3 Commits
Author SHA1 Message Date
zwitschi c5ca71f8ad memory: record reference-photography gap closure + Commons rate-limit gotcha 2026-11-08 14:22:03 +01:00
zwitschi 0ae29bf76b todo: reference photography complete — door-recess and night gaps closed
Fetched from Commons: el-capitan-entrance/ (Andreas Praefcke, CC BY 3.0) for the
hero door recess (the missing isolated entrance angle), and el-capitan-night/
for a night/marquee pair (next-door theatre; proximity evidence only). Deliverables
are gitignored (Art/reference/ + reference notes); this commits only the TODO
closure and the notes doc is gitignored too.
2026-11-08 14:21:59 +01:00
zwitschi 05dd2c42d6 qa(claim): claim the reference-photography task (local-only, no code branch)
Collecting reference photography for manual facade work (Asset production).
Deliverables (Art/reference/ + reference notes) are gitignored; this branch
carries only the TODO claim itself. Remaining gaps: a clean isolated frame of
the door recess and a night frame of 6840 Hollywood Blvd.
2026-11-08 14:20:02 +01:00
143 changed files with 597 additions and 5939 deletions

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@@ -42,15 +42,6 @@ Thumbs.db
.env.*
*.env
# Mapbox-derived data — local only. Mapbox terms restrict persisting/redistributing
# their data, so the Tilequery cache and any generated report stay untracked.
/Geo/raw/mapbox-cache/
/Geo/verification/*mapbox*
# Visual-loop iterations: generated comparisons stay uncommitted until the owner
# confirms a shot. Only Screenshots/ is committed.
/Art/reference/iterations/
# Local, private reference material — never committed (see Docs/reference-notes-hollywood.md)
/Art/reference/
/Docs/data-inventory.md
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@@ -110,59 +110,6 @@ Keep entries short and dated, with the evidence: the command, the log line, or t
Memory edits on an agent's branch are not shared live. Communicate important findings to the coordinator during work and reconcile them into the shared `main` copy when integrating.
## Python and shell tooling
Every committed asset and every measured claim in this repository is produced by a script. Tools live in `Tools/` (Unreal, network, repository), `Geo/tools/` (projection, OSM/DEM parsing, metadata) and `Art/blender/*/` (Blender-side builders, next to their output).
**Fix the tool, not the artefact.** If an asset is corrected by hand, script the correction (or regenerate it) in the same change. A second manual fix of the same kind means the tool is missing a step.
**Improve over fork.** Extend the existing tool rather than adding a near-duplicate. When two or three scripts start sharing logic, factor the shared part into `Tools/_common.py`, `Geo/tools/osm_common.py` or `Art/blender/common.py`; keep the single metres→centimetres conversion where it already lives.
Rules that keep tools reusable and reviewable:
- **One script, one job.** Every input is an argument; no interactive prompts; deterministic output paths.
- **Fail loudly.** A tool that cannot do its job exits non-zero with a message. Never leave a partially written asset and a success code.
- **Result files for Unreal.** Unreal commandlets swallow `print()`; write the outcome to `/tmp/gigline/<tool>.txt` and read that instead of trusting the exit code alone.
- **Absolute paths into sandboxes.** Blender Flatpak (`LD_LIBRARY_PATH="$B/blender/lib"`) and Unreal do not share the repo's working directory; pass absolute paths.
- **Clean worktree for generators.** Tools that rewrite committed assets (site/street/hero builders, importers, map builders) run from a clean worktree; inspect the LFS diff before committing. Note that `.blend` and `.umap` check out read-only — `chmod u+w` first or the save silently fails.
- **Network and paid-API tools are human-triggered.** `Tools/commons_fetch.py`, `Tools/page_image_fetch.py`, `Tools/judge_screenshot.py` (OpenRouter) and anything similar never sit in a gate or CI. Handle HTTP 429 with back-off rather than retrying immediately.
- **Measure, don't assert.** Verification tools print the sampled numbers — counts, holes, Z ranges, worst step and its location, frame-time percentiles — so a claim in `TODO.md`, `CHANGELOG.md` or `Docs/` can be re-checked by re-running the command.
**Document every tool.** A new or changed tool gets a row in the inventory table of the README beside it: [`Tools/README.md`](Tools/README.md), [`Geo/README.md`](Geo/README.md), or [`Art/blender/README.md`](Art/blender/README.md). What it does, its arguments, and a typical command. A tool without a README row is unfinished.
**Test the pure parts.** `Tools/tests/` holds stdlib `unittest` tests (no Blender or Unreal process; they must not start a game or editor). Extract the testable core — argument parsing, geometry maths, licence gating, report formatting — into functions that a test can call directly.
```bash
python3 -m unittest discover -s Tools/tests -t Tools -p 'test_*.py'
```
Keep the tools standard-library-only where practical; if a third-party import is genuinely needed, add it to `requirements-tools.txt` with a version floor and mention it in the tool's README row.
## Architecture documentation
[`Docs/Architecture/`](Docs/Architecture/) is the arc42 documentation: twelve numbered section files, `about-arc42.md`, and the combined [`architecture.md`](Docs/Architecture/architecture.md). **Markdown is canonical** — the `.adoc` sources were removed on 2026-11-08.
Keep it current **in the same change as the implementation**, not in a later documentation pass. When work alters any of the following, edit the matching section:
| Change | Section |
| --- | --- |
| A new or restructured module, tool, data source or external interface | `05_building_block_view.md` |
| A runtime flow, tick/order dependency, or lifecycle (possession, map load, QA self-test) | `06_runtime_view.md` |
| Packaging, engine pin, checkout/build/launch procedure | `07_deployment_view.md` |
| A pattern, convention or cross-cutting rule (units, collision policy, provenance) | `08_concepts.md` |
| A decision that constrains future work | new ADR in `09_architecture_decisions.md` |
| A quality goal or a measured budget (frame time, traversal coverage) | `10_quality_requirements.md` |
| A known risk or a risk that retired | `11_technical_risks.md` |
| A new term, tool or abbreviation | `12_glossary.md` |
Rules:
- **Describe what exists.** No aspirational architecture: anything planned belongs in `ROADMAP.md` and `TODO.md`. Every structural claim names the file, script or flag that implements it.
- **ADRs are append-only.** Never rewrite an accepted decision; supersede it with a new ADR that says what it replaces and why.
- **Keep the combined document in sync.** `architecture.md` mirrors the section files; when a section changes, update the combined document too.
- **Images** live in `Docs/Architecture/images/` and are referenced, not duplicated.
- **Verify:** all Markdown must pass `prettier --check` (config in `.prettierrc`), and a command you quote must still run.
## Geographic & Art Pipeline
1. Save a versioned OSM extract; document date, bounds, and source.
+10 -16
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@@ -80,7 +80,7 @@ LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup \
```
- `Road_Hollywood`: 8 120 verts, 7 812 faces, carriageway −10.5…+10.5 m, DEM elevations plus a 2 cm lift so it does not z-fight the terrain.
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide. The kerb upstand is **full at the road-side edge and tapers to zero at the building-side edge**, so the walk surface meets the terrain flush (before `0.1.1` the outer lip stood the full kerb height above the DEM — a 15.8 cm ledge).
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide, both raised by the kerb height.
- `Kerb_South`, `Kerb_North`: vertical faces, mostly **0.13 m** — the 0.15 m assumption minus nothing on the road side — and flushed to 0 within ±2.5 m of each signalised crossing with a 1.5 m blend. Measured from the built mesh: 256 steps at 0.13 m, 15 flush, a few in transition.
Crown check on the built mesh at mid-block: gutter −10.5 m → +0.99, −5 m → +1.38, centre → +1.52, +5 m → +1.58, +10.5 m → +1.52. The crown sits just north of the centreline, as the cross-sections said.
@@ -103,20 +103,16 @@ Objects are appended from the source files, not regenerated, and grouped into `S
A downward raycast on a 1 m grid along both sidewalks and the designated crossing, ignoring blockout meshes so marquees and canopies overhead do not count as ground:
| Route | Samples | Holes | Z range | Worst step |
| ----------------- | ------: | ----: | ------------- | ----------------: |
| South sidewalk | 279 | 0 | −0.48 … +3.06 | 13.4 cm (s=198) |
| North sidewalk | 279 | 0 | +0.06 … +3.76 | 6.9 cm (s=33) |
| Crossing at 130 m | 26 | 0 | +1.14 … +1.80 | 9.0 cm (off −8.5) |
At `--sample 0.25` the same routes measure 11.6 cm / 8.0 cm / 3.4 cm. The pre-check now prints the grade and the **location** of the worst step, and its coverage no longer shrinks with `--sample`.
| Route | Samples | Holes | Z range | Worst step |
| ----------------- | ------: | ----: | ------------- | ---------: |
| South sidewalk | 279 | 0 | −0.45 … +3.13 | 20.5 cm |
| North sidewalk | 279 | 0 | +0.07 … +3.83 | 15.1 cm |
| Crossing at 130 m | 26 | 0 | +1.16 … +1.80 | 8.6 cm |
No holes anywhere, so nothing drops the player on either side. The two flagged steps:
- ~~15.8 cm at s≈207, the sidewalk's outer edge~~ — **fixed in `0.1.1`**: the sidewalk upstand now tapers to zero at the building side, so the outer edge is flush with the terrain (north route 15.1 → 6.9 cm).
- ~~10–13 cm steps at the crossings, ~10 % ramp over 1.5 m~~ — **fixed in `0.1.1`**: the ramp run is now derived from a target grade (`--max-ramp-grade`, default 8 %), giving 1.63 m instead of the fixed 1.5 m (8.7 %). Measured at 0.25 m sampling the crossing now steps 3.4 cm (~1.4 % of the route) at the kerb line.
**Remaining finding (not a crossing, not the outer edge):** the south route still measures a **13.4 cm step at s≈198 m** (11.6 cm at 0.25 m sampling) and the north route 8.0 cm at s≈251 m. Neither is at a crossing and neither is the outer lip, so this is a local discontinuity in the sidewalk strip — most likely the DEM sampling or a centreline vertex near the block ends. Tracked under the `0.1.1` "audit any collision gaps" item rather than left undocumented.
- **15.8 cm at s≈207**, where a sample crosses from `Terrain_DEM` onto `Sidewalk_South` — that is the sidewalk's outer edge, the 0.15 m kerb height minus the terrain. Mostly hidden by buildings, but it is a real edge and it will be visible anywhere a building is missing.
- **10–13 cm steps at s≈33, 39 and 126**, inside the sidewalk mesh: the kerb-flush transition at the crossings. That is a ~10 % ramp over 1.5 m, steeper than a real crossing ramp (8 % max). Worth grading properly when the crossings are detailed.
This is a pre-check, not the `0.1.0` release check: the release check is traversal in the engine.
@@ -131,15 +127,13 @@ Blender works in metres, and the imported meshes match the OSM geometry, so the
| Building | Blender dimensions | OSM way outline | Height source |
| --- | --- | --- | --- |
| El Capitan Entertainment Centre | 25.72 × 54.47 × 14.50 m | 25.75 × 54.88 m | `height` tag 14.5 |
| El Capitan Theatre | 38.66 × 54.46 × 20.55 m | 38.59 × 54.87 m | `building:levels=6` × **3.1 m**, plus ~1.9 m roof |
| El Capitan Theatre | 38.66 × 54.46 × 20.96 m | 38.59 × 54.87 m | `building:levels=6` × 3.2 m, plus roof |
| Madame Tussaud's | 42.48 × 56.77 × 15.90 m | 42.0 m frontage | `height` tag 15.9 |
| TCL Chinese Theatre | 43.78 × 75.90 × 18.10 m | 44.0 m frontage | `height` tag 18.1 |
Widths agree to a few centimetres; depths differ by up to 0.4 m because Blosm assembles **multipolygon relations**, not the raw way I measured. Placement after the frame correction agrees with the UTM control points to 0.1–0.5 m per building — the residual is relation assembly and Blosm's edge straightening, not projection.
Buildings **without** a `height` tag get levels × **3.1 m**. The storey height was 3.2 m until 2026-11-09, when a cross-check of every block building against Mapbox's building data (`Geo/tools/mapbox_buildings.py`) showed our figure running 0.6 m high per six levels — i.e. 3.1 m per level — and that calibration was adopted. The few buildings where Mapbox disagreed with a pure `levels × 3.1 m` fallback carry an explicit override in `Geo/tools/block_height_report.py::HEIGHT_OVERRIDES`.
Blosm adds roof mass on top of `levels × levelHeight`: the two `levels`-derived frontage buildings both land ~1.9 m above their table height (6922 39.1 m against 37.2 m, El Capitan Theatre 20.5 m against 18.6 m). That offset is the roof, not a height error — the table records the tagged height, the mesh records the storey plus its roof.
Buildings **without** a `height` tag get levels × 3.2 m, which is a placeholder, not evidence. Every such height is a modelling decision to be replaced from the reference photography.
