2.466
|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
260,2.674
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||||
261,2.450
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||||
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||||
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|
||||
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|
||||
265,3.679
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
288,2.613
|
||||
289,3.194
|
||||
290,3.191
|
||||
291,2.338
|
||||
292,2.561
|
||||
293,2.785
|
||||
294,2.240
|
||||
295,3.324
|
||||
296,2.767
|
||||
297,2.589
|
||||
298,2.608
|
||||
299,2.432
|
||||
300,2.444
|
||||
301,2.968
|
||||
302,3.792
|
||||
303,2.590
|
||||
304,2.335
|
||||
305,2.520
|
||||
306,2.435
|
||||
307,3.613
|
||||
308,2.681
|
||||
309,2.692
|
||||
310,2.329
|
||||
311,2.580
|
||||
312,2.355
|
||||
313,3.084
|
||||
314,3.026
|
||||
315,2.551
|
||||
316,2.490
|
||||
317,2.481
|
||||
318,2.553
|
||||
319,2.619
|
||||
320,3.350
|
||||
321,2.885
|
||||
322,2.576
|
||||
323,2.456
|
||||
324,2.441
|
||||
325,3.223
|
||||
326,3.031
|
||||
327,3.055
|
||||
328,2.592
|
||||
329,2.499
|
||||
330,2.354
|
||||
331,2.573
|
||||
332,3.323
|
||||
333,3.357
|
||||
334,2.241
|
||||
335,2.319
|
||||
336,2.472
|
||||
337,2.609
|
||||
338,3.565
|
||||
339,2.607
|
||||
340,2.539
|
||||
341,2.440
|
||||
342,2.483
|
||||
343,2.626
|
||||
344,3.407
|
||||
345,2.772
|
||||
346,2.491
|
||||
347,2.456
|
||||
348,2.553
|
||||
349,2.773
|
||||
350,3.239
|
||||
351,4.079
|
||||
352,2.346
|
||||
353,2.177
|
||||
354,2.562
|
||||
355,2.350
|
||||
356,3.329
|
||||
357,3.383
|
||||
358,2.441
|
||||
359,2.399
|
||||
360,2.530
|
||||
361,2.455
|
||||
362,3.219
|
||||
363,2.879
|
||||
364,2.726
|
||||
365,2.418
|
||||
366,2.511
|
||||
367,2.544
|
||||
368,3.077
|
||||
369,2.926
|
||||
370,2.571
|
||||
371,2.595
|
||||
372,2.534
|
||||
373,2.367
|
||||
374,2.671
|
||||
375,4.222
|
||||
376,2.411
|
||||
377,2.569
|
||||
378,2.493
|
||||
379,2.464
|
||||
380,2.691
|
||||
381,3.474
|
||||
382,2.697
|
||||
383,2.541
|
||||
384,2.494
|
||||
385,2.476
|
||||
386,2.473
|
||||
387,3.464
|
||||
388,3.084
|
||||
389,2.144
|
||||
390,2.503
|
||||
391,2.501
|
||||
392,2.525
|
||||
393,3.335
|
||||
394,2.919
|
||||
395,2.334
|
||||
396,2.557
|
||||
397,2.579
|
||||
398,2.567
|
||||
399,4.120
|
||||
400,3.297
|
||||
401,2.561
|
||||
402,2.428
|
||||
403,2.495
|
||||
404,2.729
|
||||
405,3.752
|
||||
406,2.783
|
||||
407,2.509
|
||||
408,2.337
|
||||
409,2.589
|
||||
410,2.556
|
||||
411,3.449
|
||||
412,2.702
|
||||
413,2.742
|
||||
414,2.384
|
||||
415,2.759
|
||||
416,2.290
|
||||
417,3.374
|
||||
418,2.934
|
||||
419,2.546
|
||||
420,2.228
|
||||
421,2.672
|
||||
422,2.369
|
||||
423,3.442
|
||||
424,3.484
|
||||
425,2.621
|
||||
426,2.279
|
||||
427,2.529
|
||||
428,2.889
|
||||
429,2.910
|
||||
430,2.981
|
||||
431,2.957
|
||||
432,2.420
|
||||
433,2.398
|
||||
434,2.310
|
||||
435,3.662
|
||||
436,2.422
|
||||
437,2.676
|
||||
438,2.557
|
||||
439,2.527
|
||||
440,2.564
|
||||
441,2.649
|
||||
442,3.168
|
||||
443,2.499