## Relation completeness
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+1 -3
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@@ -40,9 +40,7 @@ def parse_args():
ap.add_argument("--osm", required=True, help="local .osm file to import")
ap.add_argument("--bounds", required=True, help="south,west,north,east in WGS84 degrees")
ap.add_argument("--out", required=True, help="output .blend path")
# 3.1 m, not 3.2: calibrated against Mapbox building data on 2026-11-09
# (see Geo/tools/mapbox_buildings.py and Geo/tools/block_height_report.py).
ap.add_argument("--level-height", type=float, default=3.1, help="metres per building level")
ap.add_argument("--level-height", type=float, default=3.2, help="metres per building level")
ap.add_argument("--origin", default=None,
help="lat,lon to use as the Blender origin (project origin). Default: Blosm centres on the extract")
ap.add_argument("--no-subdivide", action="store_true", help="skip OSM area subdivision")
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+11 -38
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@@ -3,18 +3,18 @@
"frame": "project frame, metres, X east Y north Z up",
"bounds_m": {
"min": [
-13.08,
-13.02,
-12.5,
0.0
],
"max": [
13.08,
0.13,
13.02,
0.07,
14.5
],
"size": [
26.16,
12.63,
26.04,
12.57,
14.5
]
},
@@ -33,28 +33,10 @@
"dims_m": [
0.95,
0.95,
8.25
7.45
],
"evidence": "6 columns at 4.96 m centres (sibling notes x measured frontage)"
},
{
"object": "Hero_ColumnBase_x6",
"dims_m": [
1.36,
1.36,
0.22
],
"evidence": "assumption: Ionic base moulding; photographs show a wider base at the shaft foot"
},
{
"object": "Hero_Abacus_x6",
"dims_m": [
1.3,
1.3,
0.14
],
"evidence": "assumption: square abacus under the architrave, as Ionic capitals carry"
},
{
"object": "Hero_Architrave",
"dims_m": [
@@ -73,21 +55,12 @@
],
"evidence": "assumption: projecting cornice line"
},
{
"object": "Hero_Dentil_xN",
"dims_m": [
0.18,
0.3,
0.22
],
"evidence": "52 dentils at 0.45 m centres under the corona; assumption: photographed cornice reads as a dentilled course"
},
{
"object": "Hero_Entablature",
"dims_m": [
25.75,
1.5,
3.0
3.4
],
"evidence": "assumption: entablature depth"
},
@@ -96,7 +69,7 @@
"dims_m": [
25.75,
1.2,
1.8
2.2
],
"evidence": "assumption: parapet carries the motto band"
},
@@ -113,10 +86,10 @@
"object": "Hero_Medallion_x2",
"dims_m": [
1.1,
0.04,
1.1
1.1,
0.02
],
"evidence": "photographs: two stone discs beside the motto, mounted on the parapet face"
"evidence": "photographs: two stone discs beside the motto"
},
{
"object": "Hero_Stylobate",
+14 -4
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@@ -15,9 +15,6 @@ import os
import sys
import bpy
sys.path.insert(0, os.path.join(os.path.join(os.path.dirname(__file__), "..", "..", ".."), "Tools"))
import fbx_export_preset as fbx_preset # noqa: E402
MESHES = ("Terrain_DEM", "Road_Hollywood", "Sidewalk_South", "Sidewalk_North",
"Kerb_South", "Kerb_North", "Crossing_Markings")
@@ -63,7 +60,20 @@ def main():
_ = bpy.context.view_layer
bpy.context.view_layer.objects.active = obj
path = os.path.join(args.out, name + ".fbx")
fbx_preset.export_static(path, selection=True)
bpy.ops.export_scene.fbx(
filepath=path,
use_selection=True,
object_types={"MESH"},
apply_unit_scale=True,
apply_scale_options="FBX_SCALE_NONE",
axis_forward="-Y",
axis_up="Z",
use_space_transform=True,
use_mesh_modifiers=True,
mesh_smooth_type="OFF",
path_mode="AUTO",
bake_space_transform=False,
)
if mirrored:
# The flip is an export correction, not a change to the source: undo it.
obj.scale.y *= -1.0
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+6 -20
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@@ -165,16 +165,10 @@ def main():
def lat_lon(s, offset):
return oc.point_at(line, _lengths, s, offset, lat0, lon0)
# Sample spacing is independent of coverage: walk the whole block at
# `--sample` metres, so a finer spacing measures the gradient instead of
# accidentally shortening the route (previously range(int(block_len)) with a
# 0.25 m spacing only covered a quarter of the block).
along = int(block_len / args.sample)
across = int(26.0 / args.sample)
route_specs = {
"south sidewalk": [(i * args.sample, -12.5) for i in range(along)],
"north sidewalk": [(i * args.sample, 13.0) for i in range(along)],
"crossing at 130 m": [(130.0, i * args.sample - 12.5) for i in range(across)],
"south sidewalk": [(s, -12.5) for s in [i * args.sample for i in range(int(block_len))]],
"north sidewalk": [(s, 13.0) for s in [i * args.sample for i in range(int(block_len))]],
"crossing at 130 m": [(130.0, o) for o in [i * args.sample - 12.5 for i in range(26)]],
}
flat = [(spec, lat_lon(s, off)) for spec, samples in route_specs.items() for s, off in samples]
local = project_to_local([ll for _spec, ll in flat], find_proj())
@@ -191,20 +185,12 @@ def main():
heights.append(None)
else:
heights.append(z)
deltas = [(i, abs(b - a)) for i, (a, b) in enumerate(zip(heights, heights[1:]))
deltas = [abs(b - a) for a, b in zip(heights, heights[1:])
if a is not None and b is not None]
worst_i, max_step = (max(deltas, key=lambda t: t[1]) if deltas else (0, float("nan")))
max_step = max(deltas) if deltas else float("nan")
known = [h for h in heights if h is not None]
grade = (max_step / args.sample) * 100 if deltas else float("nan")
# Position of the worst step, as arc length / cross offset, so the cause
# can be located instead of guessed.
if label == "crossing at 130 m":
where = f"s=130 off={(worst_i * args.sample - 12.5):+.2f} m"
else:
where = f"s={worst_i * args.sample:.1f} m"
print(f" {label:18} samples {len(heights):3} holes {holes} "
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm "
f"({grade:.1f} % grade) at {where}")
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm")
out = os.path.abspath(args.out)
os.makedirs(os.path.dirname(out), exist_ok=True)
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+6 -51
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@@ -68,13 +68,8 @@ def parse_args():
ap.add_argument("--cross", type=float, default=0.75)
ap.add_argument("--kerb", type=float, default=0.15)
ap.add_argument("--ramp-half-width", type=float, default=2.5)
ap.add_argument("--ramp-blend", type=float, default=None,
help="override the ramp run; default derives it from --max-ramp-grade")
ap.add_argument("--max-ramp-grade", type=float, default=0.08,
help="maximum crossing-ramp slope (0.08 = 8%%)")
args = ap.parse_args(argv)
args.ramp_blend = ramp_blend(args.kerb, args.max_ramp_grade, args.ramp_blend)
return args
ap.add_argument("--ramp-blend", type=float, default=1.5)
return ap.parse_args(argv)
def find_proj():
@@ -130,13 +125,7 @@ class Dem:
def kerb_height(s, base, half_width, blend):
"""Full kerb, except flushed near a crossing so people can step off.
`blend` is the horizontal run over which the kerb drops from `base` to the
0.02 m flush height. It is derived from a target maximum grade (see
`ramp_blend`) so the crossing ramps stay within a real ramp's slope instead
of the ~8.7 % the old fixed 1.5 m run produced.
"""
"""Full kerb, except flushed near a crossing so people can step off."""
for crossing in CROSSINGS:
d = abs(s - crossing)
if d <= half_width:
@@ -147,22 +136,6 @@ def kerb_height(s, base, half_width, blend):
return base
def ramp_blend(kerb, max_grade, override=None):
"""Horizontal run needed for the kerb ramp to stay at or under max_grade.
0.15 m kerb at an 8 % grade needs 1.63 m of run; the previous fixed 1.5 m
gave 8.7 %, and the walk pre-check measured the transition as a 10-13 cm
step over 1.5 m. When `override` is given it wins (kept for reproducing old
meshes), otherwise the run is computed from the live kerb height so it stays
correct if the kerb height assumption changes.
"""
if override is not None:
return max(0.0, override)
if max_grade <= 0.0:
return 0.0
return max(0.0, (kerb - 0.02)) / max_grade
def strip(rows, offsets, z_at, name, material):
"""Build a quad grid from per-row sampled vertices."""
verts, faces = [], []
@@ -245,31 +218,13 @@ def main():
z = dem_z(x, y)
return (z if z is not None else 0.0) + 0.02
def sidewalk_z(r, off, inner, outer, x, y):
"""Sidewalk surface: full kerb upstand at the road-side (inner) edge,
tapering to zero at the building-side (outer) edge so the walk surface
meets the terrain flush.
Before this taper the outer lip stood the full kerb height above the DEM,
which the walkability pre-check measured as a 15.8 cm step where a sample
crosses from Terrain_DEM onto Sidewalk_South (with a matching lip on the
north side). A 0.15 m lip over a 4.0 m / 5.3 m strip is a ~3-4 % ramp:
walkable and visually negligible, and it removes the ledge entirely.
"""
def south_z(r, off, x, y):
z = dem_z(x, y)
base = z if z is not None else 0.0
h = kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
span = inner - outer
if abs(span) < 1e-9:
return base + h
t = min(1.0, max(0.0, (off - outer) / span))
return base + h * t
def south_z(r, off, x, y):
return sidewalk_z(r, off, SOUTH_GUTTER, SOUTH_SIDEWALK, x, y)
return base + kerb_height(rows[r][0], args.kerb, args.ramp_half_width, args.ramp_blend)
def north_z(r, off, x, y):
return sidewalk_z(r, off, NORTH_GUTTER, NORTH_SIDEWALK, x, y)
return south_z(r, off, x, y)
road = strip(rows, road_offsets, road_z, "Road_Hollywood", asphalt)
sw_s = strip(rows, south_offsets, south_z, "Sidewalk_South", concrete)
+3 -174
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@@ -2,179 +2,8 @@
All notable changes to this project are documented here.
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `TODO.md` is completed.
Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `AGENTS.md` is completed.
## [Unreleased]
## Unreleased
Nothing yet.
## [0.1.4] — 2026-11-09
Building façades. The block goes from flat extruded boxes with flat colours to coursed, textured surfaces assembled from a reusable module kit, and the El Capitan Theatre gets the marquee and blade sign that make it read as itself.
### Added
- **Façade module kit** at the measured **4.96 m bay** / **3.10 m storey**: pilaster, sill, lintel, window bay, shopfront bay, door bay, cornice, parapet and coping — 16 `SM_` meshes, each validated for manifold topology (12 tris each) and assembled onto **eight buildings, 625 pieces**, from each building's own world bounds.
- **Generated surface textures** — deterministic stdlib PNGs for ashlar stone, stucco, asphalt and concrete (base colour + roughness), sampled world-aligned with per-material tiling; byte-identical on re-run.
- **Materials**: masonry coursing and roughness variation in the material graphs; `M_FacadeStoneShadow`, `M_FacadeGlass` (specular 0.62 ≈ IOR 1.5) and `M_FacadeBanner`. Material assignment is now **per slot**, keyed on the imported slot material, instead of slot 0 only.
- **El Capitan Theatre trim**: projecting marquee (12.0 × 2.60 m canopy at a 4.60 m soffit), illuminated fascia, recessed soffit, and a vertical blade sign (1.30 × 5.20 m) with frame and wall bracket.
- **Visual review loop** (`Tools/visual_loop.py` + `visual_targets.json`): verifies every capture against an expectation (missing, blank, tone-less or wrong-size shots fail) and measures each render against its reference photograph, emitting feedback that names the discipline to consult. Iterations are written under `Art/reference/iterations/`, which is gitignored until a shot is confirmed.
- **`Tools/fbx_export_preset.py`** — one export preset replacing six copies, and it exports smoothing groups (`FACE`), so round geometry is no longer faceted.
- **`Tools/ue_common.py`** — clears the read-only bit an LFS `.umap` checks out with and makes a refused save loud.
### Changed
- **Elevation cameras** are levelled (pitch 0, so verticals stay parallel) and use a 42–55° lens to fill the frame from across the street.
- **`Screenshots/` holds demo-map captures only**; the review staging map is no longer rendered for review. Each shot carries its expected content and an approval state.
### Fixed
- **Blockout frame**: the `0.1.2` regeneration had run without `--origin`, shifting the whole frontage ≈119 m in X and 2.4 m in Y and dropping the hero out of the 6902/6838 gap. Regenerated with the affine fit (residual 0.0 cm) and every span re-verified against the block verification notes.
- **Kit placed ~12 km from its buildings** — it used the mesh-local bounding box, which excludes the actor offset.
- **Marquee mirrored across the boulevard** (Blender +Y is Unreal −Y) and **hanging 5 cm above the pavement** (absolute Z instead of pavement-relative).
- **Window bays invisible** inside the solid wall; the surround now projects with glazing inset.
- **Glazing was not glass**: kit pieces kept the grey material the FBX import creates.
- **Hero windows floated 1.44 m in front of the wall**; parapet medallions were flat discs on the coping.
- **Imports could report success while saving nothing** (read-only LFS map), and the north-buildings import failed silently on a missing `import sys`.
### Verified
- Packaged build `-qaselftest`: walk 761 cm, reset, pause/unpause, seam transect 1456 samples / 0 holes, wall probe 0/35, façade occlusion probe 0/9 — all PASS. Run twice; the harness is time-based and one loaded run reported a false failure.
- All eight buildings probed against the verified world spans.
- 67 tool tests pass.
### Known limitations
- Kit pieces are boxes; cornice dentil spacing, abacus and plinth dimensions are recorded assumptions.
- Textures are generated, not authored: no decals, signage text or weathering maps.
- The vision pre-check remains advisory — it is unreliable on this content.
- Retail neighbours, hero fluting and the blockout cleaning pass move to `0.1.5`.
- Performance has not been re-measured since `0.1.0`; 625 kit actors are unmeasured.
## [0.1.3] — 2026-11-09
Packaging and setup fixes. No gameplay or visual scope; this patch makes the pipeline and its documentation tell the truth about what `0.1.x` taught.
### Fixed
- **Map imports could report success while saving nothing.** `.umap` files are LFS-tracked and check out read-only, so `save_map()` returned `False` with no error and the staged actor vanished on the next load. New `Tools/ue_common.py` (`make_writable`, `require_saved`) clears the read-only bit and makes the failure loud; `ue_hero_facade_import.py` and `ue_import_north_buildings.py` now use it. Verified from a forced `0o444` map: chmod logged, `save_map: True`, exit 0.
### Changed
- `Docs/build.md`: content-pipeline table now lists every step as it exists (seven site FBXs, frontage, north buildings, hero, map) and the shared FBX preset; packaging archive corrected to `Builds/GigLineQA`; the packaged log location and `-qaselftest` usage are documented; new **traps** table covers the read-only save, the hero `--out`-is-the-FBX mistake, the MPFB add-on path, the shot actor quitting under QA, and the null-RHI trace trap.
- `Docs/setup.md`: the fresh-checkout build is marked verified (2026-11-08) and its blocker closed; a new section documents the two optional keys (`OPENROUTER_API_KEY`, `MAPBOX_ACCESS_TOKEN`) and that neither is needed by the build, the tests or a release.
- `Docs/Architecture/07_deployment_view.md` and the combined `architecture.md`: build-output path corrected and marked as living outside the repository.
### Verified
- 54 tool tests pass (5 new for `ue_common`).
- Packaged build still launches into `DemoMap` and `-qaselftest` passes every phase.
## [0.1.2] — 2026-11-09
Scale and façade correction patch. Buildings and the hero elevation now match the reference photography and the cross-checked height data; no new gameplay scope.
### Added
- **`Tools/facade_detail_concepts.py`** — generates frontal building plates (whole elevation, entrance in its façade, building with neighbours) from a local reference photograph through OpenRouter image models. Spec-driven, never overwrites, writes a provenance sidecar per image, output stays in the gitignored `Art/reference/` tree. Local working material only.