|
||||
444,2.737
|
||||
445,2.637
|
||||
446,2.509
|
||||
447,2.716
|
||||
448,3.845
|
||||
449,2.654
|
||||
450,2.536
|
||||
451,2.366
|
||||
452,2.526
|
||||
453,2.906
|
||||
454,3.101
|
||||
455,2.809
|
||||
456,2.466
|
||||
457,2.502
|
||||
458,2.767
|
||||
459,2.486
|
||||
460,3.137
|
||||
461,3.402
|
||||
462,2.187
|
||||
463,2.398
|
||||
464,2.392
|
||||
465,2.614
|
||||
466,3.371
|
||||
467,2.847
|
||||
468,2.463
|
||||
469,2.639
|
||||
470,2.288
|
||||
471,2.562
|
||||
472,3.381
|
||||
473,3.491
|
||||
474,2.521
|
||||
475,2.397
|
||||
476,2.431
|
||||
477,2.759
|
||||
478,3.222
|
||||
479,2.957
|
||||
480,2.470
|
||||
481,2.403
|
||||
482,2.560
|
||||
483,2.470
|
||||
484,3.451
|
||||
485,2.905
|
||||
486,2.583
|
||||
487,2.329
|
||||
488,2.798
|
||||
489,2.289
|
||||
490,2.882
|
||||
491,2.903
|
||||
492,2.627
|
||||
493,2.897
|
||||
494,2.321
|
||||
495,2.472
|
||||
496,2.882
|
||||
497,3.844
|
||||
498,3.096
|
||||
499,2.525
|
||||
500,2.250
|
||||
501,2.477
|
||||
502,2.728
|
||||
503,3.391
|
||||
504,2.539
|
||||
505,2.635
|
||||
506,2.542
|
||||
507,2.435
|
||||
508,3.011
|
||||
509,3.042
|
||||
510,2.965
|
||||
511,2.273
|
||||
512,2.433
|
||||
513,3.020
|
||||
514,2.776
|
||||
515,3.646
|
||||
516,2.856
|
||||
517,2.886
|
||||
518,2.522
|
||||
519,2.528
|
||||
520,4.396
|
||||
521,3.397
|
||||
522,2.218
|
||||
523,2.433
|
||||
524,2.605
|
||||
525,3.504
|
||||
526,3.087
|
||||
527,3.186
|
||||
528,2.343
|
||||
529,2.433
|
||||
530,2.900
|
||||
531,3.000
|
||||
532,3.511
|
||||
533,2.663
|
||||
534,2.699
|
||||
535,2.423
|
||||
536,3.136
|
||||
537,2.802
|
||||
538,3.151
|
||||
539,2.507
|
||||
540,2.973
|
||||
541,2.325
|
||||
542,3.322
|
||||
543,3.260
|
||||
544,3.525
|
||||
545,2.846
|
||||
546,2.125
|
||||
547,2.697
|
||||
548,2.829
|
||||
549,3.389
|
||||
550,2.758
|
||||
551,2.866
|
||||
552,2.338
|
||||
553,3.115
|
||||
554,2.500
|
||||
555,3.387
|
||||
556,2.851
|
||||
557,2.511
|
||||
558,2.459
|
||||
559,3.107
|
||||
560,2.521
|
||||
561,3.308
|
||||
562,2.782
|
||||
563,2.810
|
||||
564,2.323
|
||||
565,3.259
|
||||
566,2.366
|
||||
567,3.542
|
||||
568,2.929
|
||||
569,2.299
|
||||
570,2.336
|
||||
571,3.027
|
||||
572,2.540
|
||||
573,3.409
|
||||
574,2.784
|
||||
575,2.444
|
||||
576,2.437
|
||||
577,2.734
|
||||
578,2.591
|
||||
579,3.845
|
||||
580,3.212
|
||||
581,2.802
|
||||
582,2.370
|
||||
583,2.704
|
||||
584,2.624
|
||||
585,4.023
|
||||
586,2.360
|
||||
587,2.759
|
||||
588,2.511
|
||||
589,2.608
|
||||
590,2.922
|
||||
591,3.081
|
||||
592,3.271
|
||||
593,2.471
|
||||
594,2.516
|
||||
595,2.474
|
||||
596,2.814
|
||||
597,3.127
|
||||
598,2.537
|
||||
599,3.080
|
||||
600,2.341
|
||||
601,3.027
|
||||
602,2.766
|
||||
603,2.984
|
||||
604,2.450
|
||||
605,2.922
|
||||
606,2.481
|
||||
607,2.616
|
||||
608,2.541
|
||||
609,3.462
|
||||
610,2.971
|
||||
611,2.955
|
||||
612,2.258
|
||||
613,2.682
|
||||
614,2.770
|
||||
615,3.119
|
||||
616,2.792
|
||||
617,2.598
|
||||
618,2.260
|
||||
619,2.441
|
||||
620,2.536
|
||||
621,3.425
|
||||
622,2.958
|
||||
623,2.722
|
||||
624,2.099
|