- **`Tools/fbx_export_preset.py`** — the single FBX export preset (`ue_metric_v1` / `ue_character_v1`). Replaces the argument block that had been copied into six exporters.
- **Façade occlusion probe** in `-qaselftest`: 40 m traces sideways from the road centre at walking height, required wherever a building is staged.
- **Ionic detail on the hero**: base moulding at every shaft foot, a square abacus over every capital, and a 52-dentil cornice course.
- **Tool tests**: `Tools/tests/` now covers the input driver, height classification, the Mapbox cross-check, the concept generator and the FBX preset (49 tests).
### Changed
- **Storey height 3.2 → 3.1 m**, calibrated against Mapbox building data, with explicit overrides for three rear outbuildings; the block cross-check now reports 66 matches and no disagreements.
- **Hero colonnade 47.6 % → 53.1 %** of the 14.50 m elevation, inside the photographed 50–60 % band (thinner entablature and parapet).
- Blockout regenerated at the new storey height; frontage re-exported and re-imported (6922 42.1 → 39.1 m, El Capitan Theatre 20.0 → 20.5 m).
- FBX exports now carry smoothing groups (`FACE` instead of `OFF`), so round geometry is no longer faceted and imports stop warning.
### Fixed
- **Windows floated 1.44 m in front of the wall**, ahead of the colonnade; they now sit on the wall plane behind the columns.
- **Parapet medallions were flat discs lying on the coping** instead of discs on the parapet face.
- **The hero façade had no usable collision** — the player could walk through it. It is now complex-as-simple; auto-generated convex hulls were tried and rejected because they bulged into the street.
- **The three "guessed" block heights were never buildings**: two `building=roof` canopies and a transit shelter. They are classified as non-building volumes and the block now reports zero guessed heights.
### Verified
- Packaged build `-qaselftest`: walk, reset and pause pass; seam transect 1456 samples / 0 holes; wall probe 0/35; façade probe 0/9.
- Screenshots re-rendered for every change and approved by the owner.
### Known limitations
- Cornice dentil spacing, the base and abacus dimensions are recorded assumptions: the reference photography does not resolve them at our scale.
- Façade surfaces remain flat blockout materials; the textured pass is `0.1.4`.
## [0.1.1] — 2026-11-08
Collision-fidelity patch. No new scope: street geometry corrections and the QA tooling that measures them.
### Fixed
- **Sidewalk outer edge ledge.** The sidewalk stood the full 0.15 m kerb height above the DEM at both edges, leaving a 15.8 cm lip where the walk route crossed from terrain onto the south sidewalk. The upstand now tapers from full at the road-side edge to zero at the building-side edge; the north route's worst step fell from 15.1 cm to 6.9 cm.
- **Crossing ramps too steep.** The kerb-flush run was a fixed 1.5 m, giving ~8.7 % (measured 10–13 cm over 1.5 m). The run is now derived from a target grade (`--max-ramp-grade`, default 8 % ⇒ 1.63 m); the crossing steps 3.4 cm at 0.25 m sampling.
### Added
- **Walk pre-check improvements** (`Art/blender/site/site_assembly.py`): sampling coverage is independent of `--sample` (it previously shrank the route), and the report now prints the grade and the arc-length/offset **location** of the worst step, so a step can be located rather than guessed.
### Changed
- **Kerb height recorded as final** at 0.15 m modelled / 0.13 m as built — a standard 6 in LA kerb; neither the 3DEP DEM nor the reference photography can resolve it further (±2 cm), which is far below the character's 45 cm step height.
### Verified
- Site meshes rebuilt and re-imported (7/7, collision flags intact), DemoMap rebuilt, packaged Development build `EXIT=0`.
- `-qaselftest` on the packaged build: walk 761 cm in 2 s at steady Z 456, reset 0 cm, pause/unpause, transect 1456 samples across 16 rows / **0 holes**, wall probe **0/35** blocking hits.
### Known limitations
- One residual **13.4 cm surface step at s≈198 m** on the south sidewalk (8.0 cm at s≈251 m north). It is not a gap and is below the 45 cm `MaxStepHeight`, so it does not block traversal; the cause is a sidewalk-strip discontinuity near a centreline vertex, recorded in `Art/blender/README.md` as a smoothness refinement.
- Kerb radii at junctions, driveway aprons, drainage inlets and pavement joints remain unmodelled (unchanged from `0.1.0`).
Nothing yet.
## [0.1.0] — 2026-11-08
The first playable release: a walkable exterior demo of the **6840 Hollywood Blvd** (El Capitan Entertainment Centre) block in Unreal Engine, built on OpenStreetMap layout data and USGS elevation, with the hero façade and the verified block frontage staged on a walkable street.
### Added
- **Unreal project** (`Game/GigLine`) — C++ game module, Enhanced Input, packaged Linux build, and a `DemoMap` that a plain launch opens directly.
- **Walkable demo level** — terrain from the 3DEP DEM, Hollywood Blvd carriageway, both sidewalks and kerbs with collision, the designated mid-block crossing, and fixed daytime lighting (sun, sky light, sky atmosphere, height fog, pinned exposure).
- **Hero façade** for 6840 Hollywood Blvd — six-column neoclassical elevation with three genuine portal recesses, entablature, parapet and motto band (`Tools/hero_facade_build.py`, `Tools/ue_hero_facade_import.py`).
- **Block frontage** — the five verified south-side neighbours (6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806–6822, 6800 Lee Drug) and the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) placed at their OSM positions.
- **First-person player** — `AGigLineCharacter`: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look, jump, reset (`R`) and pause (`Escape`); controls documented in `Docs/controls.md` and shown in-game.
- **In-game ODbL attribution** — `AGigLineHUD` draws the OpenStreetMap credit and licence line every frame.
- **QA harness** — `-qaselftest` (walk, reset, pause, seam transect, invisible-wall probe, frame-time capture) and `Tools/input_test.py` / `Tools/input_emulation.py` for OS-level virtual keyboard/mouse input.
- **Documentation** — setup, build, toolchain, licensing, ODbL review, release checks, and arc42 architecture docs.
### Fixed
- **All controls were dead in packaged and PIE builds.** The mapping-context generator wrote key bindings to the deprecated `mappings` array; UE 5.8 reads `DefaultKeyMappings.Mappings`, so the cooked game had zero runtime mappings and every key resolved to nothing. `Tools/ue_create_input_assets.py` now populates the current field.
- **"Fall-through" was an 8 m invisible box.** `Terrain_DEM` shipped only a bounding-box collision proxy; forcing complex-as-simple collision (`UGigLineAssetTools`) put the player on the actual street.
- **Reset returned the player to mid-air** — the start position is now captured on the first grounded frame.
- **Plain launch opened the engine template** — the default map now lives in `DefaultEngine.ini` and points at `DemoMap`.
- **Game target would not compile** — removed editor-only API use (`UStaticMesh::PostEditChange`, `AActor::GetActorLabel`).
- **`demo-north-buildings` screenshot** framed 85 % sky (camera 9.5 km west of the buildings); re-pointed to the building mass.
### Verified
- Both sides of the demo are traversable: 1456-sample seam transect, 0 holes, no blocking collision or invisible walls (`-qaselftest` on the packaged build).
- Placement and street scale match the reference photography and Geo measurements (road 24.3 m, sidewalk offsets 12.5/13.2 m, hero frontage 26.0 m).
- **414 fps average / p99 3.01 ms at 2560×1440** (Epic preset, TSR, VSync off, no frame generation) — far above the 60 fps target.
- Fresh checkout builds and packages with the documented external engine (UE 5.8.4).
### Known limitations
- Buildings other than the hero are flat blockout volumes; façade detail, materials and Blosm style scripts are planned for `0.1.4`.
- Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
- One block only; no vehicles, NPCs, audio, or settings UI yet.
[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.4...main
[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
[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0
No completed releases yet.
+1 -4
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@@ -60,11 +60,8 @@ Python scripts in `Tools/` drive the content pipeline:
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs). Tool rules (one script one job, result files for commandlets, clean worktree for generators, documented inventory, tests for the pure parts) are in [`AGENTS.md`](../../AGENTS.md#python-and-shell-tooling).
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs).
### QA & Review
+1 -1
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@@ -7,7 +7,7 @@
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
| Build output | `/run/media/system/DATA/Builds/GigLine` (packaged Linux build, ~1.1 GiB) |
Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
+6 -10
View File
@@ -1,9 +1,8 @@
---
title: Gig Line Architecture Documentation
description: Architecture documentation for the Gig Line Linux-first Unreal Engine 5 demo around 6840 Hollywood Blvd.
status: v0.1.0
date: 2026-11-08
---
# Gig Line Architecture Documentation
> Linux-first walking/driving demo around 6840 Hollywood Blvd
Version 0.1.0 — 2026-11-08 — initial architecture documentation
# Introduction and Goals
@@ -199,9 +198,6 @@ Python scripts in `Tools/` drive the content pipeline:
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs).
@@ -300,7 +296,7 @@ Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verific
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
| Build output | `/run/media/system/DATA/Builds/GigLine` (packaged Linux build, ~1.1 GiB) |
Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
+37 -45
View File
@@ -1,6 +1,6 @@
# Build
Fresh-checkout build, content-pipeline and packaging procedure for the walkable demo. Begun 2026-11-07 from a blank build and extended through the `0.1.x` patches; the release checks that exercise it are in [release-checks.md](release-checks.md).
Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was installed and a blank `Game/GigLine` build was packaged and launch-tested.
## Constraints
@@ -10,7 +10,8 @@ Fresh-checkout build, content-pipeline and packaging procedure for the walkable
## Engine
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at `/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at
`/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
## Fresh-checkout build
@@ -41,14 +42,20 @@ cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-project="/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
-noP4 -platform=Linux -clientconfig=Development \
-cook -build -stage -pak \
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLineQA" \
-cook -allmaps -build -stage -pak \
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLine" \
-unattended
# Expected: "AutomationTool exiting with ExitCode=0 (Success)" and "EXIT=0", ~90 s
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLineQA/Linux/GigLine.sh
# Expected: "BUILD SUCCESSFUL" (~1 min for the blank project; archive ~1.1 GiB)
# Launch test (plain, no -map): /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh
```
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load `/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty non-interactive "stuck" scene — check that `GameDefaultMap` is in `DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`). The archive directory is deliberately **outside** the repository; never archive into the checkout.
**Launch test must open the DemoMap.** A plain `./GigLine.sh` should load
`/Game/Hollywood/DemoMap` (set via `DefaultEngine.ini` `GameMapsSettings`). If it
instead opens `/Engine/Maps/Templates/OpenWorld`, the game shows an empty
non-interactive "stuck" scene — check that `GameDefaultMap` is in
`DefaultEngine.ini`, not `DefaultGame.ini`. Confirm the loaded map in the engine
log: `.../Linux/GigLine/Saved/Logs/GigLine.log` (`LoadMap: /Game/Hollywood/DemoMap`).
The archive directory is deliberately **outside** the repository; never archive into the checkout.
## Headless content checks
@@ -69,7 +76,9 @@ Both content-acceptance tests run headless and are the template for all asset im
## Content pipeline (current)
The hero block and the demo level are built by a fixed sequence. Each step writes a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout can be swallowed.
The hero block and the demo level are built by a fixed sequence. Each step writes
a result file under `/tmp/gigline/`; read it, because the commandlet's own stdout
can be swallowed.
| Step | Tool | Output |
| --- | --- | --- |
@@ -77,23 +86,21 @@ The hero block and the demo level are built by a fixed sequence. Each step write
| Terrain | `Art/blender/terrain/terrain_from_dem.py` | `Art/blender/terrain/terrain-*.blend` |
| Street | `Art/blender/street/street_mesh.py` | `Art/blender/street/street-*.blend` |
| Site assembly | `Art/blender/site/site_assembly.py` | `Art/blender/site/site-*.blend` |
| Site export | `Art/blender/site/export_site_fbx.py` | seven FBXs, one per mesh (terrain, road, both sidewalks, both kerbs, crossing) |
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON part report |
| Block frontage | `Tools/export_block_frontage.py` | six frontage FBXs from the blockout |
| North buildings | `Tools/export_north_buildings.py` | TCL and Tussaud's FBXs from the blockout |
| Site export | `Art/blender/site/export_site_fbx.py` | six FBXs, one per mesh |
| Hero façade | `Tools/hero_facade_build.py` | `Art/blender/hero/hero-facade-*.blend` + JSON report |
| Site import | `Tools/ue_import_site.py` | `/Game/Hollywood/Site/*` |
| Frontage import | `Tools/ue_import_block_frontage.py` | `/Game/Hollywood/Frontage/*` |
| North import | `Tools/ue_import_north_buildings.py` | `/Game/Hollywood/North/*` |
| Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
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:
- **One conversion.** Metres to Unreal centimetres happens only in `Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record the result and `Geo/tools/asset_metadata.py audit` re-derives it.
- **Collision is decided at import,** not later: terrain, road and sidewalks are complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed street ramps straight across the kerb.
- **One conversion.** Metres to Unreal centimetres happens only in
`Geo/tools/osm_common.py::to_unreal_local`. Sidecars (`<asset>.geo.json`) record
the result and `Geo/tools/asset_metadata.py audit` re-derives it.
- **Collision is decided at import,** not later: terrain, road and sidewalks are
complex-as-simple; kerbs and props stay simple. A simple hull over a kerbed
street ramps straight across the kerb.
## Known engine quirks (2026-11-07)
@@ -103,35 +110,20 @@ Two rules that the pipeline enforces rather than documents:
## Packaged Linux build
Current QA archive: `/run/media/system/DATA/Builds/GigLineQA`. A plain `./GigLine.sh` opens `/Game/Hollywood/DemoMap`; controls are in [controls.md](controls.md) and shown in-game bottom-right. The packaged log is written **relative to the wrapper's working directory**, i.e. `<archive>/Linux/GigLine/Saved/Logs/GigLine.log` — not into the repository.
Behaviour check without a human at the keyboard:
```bash
cd /run/media/system/DATA/Builds/GigLineQA/Linux
./GigLine.sh -windowed -ResX=1280 -ResY=720 -nosplash -qaselftest
# then read <archive>/Linux/GigLine/Saved/Logs/GigLine.log for "GigLine QA:" lines
```
`-qaselftest` walks for 2 s, resets, pauses/unpauses, sweeps a 16-row seam transect, fires a ground-referenced 21 m wall probe along the street, fires 40 m façade-occlusion traces sideways from the road centre wherever a building is staged, and writes a frame-time series to `Saved/Profiling/`. Every phase logs `... PASS`/`FAIL` and the run ends with `RESULT`.
## Traps that cost real time in `0.1.x`
| Symptom | Cause | Fix |
| --- | --- | --- |
| A builder reports success but the asset is unchanged | `.blend`/`.umap` are LFS-tracked and check out **read-only**; Blender and Unreal fail the save quietly | `chmod u+w <file>` first — `ue_build_*`/`ue_hero_facade_import` and every Blender builder need it |
| `File format is not supported` when reopening a `.blend` | `hero_facade_build.py --out` writes the **FBX**; putting the `.blend` path there overwrites it with FBX bytes | `--out /tmp/…fbx --save-blend Art/…blend --report Art/…json` |
| `Add-on not loaded: "bl_ext.blender_org.mpfb"` | `mpfb_character_export.py` needs the MPFB add-on visible to Blender | export `BLENDER_USER_SCRIPTS` (see the invocation in [../Art/blender/README.md](../Art/blender/README.md)) |
| The packaged run exits after a couple of seconds during QA | `GigLineShotActor` runs its screenshot list and quits (`bQuitWhenDone`) | it skips its rounds when `-qaselftest` is on the command line — keep that guard |
| Headless `-nullrhi` traces report no hits for everything | the null RHI has no physics scene | verify traces in the **packaged** run (`-qaselftest`), never in a commandlet |
| Import logs "No smoothing group information" for every mesh | `mesh_smooth_type="OFF"` in the FBX export | use `Tools/fbx_export_preset.py` (`FACE`) |
- 2026-11-07: blank `Game/GigLine` Development build packaged via the command above; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine/Linux`; `GigLine.sh` launched on the desktop session, Vulkan swapchain created, 759 frames rendered across a 60 s smoke test. Controls document to be written with the first playable (`0.1.0` Gameplay section).
## PIE input test (compare editor vs packaged input intake)
Use to isolate whether the "no controls respond" bug is the packaged standalone's input intake or the Enhanced Input wiring generally.
Use to isolate whether the "no controls respond" bug is the packaged standalone's
input intake or the Enhanced Input wiring generally.
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the green **Play** (PIE) button and walk / mouse-look.
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the
green **Play** (PIE) button and walk / mouse-look.
- Interpretation:
- PIE **works** -> the Enhanced Input wiring is fine and the standalone packaged build's SDL input intake is the environment-dependent bug.
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild the input config / character from scratch.
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` + `GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at `(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
- PIE **works** -> the Enhanced Input wiring is fine and the standalone
packaged build's SDL input intake is the environment-dependent bug.
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild
the input config / character from scratch.
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` +
`GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at
`(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
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# Controls (`0.1.0` walkable demo)
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
| Action | Key | Notes |
| --- | --- | --- |
| Move forward | `W` | 4 m/s walk |
| Move back | `S` | |
| Strafe right | `D` | |
| Strafe left | `A` | |
| Look | Mouse | Captured on launch; `Escape` releases it |
| Jump | `Space` | |
| Reset to start | `R` | Returns to the grounded spawn point |
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
## Notes
- Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
## Testing input without a physical keyboard
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
```bash
python3 Tools/input_test.py --sequence move:2,look:3
```
It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.
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@@ -21,7 +21,6 @@ Project-owned documentation is also dedicated under [CC0 1.0](../LICENSE). Third
## Open decisions
- **Reference photography retention.** Decided 2026-11-06: reference images are **not** committed. Licensing is not the gate for local, private development use, so images are simply kept out of the repository (`Art/reference/` is gitignored) and their provenance stays in the local sidecars. The gate moves to the shipped output: if a shipped asset would derive from a reference photograph, that is a release-time licensing decision, recorded in `THIRD_PARTY_NOTICES.md` before the asset ships.
- **ODbL posture for OSM-derived geometry.** Decided 2026-11-08: the shipped streets/footprints/sidewalks are a Produced Work of the OpenStreetMap database. Obligations held: on-screen attribution (HUD), ODbL link, and the source extract committed with provenance. Share-alike applies to the data layer only; project code and art stay CC0. Full review in [Docs/odbl-review.md](Docs/odbl-review.md).
## Provenance sources
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# ODbL review — OpenStreetMap-derived data in the shipped build
Status: **decision recorded 2026-11-08** (closes the TODO "Review ODbL obligations" item).
## 1. What OSM data the project touches
| Use | Where it lives | In the shipped build? |
| --- | --- | --- |
| Raw OSM extract (Hollywood block, 2026-11-06) | `Geo/raw/osm-api-map-2026-11-06.osm` (+2 building ways `.json`), committed | No — dev data only, not packed |
| Blosm blockout geometry (streets, building footprints, sidewalks) | Crates/site meshes derived from the extract, imported to Unreal | **Yes** — the walkable block geometry derives from OSM layout |
| USGS 3DEP DEM elevation | `Geo/raw/dem-3dep-1m-26911-2026-11-06.tif` | Yes — but public domain (US Government work), independent of ODbL |
So the shipped build contains **buildings, streets and sidewalks whose footprints come from OSM data** (layout geometry). That geometry is a **derivative database/knowledge extract** under the ODbL framing.
## 2. ODbL obligations (Open Database Licence 1.0)
ODbL = Open Database Licence (Open Data Commons, version 1.0). The OSM community contract uses it for the OpenStreetMap database.
Key obligations when you **redistribute or produce a derivative database**:
1. **Attribution** — credit the database, with a notice visible to users, and provide a link to the licence.
2. **Share-alike** — a derivative database (including a "Produced Work" from it) must be offered under ODbL, and changes must be made available.
3. **Keep the data open** — do not add technical or legal restrictions that prevent others from using the database under ODbL.
4. **No database right / extraction limits** — substantial extraction/use must follow the licence's "extraction and reuse" terms.
Important nuance: ODbL governs the **database** (the OSM data as a collection and the knowledge it encodes). **Separate creative content** — art, code, models authored by the project — is not a "database" and does not carry the share-alike obligation. The game's own code and artist-authored geometry are project-owned (CC0 per `LICENSE`).
## 3. Where the project stands
| Obligation | Held by | Evidence |
| --- | --- | --- |
| Attribution in the game | **Yes** — on-screen credit every frame | `AGigLineHUD` draws "© OpenStreetMap contributors" and "Data © OpenStreetMap contributors, ODbL 1.0 — openstreetmap.org/copyright" bottom-left (`GigLineHUD.h` lines 29/33) |
| Attribution in the repo | **Yes** — provenance + licence recorded | `THIRD_PARTY_NOTICES.md` Geographic data table; `Geo/manifests/2026-11-06-osm-api-map.md` |
| Licence text available | **Yes** — link + notice | HUD link to openstreetmap.org/copyright (ODbL); THIRD_PARTY_NOTICES points at ODbL 1.0 |
| Source data available (share-alike enabler) | **Yes** — the exact extract is committed, with bbox/date/hash | `Geo/raw/osm-api-map-2026-11-06.osm` + manifest |
| Derivative database offered under ODbL | **Recorded as a decision** — see §4 | This document |
## 4. Decision: posture for the derived geometry
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a **Produced Work / derivative database** of the OpenStreetMap database.
- The **share-alike obligation is accepted for the data layer only**. The release must carry: (a) the on-screen attribution (implemented), (b) the ODbL link (implemented), and (c) an offer of the OSM source for the geometry — satisfied by the committed raw extract plus its manifest.
- **Project creative work (code, shaders, artist-authored façades, textures) is NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no share-alike obligation. Only geometry that can be argued to encode OSM database facts (streets, building footprints, sidewalk layouts) is in scope.
- **No new obligation is created by the DEM**: 3DEP is US Government public domain and is independent of ODbL.
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial imagery are separately licensed); the project already treats OSM as layout only (`Docs/licensing.md` rule 3).
Release checklist items this lands:
- [x] In-game attribution shown (HUD).
- [x] ODbL notice + link (HUD + THIRD_PARTY_NOTICES).
- [x] Source OSM data committed with provenance (manifest: date, bbox, SHA-256).
- [x] Posture recorded here for the release gate.
## 5. Remaining (tracked separately)
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only, not distributed — must be checked once, not a release blocker for ODbL).
- Façade signage/trademarks: separate rights from the photograph, own the geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference photography" rules).
## 6. Sources checked
- ODbL text: <https://opendatacommons.org/licenses/odbl/1-0/>
- OSM licence summary: <https://www.openstreetmap.org/copyright>
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints (objective standard: attribution + produced-work offer, share-alike limited to the data layer).
Not reviewed here (out of scope for this item): engine redistribution terms (Epic), MPFB asset terms, street-prop reuse terms — all tracked in `THIRD_PARTY_NOTICES.md`.
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712,2.393
713,2.682
714,2.155
715,2.364
716,2.369
717,2.345
718,2.338
719,2.379
720,2.601
721,2.433
722,2.513
723,2.496
724,2.967
725,2.579
726,2.513
727,2.497
728,2.268
729,2.610
730,2.122
731,2.441
732,2.628
733,2.468
734,2.228
735,2.377
736,2.401
737,2.267
738,2.391
739,2.624
740,2.467
741,2.334
742,2.281
743,2.385
744,2.297
745,2.432
746,2.300
747,2.591
748,2.408
749,2.330
750,2.275
751,2.374
752,2.385
753,2.336
754,2.628
755,2.263
756,2.397
757,2.431
758,2.387
759,2.326
760,2.398
761,2.554
762,2.389
763,2.310
764,2.465
765,2.402
766,2.263
767,2.688
768,2.262
769,2.439
770,2.164
771,2.312
772,2.342
773,2.395
774,2.322
775,2.617
776,2.289
777,2.343
778,2.333
779,2.348
780,2.497
781,2.299
782,2.589
783,2.358
784,2.442
785,2.235
786,2.716
787,2.350
788,2.839
789,2.490
790,2.439
791,2.438
792,2.464
793,2.527
794,2.897
795,1.939
796,2.509
797,3.275
798,2.123
799,2.300
800,2.425
801,2.699
802,2.275
803,2.523
804,2.232
805,3.105
806,2.195
807,2.389
808,2.264
809,2.813
810,2.257
811,2.300
812,2.543
813,2.283
814,2.533
815,2.308
816,2.481
817,2.374
818,2.504
819,3.008
820,2.266
821,2.351
822,2.459
823,2.748
824,2.512
825,2.257
826,2.434
827,2.430
828,2.253
1 frame ms
2 0 2.419
3 1 2.502
4 2 2.360
5 3 2.395
6 4 2.174
7 5 2.539
8 6 2.421
9 7 2.322
10 8 2.455
11 9 2.345
12 10 2.510
13 11 2.076
14 12 2.287
15 13 2.345
16 14 2.398
17 15 2.451
18 16 2.358
19 17 2.303
20 18 2.322
21 19 2.325
22 20 2.370
23 21 2.277
24 22 2.591
25 23 2.312
26 24 2.333
27 25 2.281
28 26 2.453
29 27 2.351
30 28 2.348
31 29 2.452
32 30 2.402
33 31 2.271
34 32 2.314
35 33 2.304
36 34 2.377
37 35 2.443
38 36 2.589
39 37 2.267
40 38 2.554
41 39 2.075
42 40 2.406
43 41 2.395
44 42 2.509
45 43 2.291
46 44 2.370
47 45 2.278
48 46 2.531
49 47 2.289
50 48 2.345
51 49 2.459
52 50 2.495
53 51 2.319
54 52 2.310
55 53 2.528
56 54 2.266
57 55 2.134
58 56 2.413
59 57 2.479
60 58 2.307
61 59 2.343
62 60 2.343
63 61 2.313
64 62 2.317
65 63 2.437
66 64 2.618
67 65 2.316
68 66 2.275
69 67 2.355
70 68 2.496
71 69 3.997
72 70 1.704
73 71 2.353
74 72 2.285
75 73 2.434
76 74 2.389
77 75 2.356
78 76 2.330
79 77 2.531
80 78 2.477
81 79 2.260
82 80 2.493
83 81 2.136
84 82 2.432
85 83 2.324
86 84 2.498
87 85 2.430
88 86 2.364
89 87 2.346
90 88 2.374
91 89 2.370
92 90 2.469
93 91 2.394
94 92 2.653
95 93 2.326
96 94 2.441
97 95 2.285
98 96 2.397
99 97 2.411
100 98 2.333
101 99 2.582
102 100 2.372
103 101 2.375
104 102 2.631
105 103 2.965
106 104 3.026
107 105 2.361
108 106 2.379
109 107 2.281
110 108 2.321
111 109 2.503
112 110 2.532
113 111 2.646
114 112 2.486
115 113 2.462
116 114 2.115
117 115 2.502
118 116 2.149
119 117 2.329
120 118 2.306
121 119 2.578
122 120 2.298
123 121 2.323
124 122 2.318
125 123 2.307
126 124 2.482
127 125 2.383
128 126 2.470
129 127 2.285
130 128 2.392
131 129 2.402
132 130 2.455
133 131 2.296
134 132 2.294
135 133 2.577
136 134 2.288
137 135 2.537
138 136 2.214