||||
625,2.400
|
||||
626,2.570
|
||||
627,3.295
|
||||
628,2.919
|
||||
629,2.737
|
||||
630,2.311
|
||||
631,2.408
|
||||
632,2.514
|
||||
633,3.325
|
||||
634,2.767
|
||||
635,2.724
|
||||
636,2.288
|
||||
637,2.680
|
||||
638,2.347
|
||||
639,2.902
|
||||
640,3.058
|
||||
641,2.770
|
||||
642,2.522
|
||||
643,2.406
|
||||
644,2.539
|
||||
645,2.753
|
||||
646,3.215
|
||||
647,2.636
|
||||
648,2.639
|
||||
649,2.666
|
||||
650,2.392
|
||||
651,2.408
|
||||
652,3.515
|
||||
653,2.687
|
||||
654,2.589
|
||||
655,2.428
|
||||
656,2.375
|
||||
657,2.619
|
||||
658,3.308
|
||||
659,2.664
|
||||
660,2.752
|
||||
661,2.456
|
||||
662,2.365
|
||||
663,2.533
|
||||
664,3.354
|
||||
665,2.812
|
||||
666,2.684
|
||||
667,2.349
|
||||
668,2.441
|
||||
669,2.714
|
||||
670,2.769
|
||||
671,3.368
|
||||
672,2.624
|
||||
673,2.308
|
||||
674,2.365
|
||||
675,2.634
|
||||
676,2.617
|
||||
677,3.350
|
||||
678,2.733
|
||||
679,2.623
|
||||
680,2.462
|
||||
681,2.494
|
||||
682,2.460
|
||||
683,3.463
|
||||
684,2.537
|
||||
685,2.628
|
||||
686,2.674
|
||||
687,2.381
|
||||
688,2.516
|
||||
689,3.586
|
||||
690,2.681
|
||||
691,2.676
|
||||
692,2.289
|
||||
693,2.726
|
||||
694,2.303
|
||||
695,2.934
|
||||
696,3.339
|
||||
697,2.606
|
||||
698,2.187
|
||||
699,2.687
|
||||
700,2.328
|
||||
701,3.062
|
||||
702,2.930
|
||||
703,2.871
|
||||
704,2.313
|
||||
705,2.582
|
||||
706,2.464
|
||||
707,2.521
|
||||
708,3.304
|
||||
709,2.492
|
||||
710,2.723
|
||||
711,2.587
|
||||
712,2.608
|
||||
713,2.574
|
||||
714,4.002
|
||||
715,3.011
|
||||
716,2.227
|
||||
717,2.374
|
||||
718,2.343
|
||||
719,2.541
|
||||
720,3.580
|
||||
721,2.854
|
||||
|
@@ -0,0 +1,760 @@
|
||||
frame,ms
|
||||
0,2.428
|
||||
1,2.633
|
||||
2,2.238
|
||||
3,3.606
|
||||
4,2.431
|
||||
5,2.649
|
||||
6,4.050
|
||||
7,2.011
|
||||
8,2.735
|
||||
9,3.390
|
||||
10,2.901
|
||||
11,2.237
|
||||
12,2.686
|
||||
13,2.383
|
||||
14,2.451
|
||||
15,3.412
|
||||
16,2.458
|
||||
17,2.474
|
||||
18,2.588
|
||||
19,2.556
|
||||
20,2.478
|
||||
21,3.150
|
||||
22,2.667
|
||||
23,2.349
|
||||
24,2.568
|
||||
25,2.580
|
||||
26,2.393
|
||||
27,2.575
|
||||
28,3.132
|
||||
29,2.536
|
||||
30,2.508
|
||||
31,2.710
|
||||
32,2.348
|
||||
33,2.537
|
||||
34,2.820
|
||||
35,3.162
|
||||
36,2.163
|
||||
37,2.562
|
||||
38,2.619
|
||||
39,2.323
|
||||
40,2.628
|
||||
41,3.075
|
||||
42,2.512
|
||||
43,2.448
|
||||
44,2.505
|
||||
45,2.454
|
||||
46,2.607
|
||||
47,3.128
|
||||
48,2.476
|
||||
49,2.562
|
||||
50,2.434
|
||||
51,3.385
|
||||
52,2.076
|
||||
53,3.435
|
||||
54,2.672
|
||||
55,2.550
|
||||
56,1.998
|
||||
57,2.583
|
||||
58,2.518
|
||||
59,2.777
|
||||
60,3.920
|
||||
61,2.934
|
||||
62,2.675
|
||||
63,2.320
|
||||
64,2.309
|
||||
65,2.520
|
||||
66,3.947
|
||||
67,2.596
|
||||
68,2.708
|
||||
69,2.291
|
||||
70,2.404
|
||||
71,2.551
|
||||
72,3.715
|
||||
73,2.100
|
||||
74,2.539
|
||||
75,2.682
|
||||
76,2.273
|
||||
77,2.442
|
||||
78,3.952
|
||||
79,2.233
|
||||
80,2.374
|
||||
81,2.686
|
||||
82,2.407
|
||||
83,2.654
|
||||
84,3.613
|
||||
85,2.320
|
||||
86,2.685
|
||||