139 137 2.279
140 138 2.664
141 139 2.348
142 140 2.444
143 141 2.430
144 142 2.269
145 143 2.317
146 144 2.392
147 145 2.350
148 146 2.333
149 147 2.558
150 148 2.401
151 149 2.335
152 150 2.203
153 151 2.473
154 152 2.471
155 153 2.677
156 154 1.980
157 155 2.721
158 156 2.139
159 157 2.277
160 158 2.348
161 159 2.312
162 160 2.412
163 161 2.498
164 162 2.372
165 163 2.421
166 164 2.249
167 165 2.525
168 166 2.750
169 167 2.465
170 168 2.560
171 169 2.400
172 170 2.310
173 171 2.423
174 172 2.274
175 173 2.482
176 174 2.581
177 175 2.375
178 176 2.285
179 177 2.325
180 178 2.386
181 179 2.379
182 180 2.344
183 181 2.424
184 182 2.635
185 183 2.188
186 184 2.378
187 185 2.258
188 186 2.361
189 187 2.445
190 188 2.280
191 189 2.589
192 190 2.373
193 191 2.349
194 192 2.514
195 193 2.153
196 194 2.271
197 195 2.519
198 196 2.469
199 197 2.509
200 198 2.293
201 199 2.324
202 200 2.317
203 201 2.569
204 202 2.400
205 203 2.527
206 204 2.406
207 205 2.347
208 206 2.361
209 207 2.414
210 208 2.320
211 209 2.481
212 210 2.462
213 211 2.333
214 212 2.306
215 213 2.334
216 214 2.377
217 215 2.447
218 216 2.465
219 217 2.431
220 218 2.304
221 219 2.551
222 220 2.308
223 221 2.373
224 222 2.286
225 223 2.389
226 224 2.524
227 225 2.309
228 226 2.367
229 227 2.358
230 228 2.512
231 229 2.235
232 230 2.320
233 231 2.581
234 232 2.308
235 233 2.410
236 234 2.531
237 235 2.322
238 236 2.585
239 237 2.453
240 238 2.407
241 239 2.279
242 240 2.464
243 241 2.336
244 242 2.282
245 243 2.487
246 244 2.557
247 245 2.214
248 246 2.390
249 247 2.535
250 248 2.234
251 249 2.220
252 250 2.491
253 251 2.446
254 252 2.356
255 253 2.296
256 254 2.502
257 255 2.400
258 256 2.255
259 257 2.592
260 258 2.288
261 259 2.310
262 260 2.443
263 261 2.326
264 262 2.392
265 263 2.414
266 264 2.332
267 265 2.501
268 266 2.381
269 267 2.331
270 268 2.355
271 269 2.331
272 270 2.452
273 271 2.476
274 272 2.625
275 273 2.297
276 274 2.411
277 275 2.254
278 276 2.355
279 277 2.368
280 278 2.416
281 279 2.531
282 280 2.358
283 281 2.349
284 282 2.372
285 283 2.355
286 284 2.388
287 285 2.253
288 286 2.679
289 287 2.415
290 288 2.346
291 289 2.340
292 290 2.390
293 291 2.356
294 292 2.311
295 293 2.582
296 294 2.344
297 295 2.532
298 296 2.309
299 297 2.319
300 298 2.434
301 299 2.413
302 300 2.510
303 301 2.509
304 302 2.441
305 303 2.262
306 304 2.482
307 305 2.397
308 306 2.386
309 307 2.498
310 308 2.409
311 309 2.321
312 310 2.395
313 311 2.927
314 312 2.988
315 313 2.479
316 314 2.328
317 315 2.392
318 316 2.764
319 317 1.912
320 318 2.353
321 319 2.569
322 320 2.505
323 321 2.299
324 322 2.310
325 323 2.414
326 324 2.342
327 325 2.488
328 326 2.365
329 327 2.515
330 328 2.224
331 329 2.466
332 330 2.309
333 331 2.380
334 332 2.319
335 333 2.453
336 334 2.639
337 335 2.300
338 336 2.480
339 337 2.116
340 338 2.343
341 339 2.263
342 340 2.641
343 341 2.473
344 342 2.281
345 343 2.511
346 344 2.300
347 345 2.290
348 346 2.348
349 347 2.306
350 348 2.820
351 349 2.170
352 350 2.425
353 351 2.290
354 352 2.354
355 353 2.256
356 354 2.316
357 355 2.586
358 356 2.308
359 357 2.318
360 358 2.376
361 359 2.364
362 360 2.347
363 361 2.451
364 362 2.297
365 363 2.574
366 364 2.518
367 365 2.191
368 366 2.312
369 367 2.314
370 368 2.421
371 369 2.476
372 370 2.697
373 371 2.183
374 372 2.402
375 373 2.322
376 374 2.690
377 375 3.341
378 376 2.525
379 377 2.423
380 378 2.467
381 379 2.350
382 380 2.235
383 381 3.062
384 382 2.342
385 383 2.556
386 384 2.308
387 385 2.366
388 386 2.396
389 387 2.573
390 388 2.818
391 389 2.460
392 390 2.367
393 391 2.335
394 392 2.323
395 393 2.529
396 394 2.554
397 395 2.758
398 396 2.544
399 397 2.394
400 398 2.332
401 399 2.289
402 400 2.703
403 401 2.451
404 402 2.682
405 403 2.498
406 404 2.500
407 405 2.281
408 406 2.429
409 407 2.493
410 408 2.963
411 409 2.419
412 410 2.304
413 411 2.322
414 412 2.302
415 413 2.604
416 414 2.349
417 415 2.797
418 416 2.552
419 417 2.296
420 418 2.340
421 419 2.585
422 420 2.463
423 421 2.269
424 422 2.782
425 423 2.479
426 424 2.491
427 425 2.206
428 426 2.709
429 427 2.325
430 428 2.589
431 429 2.607
432 430 2.445
433 431 2.410
434 432 2.897
435 433 2.166
436 434 2.247
437 435 2.815
438 436 2.430
439 437 2.368
440 438 2.544
441 439 2.543
442 440 2.277
443 441 2.422
444 442 2.779
445 443 2.530
446 444 2.373
447 445 2.642
448 446 2.475
449 447 2.233
450 448 2.323
451 449 3.161
452 450 2.036
453 451 2.269
454 452 2.700
455 453 2.355
456 454 2.284
457 455 2.931
458 456 2.389
459 457 2.426
460 458 2.341
461 459 2.396
462 460 2.296
463 461 2.438
464 462 2.583
465 463 2.309
466 464 2.647
467 465 2.184
468 466 2.401
469 467 2.276
470 468 2.330
471 469 2.550
472 470 2.469
473 471 2.370
474 472 2.376
475 473 2.483
476 474 2.213
477 475 2.286
478 476 2.339
479 477 2.522
480 478 2.374
481 479 2.354
482 480 2.356
483 481 2.309
484 482 2.523
485 483 2.589
486 484 2.007
487 485 2.830
488 486 2.211
489 487 2.350
490 488 2.338
491 489 2.271
492 490 2.740
493 491 2.495
494 492 2.356
495 493 2.351
496 494 2.355
497 495 2.284
498 496 2.340
499 497 2.367
500 498 2.666
501 499 2.702
502 500 2.653
503 501 1.895
504 502 2.422
505 503 2.288
506 504 2.468
507 505 2.813
508 506 2.235
509 507 2.862
510 508 2.273
511 509 2.495
512 510 2.192
513 511 2.684
514 512 2.679
515 513 2.292
516 514 2.370
517 515 2.447
518 516 2.570
519 517 3.059
520 518 2.939
521 519 2.289
522 520 2.375
523 521 2.357
524 522 2.420
525 523 2.280
526 524 2.570
527 525 2.590
528 526 2.522
529 527 2.200
530 528 2.229
531 529 2.466
532 530 2.722
533 531 2.056
534 532 2.658
535 533 2.298
536 534 2.329
537 535 2.516
538 536 2.205
539 537 2.390
540 538 2.366
541 539 2.439
542 540 2.361
543 541 2.326
544 542 2.376
545 543 2.427
546 544 2.362
547 545 2.336
548 546 2.494
549 547 2.334
550 548 2.319
551 549 2.386
552 550 2.384
553 551 2.273
554 552 2.379
555 553 2.656
556 554 2.264
557 555 2.298
558 556 2.375
559 557 2.378
560 558 2.416
561 559 2.486
562 560 2.395
563 561 2.456
564 562 2.256
565 563 2.282
566 564 2.300
567 565 2.439
568 566 2.439
569 567 2.896
570 568 2.049
571 569 2.322
572 570 2.372
573 571 2.432
574 572 2.295
575 573 2.298
576 574 2.552
577 575 2.365
578 576 2.444
579 577 2.421
580 578 2.704
581 579 2.255
582 580 2.904
583 581 2.389
584 582 2.314
585 583 2.528
586 584 2.223
587 585 2.588
588 586 2.296
589 587 2.282
590 588 2.676
591 589 2.286
592 590 2.390
593 591 2.408
594 592 2.361
595 593 2.404
596 594 2.326
597 595 2.483
598 596 2.412
599 597 2.468
600 598 2.454
601 599 2.245
602 600 2.580
603 601 2.306
604 602 2.496
605 603 2.445
606 604 2.363
607 605 2.316
608 606 2.504
609 607 2.185
610 608 2.649
611 609 2.218
612 610 2.401
613 611 2.494
614 612 2.271
615 613 2.332
616 614 2.296
617 615 2.479
618 616 2.406
619 617 2.377
620 618 2.382
621 619 2.437
622 620 2.222
623 621 2.428
624 622 2.316
625 623 2.569
626 624 2.450
627 625 2.354
628 626 2.305
629 627 2.297
630 628 2.346
631 629 2.435
632 630 2.506
633 631 2.671
634 632 2.185
635 633 2.293
636 634 2.362
637 635 2.552
638 636 2.566
639 637 2.446
640 638 2.304
641 639 2.348
642 640 2.352
643 641 2.357
644 642 2.371
645 643 2.557
646 644 2.339
647 645 2.333
648 646 2.325
649 647 2.420
650 648 2.355
651 649 2.457
652 650 2.512
653 651 2.364
654 652 2.790
655 653 2.245
656 654 2.109
657 655 2.333
658 656 2.338
659 657 2.555
660 658 2.351
661 659 2.486
662 660 2.342
663 661 2.283
664 662 2.240
665 663 2.468
666 664 2.655
667 665 2.314
668 666 2.281
669 667 2.452
670 668 2.320
671 669 2.366
672 670 2.533
673 671 2.590
674 672 2.264
675 673 2.365
676 674 2.354
677 675 2.350
678 676 2.377
679 677 2.627
680 678 2.369
681 679 2.394
682 680 2.389
683 681 2.261
684 682 2.363
685 683 2.400
686 684 2.308
687 685 2.565
688 686 2.394
689 687 2.347
690 688 2.329
691 689 2.369
692 690 2.417
693 691 2.520
694 692 2.222
695 693 2.428
696 694 2.368
697 695 2.390
698 696 2.291
699 697 2.474
700 698 2.309
701 699 2.732
702 700 2.419
703 701 2.291
704 702 2.367
705 703 2.422
706 704 2.476
707 705 2.211
708 706 2.560
709 707 2.351
710 708 2.350
711 709 2.352
712 710 2.284
713 711 2.377
714 712 2.393
715 713 2.682
716 714 2.155
717 715 2.364
718 716 2.369
719 717 2.345
720 718 2.338
721 719 2.379
722 720 2.601
723 721 2.433
724 722 2.513
725 723 2.496
726 724 2.967
727 725 2.579
728 726 2.513
729 727 2.497
730 728 2.268
731 729 2.610
732 730 2.122
733 731 2.441
734 732 2.628
735 733 2.468
736 734 2.228
737 735 2.377
738 736 2.401
739 737 2.267
740 738 2.391
741 739 2.624
742 740 2.467
743 741 2.334
744 742 2.281
745 743 2.385
746 744 2.297
747 745 2.432
748 746 2.300
749 747 2.591
750 748 2.408
751 749 2.330
752 750 2.275
753 751 2.374
754 752 2.385
755 753 2.336
756 754 2.628
757 755 2.263
758 756 2.397
759 757 2.431
760 758 2.387
761 759 2.326
762 760 2.398
763 761 2.554
764 762 2.389
765 763 2.310
766 764 2.465
767 765 2.402
768 766 2.263
769 767 2.688
770 768 2.262
771 769 2.439
772 770 2.164
773 771 2.312
774 772 2.342
775 773 2.395
776 774 2.322
777 775 2.617
778 776 2.289
779 777 2.343
780 778 2.333
781 779 2.348
782 780 2.497
783 781 2.299
784 782 2.589
785 783 2.358
786 784 2.442
787 785 2.235
788 786 2.716
789 787 2.350
790 788 2.839
791 789 2.490
792 790 2.439
793 791 2.438
794 792 2.464
795 793 2.527
796 794 2.897
797 795 1.939
798 796 2.509
799 797 3.275
800 798 2.123
801 799 2.300
802 800 2.425
803 801 2.699
804 802 2.275
805 803 2.523
806 804 2.232
807 805 3.105
808 806 2.195
809 807 2.389
810 808 2.264
811 809 2.813
812 810 2.257
813 811 2.300
814 812 2.543
815 813 2.283
816 814 2.533
817 815 2.308
818 816 2.481
819 817 2.374
820 818 2.504
821 819 3.008
822 820 2.266
823 821 2.351
824 822 2.459
825 823 2.748
826 824 2.512
827 825 2.257
828 826 2.434
829 827 2.430
830 828 2.253
+8 -126
View File
@@ -34,129 +34,11 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
## Check-record template
| Version | Check | Result | Evidence | Date |
| --- | --- | --- | --- | --- |
| `0.1.0` | Traversal, both sides | PASS — Blender pre-check + in-engine swept transect, 0 holes, ground Z 317..395 | `-qaselftest`, TODO 0.1.0 notes | 2026-11-08 |
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
## `0.1.0` — Placement vs references — record (2026-11-08)
Checked against the reference photography (`Art/reference/`) and the Geo measurements (`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via `Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions probed from the DemoMap (commandlet, 2026-11-08).
### Placement and scale (in-engine ↔ reference)
| Quantity | In-engine (probed world-space) | Reference | Match |
| --- | --- | --- | --- |
| Road (Hollywood Blvd carriageway) | Y −13.82..+10.47 m → **24.3 m** | crossing ways 20.9–25.9 m | ✓ within range |
| South sidewalk strip | 7.3 m (bbox incl. kerb apron); built walkable strip 4.0 m per `Art/blender/README.md` | 12.6 m centreline offset; strip width from setback arithmetic | ✓ offset 12.5 m ≈ ref 12.6 m |
| North sidewalk strip | 8.6 m (bbox); built strip 5.3 m | 13.6 m centreline offset | ✓ offset 13.2 m ≈ ref 13.6 m |
| Kerbs | 3.3 m apron face to 0.13 m upstand | 0.15 m assumption; photo check pending (`0.1.1` Kerb height item) | ≈ (recorded deviation) |
| Hero façade (6840 El Capitan Ent. Ctr.) | X −146.38..−120.34 m (26.0 m frontage), Y +13.0..+25.6 m from road centre (13.0 m deep) | 6840 setback 14.5 m; 25.75 m frontage (resolved) | ✓ frontage; setback ~1.5 m deeper than ref (recorded) |
| El Capitan Theatre (6838) | X −120.82..−82.10 m, Y +13.4..+68.5 m | theatre east of 6840 | ✓ east |
| South frontage run (6922, 6902, 6838, 6822, 6806, 6800) | X −242.76..−14.37 m, all Y +12..+68 m | verified OSM footprints in place | ✓ |
| North buildings TCL / Tussaud's | TCL X −228.9..−184.4, Y −94.3..−18.0; Tussaud's X −270.7..−228.0, Y −75.9..−18.9 | north of the Blvd, west of hero (per OSM) | ✓ placed north (−Y) across the road |
### Visual comparison (demo views vs references)
| Shot | Reference(s) used | Verdict | Notes |
| --- | --- | --- | --- |
| `review-demo-spawn-view` | `hollywood/el-capitan-facade-day-*` (CC BY 2.0), `el-capitan-entrance/*` | PASS | Facade frontage, column rhythm and neighbour massing match; camera frames the whole block from the north sidewalk. |
| `review-demo-street-level` | `hollywood/el-capitan-theatre-blade-sign-*`, `premiere-staging-*` | PASS | Street-level colonnade + frontage neighbours; sidewalk depth consistent with the blade-sign frame. |
| `review-demo-crossing` | street-profile crossing s=130.1 m | PASS | Zebra markings visible along the crosswalk; kerb flushed at the crossing. |
| `review-demo-north-buildings` | north-side OSM positions; TCL/Tussaud's `Art/reference/north-*` | PASS | Camera re-pointed 2026-11-08 (was 9.5 km west → 85% sky); buildings now framed. Flat blockout surfaces are the `0.1.4` scope. |
### Deliberate deviations recorded
- **North/south building surfaces are flat blockouts** (bloblike, no façade detail). Detail texturing/façade style is the planned `0.1.4` (Proper building façades) work; placement and massing are what this check verifies.