87,2.744
|
||||
88,2.357
|
||||
89,2.565
|
||||
90,3.756
|
||||
91,2.672
|
||||
92,2.128
|
||||
93,2.583
|
||||
94,2.546
|
||||
95,2.391
|
||||
96,2.935
|
||||
97,3.624
|
||||
98,1.934
|
||||
99,2.509
|
||||
100,2.603
|
||||
101,2.449
|
||||
102,2.802
|
||||
103,3.678
|
||||
104,2.336
|
||||
105,2.509
|
||||
106,2.551
|
||||
107,2.576
|
||||
108,2.997
|
||||
109,3.208
|
||||
110,2.301
|
||||
111,2.359
|
||||
112,2.484
|
||||
113,2.646
|
||||
114,2.801
|
||||
115,3.226
|
||||
116,2.635
|
||||
117,2.325
|
||||
118,2.501
|
||||
119,2.602
|
||||
120,2.564
|
||||
121,3.151
|
||||
122,3.149
|
||||
123,2.235
|
||||
124,2.596
|
||||
125,2.432
|
||||
126,2.665
|
||||
127,2.648
|
||||
128,3.884
|
||||
129,2.087
|
||||
130,2.375
|
||||
131,2.586
|
||||
132,2.734
|
||||
133,2.338
|
||||
134,3.617
|
||||
135,2.418
|
||||
136,2.350
|
||||
137,2.713
|
||||
138,2.758
|
||||
139,2.239
|
||||
140,3.585
|
||||
141,2.565
|
||||
142,2.787
|
||||
143,2.115
|
||||
144,2.435
|
||||
145,2.489
|
||||
146,3.062
|
||||
147,2.958
|
||||
148,2.402
|
||||
149,2.425
|
||||
150,2.516
|
||||
151,2.505
|
||||
152,2.543
|
||||
153,3.690
|
||||
154,2.060
|
||||
155,2.510
|
||||
156,2.428
|
||||
157,2.603
|
||||
158,2.491
|
||||
159,3.178
|
||||
160,2.496
|
||||
161,2.424
|
||||
162,2.495
|
||||
163,2.667
|
||||
164,2.434
|
||||
165,3.040
|
||||
166,2.949
|
||||
167,2.094
|
||||
168,2.510
|
||||
169,2.586
|
||||
170,2.395
|
||||
171,3.004
|
||||
172,3.009
|
||||
173,2.288
|
||||
174,2.548
|
||||
175,2.337
|
||||
176,2.598
|
||||
177,2.498
|
||||
178,3.526
|
||||
179,2.533
|
||||
180,2.134
|
||||
181,2.560
|
||||
182,2.541
|
||||
183,2.436
|
||||
184,2.635
|
||||
185,3.361
|
||||
186,2.261
|
||||
187,2.566
|
||||
188,2.383
|
||||
189,2.529
|
||||
190,2.645
|
||||
191,3.190
|
||||
192,2.523
|
||||
193,2.523
|
||||
194,2.346
|
||||
195,2.865
|
||||
196,2.348
|
||||
197,2.879
|
||||
198,3.657
|
||||
199,1.824
|
||||
200,2.551
|
||||
201,2.449
|
||||
202,2.607
|
||||
203,3.085
|
||||
204,3.163
|
||||
205,2.404
|
||||
206,2.327
|
||||
207,2.553
|
||||
208,2.576
|
||||
209,2.544
|
||||
210,3.193
|
||||
211,2.647
|
||||
212,2.332
|
||||
213,2.544
|
||||
214,2.767
|
||||
215,2.429
|
||||
216,3.103
|
||||
217,2.861
|
||||
218,2.318
|
||||
219,2.552
|
||||
220,2.587
|
||||
221,2.352
|
||||
222,3.128
|
||||
223,2.621
|
||||
224,2.461
|
||||
225,2.422
|
||||
226,2.601
|
||||
227,2.748
|
||||
228,2.545
|
||||
229,3.224
|
||||
230,2.206
|
||||
231,2.459
|
||||
232,2.530
|
||||
233,2.461
|
||||
234,2.570
|
||||
235,3.271
|
||||
236,2.405
|
||||
237,2.424
|
||||
238,2.671
|
||||
239,2.450
|
||||
240,2.644
|
||||
241,2.510
|
||||
242,3.023
|
||||
243,2.461
|
||||
244,2.618
|
||||
245,2.350
|
||||
246,2.551
|
||||
247,2.472
|
||||
248,3.642
|
||||
249,2.576
|
||||
250,2.548
|
||||
251,3.599
|
||||
252,1.992
|
||||
253,2.424
|
||||
254,3.752
|
||||
255,2.241
|
||||
256,2.360
|
||||
257,2.522
|
||||
258,2.584
|
||||
259,2.653
|
||||
260,2.871
|
||||
261,2.827
|
||||
262,2.369
|
||||
263,2.482
|
||||
264,2.599
|
||||
265,2.294
|
||||
266,2.686
|
||||
267,3.428
|
||||
268,2.240
|
||||