- **Kerb upstand 0.13 m as built vs 0.15 m assumed**; the DEM cannot resolve a kerb — tracked in `0.1.1` (Kerb height assumption).
- **Sidewalk surface detail** (railings, pavers, domes) not modelled — outside `0.1.0` scope.
- **Crossing ramps are kerb flushes, not graded ramps** — the `0.1.1` Crossing ramp gradient item.
- Site identity (the neoclassical hero with motto band) matches the 2009 façade photograph and the 1922 Masonic elevation within blockout fidelity.
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified flat surfaces as "unexpected" — those flags are the deliberate deviations above, not placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
## `0.1.0` — Collision and packaging — audit note (2026-11-08)
Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselftest`.
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3 lane centres; the seam rows are what this check adds.)
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above the local ground, along the road and both seam rows. Result **0/35 blocking hits inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking height toward each frontage, required only where the map stages a building (the spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`). Result **0/9 directions without a blocking wall** — the player cannot walk through the hero or the frontage. This probe found the hero façade had **no simple collision** at all (complex-only, so traces and capsule sweeps passed through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were tried first and rejected: on a 95-part, 26 m façade they bulged into the street (the wall probe went 0/35 → 2/35). (First pass used a fixed Z 160 start; the street is at Z ~366, so the probe started inside the earth and reported every row as a dist-0 blocker. Grounding the probe fixed that measurement bug.)
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause `IsGamePaused()=1`, unpause 0 — all PASS.
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits cleanly. The `GigLineShotActor` screenshot rounds are suppressed under `-qaselftest` so they cannot quit the run before the audit phases.
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge artifacts of the widened extent, not walkable holes — the walkable corridor is continuous (walk + transect both PASS).
## `0.1.0` — 60 FPS at 1440p — record (2026-11-08)
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5, NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at 3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3, sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3, sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**, default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable** (`r.Streamline.FrameGeneration.Mode` absent → -999).
**Route:** the deterministic `-qaselftest` traversal — spawn `(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are captured every frame over that route (829 frames), not a single sample.
**Result at 2560×1440:**
| Metric | Value |
| --------------- | --------------------- |
| Frames captured | 829 |
| Average | **2.42 ms → 414 fps** |
| p50 | 2.38 ms |
| p95 | 2.71 ms |
| p99 | 3.01 ms (≈332 fps) |
| Max | 4.00 ms |
**Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS target without frame generation.
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another game instance / busy compositor overlapped the capture; repeated clean runs (windowed and fullscreen, Wayland and X11 drivers, window focused) all measured ~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
**Reproduce:**
```bash
# from Game/…/Saved: the run writes Profiling/perf-walk-frametimes.csv
./GigLine.sh -fullscreen -ResX=2560 -ResY=1440 -nosplash -qaselftest \
-ExecCmds="sg.ViewDistanceQuality 3,sg.ShadowQuality 3,sg.GlobalIlluminationQuality 3,sg.ReflectionQuality 3,sg.PostProcessQuality 3,sg.TextureQuality 3,sg.EffectsQuality 3,sg.FoliageQuality 3,sg.ShadingQuality 3"
```
Committed frame-time series: `Docs/perf/0.1.0-walk-frametimes.csv`.
## `0.1.0` — Fresh checkout build — record (2026-11-08)
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean directory with no prior state:
```bash
git clone https://git.allucanget.biz/zwitschi/gig-line.git /tmp/fresh-check
cd /tmp/fresh-check && git lfs install && git lfs pull
Tools/check-lfs.sh # -> "LFS check OK: 130 LFS-tracked file(s)"
cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/Linux/Build.sh GigLineEditor Linux Development \
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
-project=/tmp/fresh-check/Game/GigLine/GigLine.uproject -WaitMutex
```
- Clone of `main` at `4bc41e9`; LFS objects fetched (`DemoMap.umap` is real UE package content, not a pointer).
- `GigLineEditor` → **Result: Succeeded** (28.2 s); produced `/tmp/fresh-check/Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so`.
- `GigLine` (game) → **Result: Succeeded** (26.9 s).
- Engine: documented external install at `/run/media/system/DATA/Engines/UE_5.8.4` (UE 5.8.4), system clang; no machine-specific paths beyond the documented `-project=` argument.
**Verdict: PASS.**
## `0.1.0` — Packaged Linux build + documented controls — record (2026-11-08)
**Package:** `RunUAT BuildCookRun … -platform=Linux -clientconfig=Development -cook -build -stage -pak -archive -archivedirectory=/run/media/system/DATA/Builds/GigLineQA` → `EXIT=0` (Success).
**Launch:** `./GigLine.sh -windowed` (plain, no map argument) → `LogLoad: LoadMap: /Game/Hollywood/DemoMap?Name=Player` — the packaged game opens the walkable demo directly (the default-map fix holds in a package, not just the editor). No `LogLinker`/missing-asset/failed-to-find errors in the run.
**Controls documented and shown in-game:**
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus how to test input headlessly.
- `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause".
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px (a single right-aligned line), attributed text bottom-left. Screenshot: `Docs/perf/0.1.0-packaged-hud-controls.png`.
**Verdict: PASS.**
| Version | Check | Result | Evidence | Date |
| ------- | ----------------------- | ------ | -------- | ---- |
| `0.1.0` | Traversal, both sides | — | — | — |
| `0.1.0` | Placement vs references | — | — | — |
| `0.1.0` | Collision and packaging | — | — | — |
| `0.1.0` | 60 FPS at 1440p | — | — | — |
| `0.1.0` | Fresh checkout build | — | — | — |
| `0.1.0` | Packaged Linux build | — | — | — |
-80
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@@ -1,80 +0,0 @@
# `0.1.4` façade review — signoff
Four demo-map captures from the `facades-0.1.4` branch, after the module kit, the textured materials and the theatre marquee went in. **All seven items signed off 2026-11-09** (owner review of the local renders).
Reference photographs to compare against: `Art/reference/hollywood/` and `Art/reference/el-capitan-*` (local, not committed). Regenerate the set with `Tools/render_screenshots.sh --verify`; measure it with `python3 Tools/visual_loop.py --compare --iteration 5`.
## Signoff
- [x] **1. Block from the north sidewalk** — hero between its neighbours, sidewalk and road read correctly
- [x] **2. Street level** — colonnade, shopfronts and window rhythm hold up at eye height
- [x] **3. Crossing** — zebra bars, kerb line and the frontage behind
- [x] **4. North buildings** — TCL and Tussaud's framed across the boulevard
- [x] **5. Materials** — stone reads as coursed stone, glazing as glass, not flat colour
- [x] **6. Theatre trim** — marquee and blade sign proportions believable at street level
- [x] **7. Approve** `v0.1.4` (kit + materials + theatre trim); remaining geometry moves to the next version
## 1. Block from the north sidewalk
![Block from the north sidewalk](../../Screenshots/demo/review-demo-spawn-view.png)
Expected: the neoclassical hero façade between its neighbours, both sidewalks and the road in the foreground. _Metric: 0.68 similarity, edges 0.28× reference._
## 2. Street level
![Street level](../../Screenshots/demo/review-demo-street-level.png)
Expected: the hero colonnade with adjacent frontage buildings either side, shopfronts at pavement level, 4.96 m bay rhythm. _Metric: 0.33, edges 0.27×._
## 3. The designated crossing
![Crossing](../../Screenshots/demo/review-demo-crossing.png)
Expected: continental zebra bars on the asphalt at s=130 m, south frontage and colonnade behind. _Metric: 0.42, edges 0.34×._
## 4. North-side buildings
![North buildings](../../Screenshots/demo/review-demo-north-buildings.png)
Expected: TCL Chinese Theatre and Madame Tussaud's across Hollywood Blvd, full height in frame. _Metric: 0.34, edges 0.14×._
---
## Appendix — what was checked, and what was broken
### Verified
- **Behaviour**, packaged build, `-qaselftest`: walk 761 cm in 2 s (Z steady 456), reset 0 cm, 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 (`walk 246 cm`, `pause FAIL`), an immediate re-run passed — re-run before believing a single FAIL.
- **Placement**, probed from the live map against `Geo/verification/2026-11-06-el-capitan-block.md`: 6922 −24276…−17700, 6902 −17749…−14591, **hero −14644…−12028 between them**, theatre −12082…−8210, 6822 / 6806 / 6800 −7854…−1437, TCL −22889…−18442, Tussaud's −27071…−22799. Blockout affine residual **0.0 cm**.
- **Budgets**: hero 148 parts / 3 044 tris · kit 16 meshes × 12 tris · 625 kit actors ≈ 7 500 tris · 8 × 512² textures (196 KB) · 67 tool tests pass.
- **Topology**: every kit piece manifold, no loose geometry.
### Defects found this cycle
Every one of these rendered convincingly; the placement ones were caught by coordinate probes, not by looking.
| Sev | Defect | Root cause |
| --- | --- | --- |
| Blocker | Frontage shifted ≈119 m X / 2.4 m Y, hero outside its gap | Blockout regenerated without `--origin` |
| Blocker | Kit placed ~12 km from its buildings | Used mesh-local bbox; actors carry the offset |
| Blocker | Marquee on the far side of the boulevard | Blender +Y is Unreal −Y |
| Major | Marquee canopy 5 cm above the pavement | Absolute Z; pavement is 4.56 m above datum |
| Major | Window bays invisible, inside the solid wall | Piece modelled entirely at +Y |
| Major | Glazing wasn't glass | Grey `M_Kit_*` from the FBX import, never overridden |
| Major | Hero windows floated 1.44 m in front of the wall | Wrong Y in the builder |
| Major | Parapet medallions were discs on the coping | Built with the Z-axis cylinder helper |
| Major | Hero had no usable collision | Complex-only; traces use simple |
| Minor | "No smoothing group information" on every import | `mesh_smooth_type="OFF"` in six exporters |
| Minor | `save_map()` returned False silently | LFS `.umap` read-only, importer never chmod'd |
| Minor | North-buildings import silently no-op | Missing `import sys` |
| Minor | Kit folder held 24 assets (8 orphan materials) | No stale-asset sweep |
| Minor | Edge-density metric counted PIL's border ring | `FIND_EDGES` leaves a 128 ring |
| Minor | QA wall probe grazed the theatre wall | Scan row 1 cm from the building line |
### Limitations worth knowing
- Kit pieces are boxes; dentil spacing, abacus and plinth dimensions are recorded assumptions, not measurements.
- Textures are generated, not authored — no decals, signage text or weathering.
- The vision pre-check stays advisory: it has rejected shots the owner approved.
- The low edge ratios in the metrics are partly structural — a wide block view against a tight façade crop always scores low. Weigh the images, not the scores.
- Performance has not been re-measured since `0.1.0`; the 625 kit actors are unmeasured (tracked in `TODO.md` under `0.1.5`).
+2 -13
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@@ -83,24 +83,13 @@ Without `git lfs install`, adding an LFS-matched file does not error — it comm
Sizes: the engine lives outside the repository (pinned install path recorded in `toolchain.md`). The repository holds the Unreal project, Blender sources, geo sources, and tooling.
**Fresh checkout verified 2026-11-08.** A clean clone of `main` with `git lfs pull` built both `GigLineEditor` and `GigLine` against the documented external engine (recorded in [release-checks.md](release-checks.md)). Re-run it before a release tag if the engine pin or the module's dependencies change.
### Optional keys (local only)
Two tools talk to paid services and read their keys from the gitignored `.env`:
| Variable | Used by | Needed for |
| --- | --- | --- |
| `OPENROUTER_API_KEY` | `Tools/judge_screenshot.py`, `Tools/facade_detail_concepts.py` | vision pre-check and AI concept plates |
| `MAPBOX_ACCESS_TOKEN` | `Geo/tools/mapbox_buildings.py` | the second building-height source |
Nothing in the build, the tests or the release path needs either key. Never commit `.env`; `git check-ignore .env` should succeed.
**Fresh checkout not yet tested end to end.** The build procedure in [build.md](build.md) was produced from a working tree, not from a clean clone. Exercise it before `v0.1.0` is tagged — it is a release check on the board.
## Known blockers
| Blocker | Owner | Needed for |
| --- | --- | --- |
| Delete the fallback 5.2.0 engine archive (`/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.2.0.zip`) once the 5.8.4 pin is trusted through asset production | agent | Disk hygiene (19.6 GiB), pin safety |
| ~~Fresh-checkout build exercised against the documented procedure~~ | — | Done 2026-11-08 |
| Fresh-checkout build exercised against the documented procedure | agent | `v0.1.0` release check |
Closed 2026-11-07: Epic account and engine download, QGIS `lts` removal, Blosm and MPFB on Blender 5.2 (headless invocation fix in `Art/blender/README.md`), engine validation on Bazzite, full project bootstrap. Earlier closed: Bazzite update and reboot, driver and Vulkan verification, `git-lfs`/`clang`/`cmake`/`ninja` layering.
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@@ -15,11 +15,6 @@ TransitionMap=/Game/Hollywood/DemoMap
; static lighting outright — nothing to build, no warning.
r.AllowStaticLighting=False
[ConsoleVariables]
; Dev diagnostics (spawn/input setup logs) are off by default in shipped builds.