269,2.435
|
||||
270,2.468
|
||||
271,2.619
|
||||
272,2.519
|
||||
273,3.247
|
||||
274,2.539
|
||||
275,2.442
|
||||
276,2.518
|
||||
277,2.489
|
||||
278,2.463
|
||||
279,2.839
|
||||
280,2.907
|
||||
281,2.786
|
||||
282,2.211
|
||||
283,2.615
|
||||
284,2.378
|
||||
285,2.671
|
||||
286,3.219
|
||||
287,2.435
|
||||
288,2.509
|
||||
289,2.323
|
||||
290,2.502
|
||||
291,2.526
|
||||
292,3.292
|
||||
293,2.468
|
||||
294,2.526
|
||||
295,2.500
|
||||
296,2.431
|
||||
297,2.481
|
||||
298,2.921
|
||||
299,3.009
|
||||
300,2.415
|
||||
301,2.600
|
||||
302,2.344
|
||||
303,2.533
|
||||
304,2.618
|
||||
305,3.458
|
||||
306,2.455
|
||||
307,2.469
|
||||
308,2.495
|
||||
309,2.568
|
||||
310,2.473
|
||||
311,3.179
|
||||
312,2.694
|
||||
313,2.503
|
||||
314,2.587
|
||||
315,2.317
|
||||
316,2.609
|
||||
317,2.590
|
||||
318,3.211
|
||||
319,2.392
|
||||
320,2.490
|
||||
321,2.515
|
||||
322,2.496
|
||||
323,2.483
|
||||
324,3.157
|
||||
325,2.540
|
||||
326,2.422
|
||||
327,2.574
|
||||
328,2.468
|
||||
329,2.547
|
||||
330,2.788
|
||||
331,3.075
|
||||
332,2.231
|
||||
333,2.537
|
||||
334,2.577
|
||||
335,2.584
|
||||
336,2.473
|
||||
337,3.415
|
||||
338,2.126
|
||||
339,2.506
|
||||
340,2.374
|
||||
341,2.721
|
||||
342,2.418
|
||||
343,3.259
|
||||
344,2.509
|
||||
345,2.519
|
||||
346,2.436
|
||||
347,2.472
|
||||
348,2.504
|
||||
349,2.858
|
||||
350,3.250
|
||||
351,2.161
|
||||
352,2.586
|
||||
353,2.376
|
||||
354,2.651
|
||||
355,2.504
|
||||
356,3.399
|
||||
357,2.353
|
||||
358,2.381
|
||||
359,2.513
|
||||
360,2.633
|
||||
361,2.566
|
||||
362,3.615
|
||||
363,2.593
|
||||
364,2.084
|
||||
365,2.411
|
||||
366,2.653
|
||||
367,2.521
|
||||
368,2.825
|
||||
369,2.891
|
||||
370,2.576
|
||||
371,2.302
|
||||
372,2.582
|
||||
373,2.513
|
||||
374,2.598
|
||||
375,3.790
|
||||
376,2.352
|
||||
377,2.306
|
||||
378,2.434
|
||||
379,2.514
|
||||
380,2.708
|
||||
381,2.978
|
||||
382,2.813
|
||||
383,2.327
|
||||
384,2.502
|
||||
385,2.446
|
||||
386,2.605
|
||||
387,3.033
|
||||
388,3.091
|
||||
389,2.206
|
||||
390,2.648
|
||||
391,2.732
|
||||
392,2.296
|
||||
393,3.406
|
||||
394,2.490
|
||||
395,2.424
|
||||
396,2.443
|
||||
397,2.601
|
||||
398,2.628
|
||||
399,2.477
|
||||
400,3.241
|
||||
401,2.573
|
||||
402,2.422
|
||||
403,2.384
|
||||
404,2.505
|
||||
405,2.575
|
||||
406,2.909
|
||||
407,2.897
|
||||
408,2.486
|
||||
409,2.431
|
||||
410,2.691
|
||||
411,2.342
|
||||
412,2.733
|
||||
413,3.518
|
||||
414,2.391
|
||||
415,2.160
|
||||
416,2.671
|
||||
417,2.505
|
||||
418,2.241
|
||||
419,3.355
|
||||
420,2.775
|
||||
421,2.395
|
||||
422,2.864
|
||||
423,2.290
|
||||
424,2.469
|
||||
425,2.977
|
||||
426,2.759
|
||||
427,2.460
|
||||
428,2.456
|
||||
429,2.497
|
||||
430,2.362
|
||||
431,2.874
|
||||
432,2.812
|
||||
433,2.559
|
||||
434,2.283
|
||||
435,2.670
|
||||
436,2.482
|
||||
437,2.495
|
||||
438,3.118
|
||||
439,3.018
|
||||
440,2.252
|
||||
441,3.222
|
||||
442,2.483
|
||||
443,2.436
|
||||
444,3.209
|
||||
445,3.169
|
||||
446,2.455
|
||||
447,2.432
|
||||
448,2.464
|
||||
449,2.500
|
||||
450,2.967
|
||||
451,2.958
|
||||
452,2.390
|
||||
453,2.494
|
||||
454,2.523
|
||||
455,2.473
|
||||
456,2.516
|
||||
457,3.527
|
||||
458,2.262
|
||||
459,2.377
|
||||
460,2.840
|
||||
461,2.135
|
||||
462,2.520
|
||||
463,3.285
|
||||
464,2.940
|
||||
465,2.256
|
||||
466,2.496
|
||||
467,2.705
|
||||
468,2.395
|
||||
469,3.031
|
||||
470,3.104
|
||||
471,2.411
|
||||
472,2.630
|
||||
473,2.468
|
||||
474,2.416
|
||||
475,2.559
|
||||
476,2.732
|
||||
477,2.441
|
||||
478,2.624
|
||||
479,2.536
|
||||
480,2.458
|
||||
481,2.516
|
||||
482,2.507
|
||||
483,2.606
|
||||
484,2.616
|
||||
485,2.881
|
||||
486,2.358
|
||||
487,2.469
|
||||
488,2.513
|
||||
489,3.250
|
||||
490,2.606
|
||||
491,2.545
|
||||
492,2.407
|
||||
493,2.437
|
||||
494,2.663
|
||||
495,3.346
|
||||
496,2.349
|
||||
497,2.481
|
||||
498,2.613
|
||||
499,2.483
|
||||
500,2.417
|
||||
501,2.923
|
||||
502,3.059
|
||||
503,2.483
|
||||
504,2.373
|
||||
505,2.525
|
||||
506,2.530
|
||||
507,2.431
|
||||
508,2.917
|
||||
509,2.559
|
||||
510,2.623
|
||||
511,3.172
|
||||
512,2.304
|
||||
513,2.331
|
||||
514,3.287
|
||||
515,2.544
|
||||
516,2.429
|
||||
517,2.690
|
||||
518,2.464
|
||||
519,2.406
|
||||
520,2.804
|
||||
521,2.899
|
||||
522,2.461
|
||||
523,2.536
|
||||
524,2.414
|
||||
525,2.380
|
||||
526,2.616
|
||||
527,3.236
|
||||
528,2.499
|
||||
529,2.558
|
||||
530,2.584
|
||||
531,2.309
|
||||
532,2.447
|
||||
533,3.039
|
||||
534,3.133
|
||||
535,2.170
|
||||
536,2.583
|
||||
537,2.505
|
||||
538,2.666
|
||||
539,2.567
|
||||
540,3.307
|
||||
541,2.177
|
||||
542,2.495
|
||||
543,2.441
|
||||
544,2.638
|
||||
545,2.521
|
||||
546,3.527
|
||||
547,2.460
|
||||
548,2.362
|
||||
549,2.520
|
||||
550,2.439
|
||||
551,2.572
|
||||
552,3.087
|
||||
553,2.707
|
||||
554,2.475
|
||||
555,2.283
|
||||
556,2.604
|
||||
557,2.529
|
||||
558,3.094
|
||||
559,3.051
|
||||
560,2.085
|
||||
561,2.365
|
||||
562,2.711
|
||||
563,2.351
|
||||
564,2.572
|
||||
565,2.979
|
||||
566,2.805
|
||||
567,2.373
|
||||
568,2.744
|
||||
569,2.340
|
||||
570,2.285
|
||||
571,2.791
|
||||
572,3.447
|
||||
573,2.208
|
||||
574,2.518
|
||||
575,2.448
|
||||
576,3.917
|
||||
577,1.540
|
||||
578,2.923
|
||||
579,2.632
|
||||
580,2.404
|
||||
581,2.582
|
||||
582,2.508
|
||||
583,2.413
|
||||
584,3.602
|
||||
585,2.342
|
||||
586,2.482
|
||||
587,2.584
|
||||
588,3.062
|
||||
589,2.070
|
||||
590,2.726
|
||||
591,2.937
|
||||
592,2.385
|
||||
593,2.734
|
||||
594,2.188
|
||||
595,2.582
|
||||
596,2.487
|
||||
597,3.339
|
||||
598,2.535
|
||||
599,2.414
|
||||
600,2.459
|
||||
601,2.510
|
||||
602,2.547
|
||||
603,3.414
|
||||
604,2.314
|
||||
605,2.399
|
||||
606,2.550
|
||||
607,2.541
|
||||
608,2.355
|
||||
609,2.709
|
||||
610,3.067
|
||||
611,2.502
|
||||
612,2.467
|
||||
613,2.899
|
||||
614,2.177
|
||||
615,2.719
|
||||
616,3.049
|
||||
617,2.673
|
||||
618,2.259
|
||||
619,2.566
|
||||
620,2.383
|
||||
621,2.420
|
||||
622,3.318
|
||||
623,2.807
|
||||
624,2.348
|
||||
625,2.595
|
||||
626,2.433
|
||||
627,2.569
|
||||
628,2.620
|
||||
629,2.652
|
||||
630,3.140
|
||||
631,2.945
|