; Re-enable at runtime: `gigline.SetupLogs 1`.
gigline.SetupLogs=0
[URL]
GameName=GigLine
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+15 -224
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@@ -14,17 +14,6 @@
#include "Kismet/GameplayStatics.h"
#include "Misc/CommandLine.h"
#include "Misc/Parse.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "HAL/FileManager.h"
// Development-only diagnostics for the walkable demo. These describe the spawn
// and input setup and are not needed in a shipped build's log spam; disable
// with `-NoGigLineSetupLogs` (or set the cvar in release config).
static TAutoConsoleVariable<int32> CVarGigLineSetupLogs(
TEXT("gigline.SetupLogs"),
1,
TEXT("Log GigLine spawn/input setup diagnostics (0=off, 1=on)."));
AGigLineCharacter::AGigLineCharacter()
{
@@ -113,18 +102,15 @@ void AGigLineCharacter::LoadInputAssets()
ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
{
Subsystem->AddMappingContext(MappingContext, 0);
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log, TEXT("GigLine IN: pushed mapping context %s"),
*MappingContext->GetName());
}
UE_LOG(LogTemp, Log, TEXT("GigLine IN: pushed mapping context %s"),
*MappingContext->GetName());
}
else if (CVarGigLineSetupLogs.GetValueOnGameThread())
else
{
UE_LOG(LogTemp, Log, TEXT("GigLine IN: no enhanced input subsystem on local player"));
}
}
else if (CVarGigLineSetupLogs.GetValueOnGameThread())
else
{
UE_LOG(LogTemp, Log, TEXT("GigLine IN: no PlayerController at LoadInputAssets"));
}
@@ -157,11 +143,8 @@ void AGigLineCharacter::BeginPlay()
StartLocation = GetActorLocation();
StartRotation = GetActorRotation();
GetWorldTimerManager().ClearTimer(this->SettleHandle);
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log, TEXT("GigLine: start captured on ground at Z %.0f"),
StartLocation.Z);
}
UE_LOG(LogTemp, Log, TEXT("GigLine: start captured on ground at Z %.0f"),
StartLocation.Z);
}
}
}, 0.25f, true);
@@ -195,9 +178,6 @@ void AGigLineCharacter::StartQASelfTest()
bool bResetReturned = false;
bool bPausedOn = false;
bool bUnpausedBack = false;
// Performance capture over the fixed walk route (1.0-3.0 s).
TArray<float> FrameMs;
bool bPerfLogged = false;
};
TSharedPtr<FQAState> State = MakeShared<FQAState>();
@@ -225,8 +205,6 @@ void AGigLineCharacter::StartQASelfTest()
if (bQATestWalking)
{
AddMovementInput(GetActorForwardVector(), 1.0f);
// Frame time for the perf capture (this ticker runs every frame).
State->FrameMs.Add(DeltaTime * 1000.0f);
}
// 3.0: stop and measure.
@@ -241,57 +219,6 @@ void AGigLineCharacter::StartQASelfTest()
TEXT("GigLine QA: walk moved %.0f cm in 2 s -> %s (Z %.0f -> %.0f)"),
Walked, State->bWalkMoved ? TEXT("PASS") : TEXT("FAIL"),
State->Start.Z, State->WalkEnd.Z);
// Perf: report frame-time stats over the fixed walk route.
if (!State->bPerfLogged && State->FrameMs.Num() > 10)
{
State->bPerfLogged = true;
TArray<float> Sorted = State->FrameMs;
Sorted.Sort();
const int32 N = Sorted.Num();
double Sum = 0.0;
for (float Ms : Sorted) { Sum += Ms; }
const float AvgMs = static_cast<float>(Sum / N);
const float P50 = Sorted[N / 2];
const float P95 = Sorted[FMath::Clamp((int32)(N * 0.95f), 0, N - 1)];
const float P99 = Sorted[FMath::Clamp((int32)(N * 0.99f), 0, N - 1)];
const float MaxMs = Sorted.Last();
FVector2D Res(0.0, 0.0);
if (GEngine && GEngine->GameViewport)
{
GEngine->GameViewport->GetViewportSize(Res);
}
// Record the upscaling/AA state so the check is reproducible.
auto CV = [](const TCHAR* Name)
{
IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(Name);
return Var ? Var->GetInt() : -999;
};
UE_LOG(LogTemp, Log,
TEXT("GigLine PERF: frames=%d avg=%.2fms (%.1f fps) p50=%.2f p95=%.2f p99=%.2f max=%.2f ms at %dx%d"),
N, AvgMs, AvgMs > 0.f ? 1000.f / AvgMs : 0.f, P50, P95, P99, MaxMs,
(int32)Res.X, (int32)Res.Y);
UE_LOG(LogTemp, Log,
TEXT("GigLine PERF: AntiAliasingMethod=%d ScreenPercentage=%d TSR=%d FrameGen=%d VSync=%d"),
CV(TEXT("r.AntiAliasingMethod")), CV(TEXT("r.ScreenPercentage")),
CV(TEXT("r.TSR.History.ScreenPercentage")),
CV(TEXT("r.Streamline.FrameGeneration.Mode")),
CV(TEXT("r.VSync")));
// Frame-time series, so the check has a graph source, not one sample.
{
const FString Dir = FPaths::Combine(FPaths::ProjectSavedDir(), TEXT("Profiling"));
IFileManager::Get().MakeDirectory(*Dir, true);
const FString Path = FPaths::Combine(Dir, TEXT("perf-walk-frametimes.csv"));
FString Csv(TEXT("frame,ms\n"));
for (int32 i = 0; i < N; ++i)
{
Csv += FString::Printf(TEXT("%d,%.3f\n"), i, State->FrameMs[i]);
}
FFileHelper::SaveStringToFile(Csv, *Path);
UE_LOG(LogTemp, Log, TEXT("GigLine PERF: frame times written to %s"), *Path);
}
}
}
// 3.5: reset should return to the spawn point.
@@ -339,18 +266,10 @@ void AGigLineCharacter::StartQASelfTest()
UWorld* W = GetWorld();
int32 Holes = 0, Samples = 0;
float Lowest = 1.0e9f, Highest = -1.0e9f;
// Probed world-space (2026-11-08): N sidewalk -1912..-1053, kerb
// -1382..-1053, road -1382..+1047, kerb +718..+1047, S sidewalk
// +718..+1447. Rows include the kerb/road/sidewalk boundary Ys so
// seam gaps are sampled, not just lane centres.
static const float Rows[] = {
-1750.0f, -1500.0f, -1382.0f, -1280.0f, -1053.0f, -900.0f,
-167.0f, 0.0f, 300.0f, 800.0f, 1047.0f, 900.0f, 718.0f,
900.0f, 1250.0f, 1447.0f
};
for (float LaneY : Rows)
static const float Lanes[] = {-1400.0f, -167.0f, 1000.0f}; // N walk, road, S walk
for (float LaneY : Lanes)
{
for (float X = -20000.0f; X <= -2000.0f; X += 200.0f)
for (float X = -14900.0f; X <= -9420.0f; X += 200.0f)
{
FHitResult Hit;
FCollisionQueryParams Q(TEXT("GigLineTransect"), false, this);
@@ -370,131 +289,6 @@ void AGigLineCharacter::StartQASelfTest()
UE_LOG(LogTemp, Log,
TEXT("GigLine QA: transect %d samples, %d holes, ground Z %.0f..%.0f -> %s"),
Samples, Holes, Lowest, Highest, Holes == 0 ? TEXT("PASS") : TEXT("FAIL"));
// Invisible-wall / blocking-mesh probe: at each sample, first find
// the ground under the start point (vertical raycast), then run a
// horizontal trace 160 cm ABOVE that ground along the street row.
// A clean street should let the 30 m trace run clear; a short hit
// flags an invisible or misplaced blocker. Starting the horizontal
// trace at a fixed Z (e.g. 160) is wrong: the street is at Z ~366
// there, so a 160 cm probe starts inside the earth (dist 0).
int32 Walls = 0, WallSamples = 0;
// Sample the street envelope only: the carriageway plus the walkable
// part of each sidewalk. Y 1000 used to be in this list and sits ~1 cm
// from the frontage building line, so it grazed the theatre wall once
// the kit's proud shopfronts went in - a probe artefact, not a blocker.
static const float TraceYs[] = {-1400.0f, -167.0f, 800.0f, -1382.0f, 718.0f};
for (float WallY : TraceYs)
{
for (float X0 = -19500.0f; X0 <= -3000.0f; X0 += 2500.0f)
{
FHitResult GroundHit;
FCollisionQueryParams GQ(TEXT("GigLineWallGround"), false, this);
if (!W->LineTraceSingleByChannel(GroundHit,
FVector(X0, WallY, 3000.f), FVector(X0, WallY, -1000.f),
ECC_Visibility, GQ))
{
continue; // no ground under start -> skip
}
const float ProbeZ = GroundHit.ImpactPoint.Z + 160.f;
FHitResult Hit;
FCollisionQueryParams Q(TEXT("GigLineWallProbe"), false, this);
const bool bHit = W->LineTraceSingleByChannel(Hit,
FVector(X0, WallY, ProbeZ),
FVector(X0 + 3000.f, WallY, ProbeZ),
ECC_Visibility, Q);
++WallSamples;
if (!bHit) { continue; } // 30 m clear -> good
// Starting just above the ground, a hit within 21 m = blocker.
if (Hit.Distance < 2100.f)
{
++Walls;
UE_LOG(LogTemp, Log,
TEXT("GigLine QA: wall probe short-hit at X %.0f Y %.0f dist %.0f actor=%s"),
X0, WallY, Hit.Distance,
Hit.GetActor() ? *Hit.GetActor()->GetName() : TEXT("none"));
}
}
}
UE_LOG(LogTemp, Log,
TEXT("GigLine QA: wall probe %d/%d traces with blocking hit inside 21 m -> %s"),
Walls, WallSamples,
Walls == 0 ? TEXT("PASS") : TEXT("FAIL"));
// Facade occlusion probe: walkable street is only half the story —
// the player must also NOT be able to walk through the buildings.
// From the road centre, fire 40 m sideways at walking height toward
// each frontage and require a blocking hit. A miss means the
// building has no collision (or only non-blocking collision) and the
// player would pass through the wall.
// Expect a wall only where the map actually stages a building.
// Spans below mirror the actors placed by Tools/ue_build_demo_map.py
// (frontage + hero) and the two north buildings; update them if
// that list changes. Gaps between buildings are legitimate misses.
struct FSpan { float Min, Max; };
static const FSpan SouthSpans[] = {
{-24276.f, -17700.f}, // 6922
{-17749.f, -14591.f}, // 6902
{-14638.f, -12034.f}, // 6840 hero
{-12082.f, -8210.f}, // 6838 El Capitan Theatre
{-7854.f, -7252.f}, // 6822 Budget
{-6608.f, -3307.f}, // 6806-6820
{-3320.f, -1437.f}, // 6800 Lee Drug
};
static const FSpan NorthSpans[] = {
{-27071.f, -22799.f}, // Madame Tussaud's
{-22889.f, -18442.f}, // TCL Chinese Theatre
};
auto InSpans = [](const FSpan* Spans, int32 Count, float X)
{
for (int32 i = 0; i < Count; ++i)
{
if (X >= Spans[i].Min && X <= Spans[i].Max) { return true; }
}
return false;
};
int32 Facades = 0, FacadeSamples = 0;
for (float X0 = -19000.0f; X0 <= -3000.0f; X0 += 2000.0f)
{
for (float Dir : {1.0f, -1.0f}) // +Y south frontage, -Y north side
{
const bool bExpectWall = (Dir > 0.0f)
? InSpans(SouthSpans, UE_ARRAY_COUNT(SouthSpans), X0)
: InSpans(NorthSpans, UE_ARRAY_COUNT(NorthSpans), X0);
if (!bExpectWall)
{
continue;
}
FHitResult GroundHit2;
FCollisionQueryParams GQ2(TEXT("GigLineFacadeGround"), false, this);
if (!W->LineTraceSingleByChannel(GroundHit2,
FVector(X0, 0.0f, 3000.f), FVector(X0, 0.0f, -1000.f),
ECC_Visibility, GQ2))
{
continue;
}
const float ProbeZ2 = GroundHit2.ImpactPoint.Z + 160.f;
FHitResult Hit2;
FCollisionQueryParams Q2(TEXT("GigLineFacadeProbe"), false, this);
const bool bHit2 = W->LineTraceSingleByChannel(Hit2,
FVector(X0, 0.0f, ProbeZ2),
FVector(X0, Dir * 4000.f, ProbeZ2),
ECC_Visibility, Q2);
++FacadeSamples;
const bool bBlocking = bHit2 && Hit2.GetActor() != nullptr;
if (!bBlocking)
{
++Facades;
UE_LOG(LogTemp, Log,
TEXT("GigLine QA: facade probe miss at X %.0f dir %.0f (no blocking hit in 40 m)"),
X0, Dir);
}
}
}
UE_LOG(LogTemp, Log,
TEXT("GigLine QA: facade probe %d/%d directions without a blocking wall -> %s"),
Facades, FacadeSamples,
Facades == 0 ? TEXT("PASS") : TEXT("FAIL"));
}
// 7.0: verdict, then stop ticking.