||||
632,2.571
|
||||
633,2.546
|
||||
634,2.428
|
||||
635,3.436
|
||||
636,2.393
|
||||
637,2.491
|
||||
638,2.511
|
||||
639,2.485
|
||||
640,2.603
|
||||
641,3.363
|
||||
642,2.442
|
||||
643,2.344
|
||||
644,2.462
|
||||
645,2.508
|
||||
646,2.617
|
||||
647,2.909
|
||||
648,2.824
|
||||
649,2.528
|
||||
650,2.424
|
||||
651,2.511
|
||||
652,2.517
|
||||
653,2.583
|
||||
654,3.331
|
||||
655,2.436
|
||||
656,2.455
|
||||
657,2.380
|
||||
658,2.570
|
||||
659,2.582
|
||||
660,2.789
|
||||
661,2.917
|
||||
662,2.526
|
||||
663,2.538
|
||||
664,2.447
|
||||
665,2.423
|
||||
666,2.695
|
||||
667,3.143
|
||||
668,2.616
|
||||
669,2.126
|
||||
670,2.596
|
||||
671,2.464
|
||||
672,3.092
|
||||
673,2.681
|
||||
674,2.641
|
||||
675,2.311
|
||||
676,2.551
|
||||
677,2.551
|
||||
678,2.837
|
||||
679,2.532
|
||||
680,3.006
|
||||
681,2.289
|
||||
682,2.521
|
||||
683,2.556
|
||||
684,2.593
|
||||
685,2.552
|
||||
686,3.173
|
||||
687,2.415
|
||||
688,2.429
|
||||
689,2.733
|
||||
690,2.286
|
||||
691,2.476
|
||||
692,3.256
|
||||
693,2.897
|
||||
694,2.528
|
||||
695,2.377
|
||||
696,2.518
|
||||
697,2.504
|
||||
698,3.074
|
||||
699,2.814
|
||||
700,2.433
|
||||
701,2.338
|
||||
702,2.476
|
||||
703,2.458
|
||||
704,3.141
|
||||
705,2.551
|
||||
706,2.717
|
||||
707,2.300
|
||||
708,2.527
|
||||
709,2.446
|
||||
710,2.469
|
||||
711,2.866
|
||||
712,2.776
|
||||
713,2.507
|
||||
714,2.457
|
||||
715,2.520
|
||||
716,2.450
|
||||
717,2.568
|
||||
718,3.192
|
||||
719,2.471
|
||||
720,2.790
|
||||
721,2.337
|
||||
722,2.548
|
||||
723,2.435
|
||||
724,3.313
|
||||
725,2.274
|
||||
726,2.461
|
||||
727,2.451
|
||||
728,2.556
|
||||
729,2.546
|
||||
730,2.869
|
||||
731,3.308
|
||||
732,2.293
|
||||
733,2.428
|
||||
734,2.686
|
||||
735,2.562
|
||||
736,2.523
|
||||
737,3.309
|
||||
738,2.311
|
||||
739,2.498
|
||||
740,2.485
|
||||
741,2.568
|
||||
742,2.392
|
||||
743,3.260
|
||||
744,2.534
|
||||
745,2.550
|
||||
746,2.355
|
||||
747,2.768
|
||||
748,2.319
|
||||
749,3.039
|
||||
750,2.721
|
||||
751,2.490
|
||||
752,2.378
|
||||
753,2.539
|
||||
754,2.823
|
||||
755,2.480
|
||||
756,3.533
|
||||
757,2.285
|
||||
758,2.365
|
||||
|
+33
-13
@@ -13,7 +13,19 @@ Record results in the table at the end of this file, with the date, the exact bu
|
||||
3. **Licensing.** Every new asset has provenance in `THIRD_PARTY_NOTICES.md`, or is recorded as unresolved and kept out of the build.
|
||||
4. **Version discipline.** Patch releases contain fixes, optimisation, docs, or tuning only — no new scope.
|
||||
|
||||
## Performance check
|
||||
## `0.1.0` checks
|
||||
|
||||
1. **Realism first.** Building placement, street width, sidewalk depth, material read and site identity match the reference photography. Compare side by side and note every deliberate deviation. "Looks right" is not evidence.
|
||||
2. Player traverses both the south-side frontage and the north-side frontage of the demo without falling through geometry, including the designated crossing. Walk the route twice: once normally, once with collision debug visualisation enabled.
|
||||
3. No blocking collision, no invisible walls, no gaps at sidewalk/road seams.
|
||||
4. Fresh checkout builds against the documented external engine installation.
|
||||
5. Linux build packaged and launched; controls documented in `Docs/` and shown in-game.
|
||||
6. **Performance last.** 60 FPS at 1440p per the performance check below — a floor every release meets, not the goal that shapes the content.
|
||||
7. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
|
||||
|
||||
## Performance check (last)
|
||||
|
||||
Performance is the **last** check on purpose: realism leads the design and the frame budget only decides how much of it fits. It is still a floor — a release is not tagged below 60 FPS at 1440p without the owner's explicit approval.
|
||||
|
||||
Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB.
|
||||
|
||||
@@ -22,16 +34,6 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
- Target: 60 FPS at 1440p without frame generation.
|
||||
- Capture a frame-time graph over a fixed traversal route, not a single sample. State the route.
|
||||
|
||||
## `0.1.0` checks
|
||||
|
||||
1. Player traverses both the south-side frontage and the north-side frontage of the demo without falling through geometry, including the designated crossing. Walk the route twice: once normally, once with collision debug visualisation enabled.
|
||||
2. Building placement, street width, sidewalk depth, and site identity match the reference photography. Compare side by side and note every deliberate deviation. "Looks right" is not evidence.
|
||||
3. No blocking collision, no invisible walls, no gaps at sidewalk/road seams.
|
||||
4. 60 FPS at 1440p per the performance check above.
|
||||
5. Fresh checkout builds against the documented external engine installation.
|
||||
6. Linux build packaged and launched; controls documented in `Docs/` and shown in-game.
|
||||
7. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
|
||||
|
||||
## Check-record template
|
||||
|
||||
| Version | Check | Result | Evidence | Date |
|
||||
@@ -40,8 +42,10 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
|
||||
| `0.2.0` | 60 FPS at 1440p | PASS — 2.64 ms avg (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.2.0-walk-frametimes.csv` | 2026-11-09 |
|
||||
| `0.2.0` | Debug overlay cost | PASS — same route with the F3 overlay drawn: 2.77 ms avg (361 fps), p50 2.64, p95 3.52, p99 3.87, max 4.43 ms; about **5 %** heavier, still 6× the floor. The overlay is on for `-perf`/`-qaselftest`, off in the built demo | `Docs/perf/0.2.0-walk-frametimes-overlay.csv` | 2026-11-09 |
|
||||
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | measurement recorded 2026-11-08; the capture was removed from the repository 2026-11-09 | 2026-11-08 |
|
||||
|
||||
## `0.1.0` — Placement vs references — record (2026-11-08)
|
||||
|
||||
@@ -125,6 +129,22 @@ Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselfte
|
||||
|
||||
Committed frame-time series: `Docs/perf/0.1.0-walk-frametimes.csv`.
|
||||
|
||||
### `0.1.5` re-measure with the façade kit in the map
|
||||
|
||||
Same route, same preset, packaged Development build, **2560×1440**:
|
||||
|
||||
| Metric | `0.1.0` | `0.1.5` (kit + textures) |
|
||||
| ------- | ----------------: | -----------------------: |
|
||||
| Average | 2.42 ms (414 fps) | **2.76 ms (363 fps)** |
|
||||
| p50 | 2.38 ms | 2.73 ms |
|
||||
| p95 | 2.71 ms | 3.17 ms |
|
||||
| p99 | 3.01 ms | 3.64 ms |
|
||||
| Max | 4.00 ms | 4.62 ms |
|
||||
|
||||
The **625 kit actors and 8 generated textures cost about 12 %** of frame time and still leave **363 fps average, p99 3.64 ms** — roughly six times the 60 fps floor. Frame-time series: `Docs/perf/0.1.5-kit-walk-frametimes.csv`.
|
||||
|
||||
**Measurement trap, again:** runs that reported ~105 fps were two game instances overlapping (a previous launch had not exited). Confirm a single instance (`pgrep -af Binaries/Linux/GigLine`) before trusting a figure — 363 fps reproduced twice on a clean run.
|
||||
|
||||
## `0.1.0` — Fresh checkout build — record (2026-11-08)
|
||||
|
||||
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean directory with no prior state:
|
||||
@@ -157,6 +177,6 @@ Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
|
||||
|
||||
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus how to test input headlessly.
|
||||
- `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause".
|
||||
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px (a single right-aligned line), attributed text bottom-left. Screenshot: `Docs/perf/0.1.0-packaged-hud-controls.png`.
|
||||
- Measured in the packaged build on 2026-11-08: the bottom-right text bbox was 426×12 px (a single right-aligned line), attributed text bottom-left. The capture has since been removed from the repository, so the numbers stand as the record.
|
||||
|
||||
**Verdict: PASS.**
|
||||
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