@@ -562,15 +356,12 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump);
Input->BindAction(JumpAction, ETriggerEvent::Completed, this, &AGigLineCharacter::StopJump);
}
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log, TEXT("GigLine IN: bound %d actions; ctx=%s move=%s look=%s jmp=%s"),
(Input ? 1 : 0),
MappingContext ? TEXT("ok") : TEXT("nil"),
MoveAction ? TEXT("ok") : TEXT("nil"),
LookAction ? TEXT("ok") : TEXT("nil"),
JumpAction ? TEXT("ok") : TEXT("nil"));
}
UE_LOG(LogTemp, Log, TEXT("GigLine IN: bound %d actions; ctx=%s move=%s look=%s jmp=%s"),
(Input ? 1 : 0),
MappingContext ? TEXT("ok") : TEXT("nil"),
MoveAction ? TEXT("ok") : TEXT("nil"),
LookAction ? TEXT("ok") : TEXT("nil"),
JumpAction ? TEXT("ok") : TEXT("nil"));
}
namespace
@@ -26,15 +26,4 @@ void AGigLineHUD::DrawHUD()
DrawText(AttributionLine, Ink, X, Y, nullptr, TextScale);
DrawText(LicenceLine, Ink, X, Y + LineHeight, nullptr, TextScale * 0.82f);
// Control legend, bottom-right (0.1.0 release check: controls shown in-game).
if (!ControlsLine.IsEmpty())
{
float IgnoredW = 0.0f, ControlsH = 0.0f;
GetTextSize(ControlsLine, IgnoredW, ControlsH, nullptr, TextScale * 0.82f);
const float CX = Canvas->ClipX - MarginPx - IgnoredW;
const float CY = Canvas->ClipY - MarginPx - ControlsH;
DrawText(ControlsLine, Shadow, CX + 1.0f, CY + 1.0f, nullptr, TextScale * 0.82f);
DrawText(ControlsLine, Ink, CX, CY, nullptr, TextScale * 0.82f);
}
}
-8
View File
@@ -28,14 +28,6 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
FString AttributionLine = TEXT("\u00A9 OpenStreetMap contributors");
/**
* Control legend, shown bottom-right so the 0.1.0 demo documents its own
* controls in-game (release check: "controls documented in Docs/ and shown
* in-game"). Keep in sync with Docs/controls.md.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Controls")
FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 R reset \u00B7 Esc pause");
/** Licence line, including where the licence can be read. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
FString LicenceLine = TEXT("Data \u00A9 OpenStreetMap contributors, ODbL 1.0 \u2014 openstreetmap.org/copyright");
@@ -1,7 +1,6 @@
#include "GigLineShotActor.h"
#include "Camera/CameraActor.h"
#include "Camera/CameraComponent.h"
#include "Engine/World.h"
#include "GameFramework/PlayerController.h"
#include "UnrealClient.h"
@@ -22,14 +21,6 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
// QA mode: the -qaselftest run owns the process (it walks, resets, pauses,
// transects, then quits on its own). Skip the screenshot rounds so the game
// does not exit mid-test via bQuitWhenDone.
if (FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
{
return;
}
if (bWaitingForSettle)
{
SettleCountdown -= DeltaSeconds;
@@ -84,15 +75,6 @@ void AGigLineShotActor::NextShot()
Params.ObjectFlags |= RF_Transient;
CurrentCamera = GetWorld()->SpawnActor<ACameraActor>(
ACameraActor::StaticClass(), ShotLocations[CurrentShot], ShotRotations[CurrentShot], Params);
if (ShotFieldOfView.IsValidIndex(CurrentShot) && ShotFieldOfView[CurrentShot] > 0.0f)
{
if (UCameraComponent* Cam = CurrentCamera->GetCameraComponent())
{
// Long lens for elevations: fills the frame from across the street
// without pitching the camera, so verticals stay parallel.
Cam->SetFieldOfView(ShotFieldOfView[CurrentShot]);
}
}
PlayerController->SetViewTarget(CurrentCamera);
SettleCountdown = SettleSeconds;
@@ -36,16 +36,6 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FString> ShotNames;
/**
* Optional per-shot field of view (degrees), same index as ShotLocations.
* Zero or missing entries keep the engine default (90 deg). Elevation shots
* taken from across the street need a long lens: a level camera 45 m out with
* the default FOV leaves the building small in frame, and tilting it up to fill
* the frame is what breaks the verticals.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<float> ShotFieldOfView;
/** Seconds to let the view target settle before the capture. Resolution comes from the runner's -ResX/-ResY. */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float SettleSeconds = 0.35f;
-1
View File
@@ -27,7 +27,6 @@ Tools that build 3D content from these sources live next to their output in `Art
| `elevation_probe.py` | Samples 3DEP for relief and records the baseline for the release checks |
| `dem_stats.py` | Stdlib reader for the tiled GeoTIFF the 3DEP service returns; GDAL does not run on this host |
| `asset_metadata.py` | Writes and audits `<asset>.geo.json` sidecars: position, provenance, conversion |
| `mapbox_buildings.py` | Cross-checks every building's height against Mapbox `mapbox-streets-v8` building data (Tilequery per centroid), merging our OSM height + source with theirs and flagging matches, close, disagreements, non-building volumes. Needs `MAPBOX_ACCESS_TOKEN` in `.env`; caches responses under `Geo/raw/mapbox-cache/`, and **both the cache and its report are gitignored** (Mapbox terms restrict redistribution) |
## Unit boundary
+13 -57
View File
@@ -4,21 +4,9 @@
Usage:
Geo/tools/block_height_report.py Geo/raw/osm-api-map-2026-11-06.osm
Height evidence, in priority order:
1. the OSM `height` tag (a direct measurement);
2. an explicit override in `HEIGHT_OVERRIDES` (currently Mapbox-derived — see below);
3. `building:levels` x `LEVEL_HEIGHT`;
4. a flagged placeholder guess.
`LEVEL_HEIGHT` is 3.1 m, not the 3.2 m first assumed: cross-checking every block
building against Mapbox's building data (`Geo/tools/mapbox_buildings.py`) showed
our `levels x 3.2 m` figure running 0.6 m high per six levels, i.e. 3.1 m per
level. That calibration was adopted on 2026-11-09.
`HEIGHT_OVERRIDES` carries the few buildings where Mapbox disagrees with a guess;
each entry records why, so the number is not orphaned from its evidence.
`height` and `building:levels` are the only height evidence OSM carries. Where
neither exists, Blosm falls back to `defaultLevels * levelHeight`, which is a
placeholder: the demo renders a constant-height block instead of a real skyline.
This tool lists every building in the demo bounds with its height source, so the
substitutions are visible and measurable rather than buried in the model.
@@ -31,45 +19,7 @@ import sys
import osm_common as oc
LEVEL_HEIGHT = 3.1
# Per-way height overrides, applied after the OSM height tag and before the
# levels/guess derivation. Keep `reason` short but specific: a height without its
# evidence is a guess wearing a costume.
HEIGHT_OVERRIDES = {
# Rear outbuildings tagged only `building=yes`/`apartments`; the two-level
# fallback rendered them as 6.4 m blocks. Mapbox's building layer gives 3.0 m
# for the same footprints (single storey plus parapet), adopted 2026-11-09.
1490910971: (3.0, "Mapbox building layer: 3.0 m (single storey)"),
1492058875: (3.0, "Mapbox building layer: 3.0 m (single storey)"),
1492747608: (3.0, "Mapbox building layer: 3.0 m (single storey)"),
}
def classify_height(tags, level_height=LEVEL_HEIGHT, way_id=None):
"""Return (height_m, source) for one OSM way's tags.
Extracted from `main()` so the classification is testable: the roof/shelter
rule and the "height tag beats levels beats guess" order are the parts that
actually decide what the blockout should render.
"""
# Not building volumes: elevated roof/canopy structures and transit shelters.
# Found by cross-checking against Mapbox's building data
# (Geo/tools/mapbox_buildings.py), which returns roof/canopy/shelter for the
# same footprints instead of a storey count.
building = tags.get("building")
if building in ("roof", "canopy") or tags.get("amenity") == "shelter":
kind = building if building in ("roof", "canopy") else "shelter"
return 0.0, f"not a building volume ({kind})"
if tags.get("height"):
return float(tags["height"]), "height tag"
if way_id is not None and int(way_id) in HEIGHT_OVERRIDES:
height, reason = HEIGHT_OVERRIDES[int(way_id)]
return height, f"override: {reason}"
if tags.get("building:levels"):
return (float(tags["building:levels"]) * level_height,
f"levels x {level_height} m")
return 2 * level_height, f"GUESS: default 2 levels x {level_height} m"
LEVEL_HEIGHT = 3.2
def main():
@@ -93,7 +43,14 @@ def main():
pts = oc.way_points(nodes, refs)
if not pts or not in_block(pts):
continue
height, source = classify_height(tags, way_id=wid)
tag_height = tags.get("height")
levels = tags.get("building:levels")
if tag_height:
height, source = float(tag_height), "height tag"
elif levels:
height, source = float(levels) * LEVEL_HEIGHT, f"levels x {LEVEL_HEIGHT} m"
else:
height, source = 2 * LEVEL_HEIGHT, f"GUESS: default 2 levels x {LEVEL_HEIGHT} m"
nearest = min(oc.project(p, line, lat0, lon0, lengths)[0] for p in pts)
side = "S" if oc.project(pts[0], line, lat0, lon0, lengths)[2] < 0 else "N"
rows.append((side, nearest, wid, tags.get("name", "") or tags.get("addr:housenumber", ""),
@@ -103,8 +60,7 @@ def main():
guessed = [r for r in rows if r[5].startswith("GUESS")]
print(f"{len(rows)} buildings in the block, {len(guessed)} with a guessed height\n")
for side, setback, wid, name, height, source in rows:
flag = (" <-- guessed" if source.startswith("GUESS")
else (" <-- not a building volume" if source.startswith("not a building") else ""))
flag = " <-- guessed" if source.startswith("GUESS") else ""
print(f"{side} way {wid:>10} setback {setback:5.1f} m height {height:5.1f} m "
f"({source:26}) {name[:34]}{flag}")
-317
View File
@@ -1,317 +0,0 @@
#!/usr/bin/env python3
"""Cross-check block building heights against Mapbox's building data.
Mapbox publishes building footprints with ``height`` / ``min_height`` /
``type`` attributes in the ``mapbox-streets-v8`` tileset. They come from
different source data than our OSM extract, so comparing the two is a cheap way
to find buildings where our height is wrong or missing — the ``0.1.2`` finding
that three "guessed" volumes were actually a roof, a roof and a bus shelter is
exactly the class of problem this tool hunts for.
Usage
-----
# token from the environment or the ignored .env file
python3 Geo/tools/mapbox_buildings.py \
--osm Geo/raw/osm-api-map-2026-11-06.osm \
--out Geo/verification/2026-11-09-mapbox-buildings.md
# show only disagreements and unverifiable buildings
python3 Geo/tools/mapbox_buildings.py --only-diffs
Every Tilequery response is cached under ``Geo/raw/mapbox-cache/`` so a re-run
costs nothing and the report is reproducible. The cache is gitignored along with
``Geo/raw/``.
Design notes
------------
* Standard library only (``urllib``), like the rest of ``Geo/tools``.
* One request per building, spaced by ``--delay`` (default 1.2 s) — Mapbox bills
per request and rate-limits bursts.
* The report is a *measurement*: it prints both figures and the delta, never a
single verdict, so a human can decide which source to trust for a given
building.
* A Tilequery hit is only accepted as "this building" when the matched polygon
contains or nearly contains the queried point (``distance`` ≤ ``--max-distance``).
Licensing / data handling
-------------------------
Mapbox terms restrict persisting and redistributing their data, so **neither the
cache nor the generated report is committed** (`.gitignore` covers
`Geo/raw/mapbox-cache/` and `Geo/verification/*mapbox*`). They are local working
material: re-run the tool rather than sharing the output. The token is read from
the environment or the ignored `.env` and is never written to the cache, the
report or the JSON.
"""
from __future__ import annotations
import argparse
import json
import math
import os
import sys
import time
import urllib.error
import urllib.parse
import urllib.request
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import block_height_report as bhr # noqa: E402
import osm_common as oc # noqa: E402
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
CACHE_DIR = os.path.join(ROOT, "Geo", "raw", "mapbox-cache")
TILESET = "mapbox.mapbox-streets-v8"
LAYER = "building"
API = "https://api.mapbox.com/v4"
def load_token(explicit: str | None = None) -> str:
"""Token from --token, the environment, or the ignored .env file."""
if explicit:
return explicit.strip()
token = os.environ.get("MAPBOX_ACCESS_TOKEN")
if token:
return token.strip()
env_path = os.path.join(ROOT, ".env")
if os.path.exists(env_path):
with open(env_path, encoding="utf-8") as handle:
for line in handle:
line = line.strip()
if line.startswith("MAPBOX_ACCESS_TOKEN="):
return line.split("=", 1)[1].strip().strip('"').strip("'")
raise SystemExit(
"no Mapbox token: pass --token, set MAPBOX_ACCESS_TOKEN, or add it to .env")
def centroid_lat_lon(points: list[tuple[float, float]]) -> tuple[float, float]:
"""Centroid of a ring of (lat, lon) points, as (lat, lon)."""
lat = sum(p[0] for p in points) / len(points)
lon = sum(p[1] for p in points) / len(points)
return lat, lon
def cache_path(lat: float, lon: float, radius: int) -> str:
return os.path.join(CACHE_DIR, f"{lat:.6f}_{lon:.6f}_r{radius}.json")
def tilequery(lat: float, lon: float, token: str, radius: int,
delay: float, use_cache: bool = True) -> tuple[dict, bool]:
"""Tilequery one point. Returns (payload, from_cache)."""
path = cache_path(lat, lon, radius)
if use_cache and os.path.exists(path):
with open(path, encoding="utf-8") as handle:
return json.load(handle), True
query = urllib.parse.urlencode({
"radius": radius, "layers": LAYER, "limit": 10, "access_token": token,
})
url = f"{API}/{TILESET}/tilequery/{lon:.6f},{lat:.6f}.json?{query}"
request = urllib.request.Request(url, headers={"User-Agent": "gig-line-geo/1.0"})
payload = None
for attempt in range(4):
try:
with urllib.request.urlopen(request, timeout=30) as response:
payload = json.load(response)
break
except urllib.error.HTTPError as exc:
if exc.code == 429 or exc.code >= 500:
wait = delay * (2 ** attempt)
sys.stderr.write(f" HTTP {exc.code}; retrying in {wait:.1f}s\n")
time.sleep(wait)
continue
raise
except urllib.error.URLError as exc:
sys.stderr.write(f" network error ({exc.reason}); retrying\n")
time.sleep(delay * (2 ** attempt))
if payload is None:
raise SystemExit(f"tilequery failed for {lat:.6f},{lon:.6f}")
if token in json.dumps(payload):
raise SystemExit("refusing to cache a response that contains the token")
os.makedirs(CACHE_DIR, exist_ok=True)
with open(path, "w", encoding="utf-8") as handle:
json.dump(payload, handle)
time.sleep(delay) # only sleep on a real request, never on a cache hit
return payload, False
def nearest_building(payload: dict, max_distance: float) -> dict | None:
"""The closest building feature within `max_distance` metres, or None."""
best = None
for feature in payload.get("features", []):
props = feature.get("properties", {})
if props.get("tilequery", {}).get("layer") != LAYER:
continue
distance = props.get("tilequery", {}).get("distance")
if distance is None or distance > max_distance:
continue
if best is None or distance < best[0]:
best = (distance, props)
return None if best is None else best[1]
def compare(ours: float, ours_source: str, theirs: float | None) -> tuple[str, float | None]:
"""Classify the agreement between our height and Mapbox's.
Returns (verdict, delta_m). Verdicts are deliberately blunt so the report can
be scanned: "match", "close", "disagree", "mapbox-only", "ours-only".
"""
ours_is_volume = not ours_source.startswith("not a building")
if not ours_is_volume:
return "non-building", None
if theirs is None:
return "ours-only", None
if ours <= 0.0:
return "mapbox-only", theirs
delta = theirs - ours
if abs(delta) <= 0.5:
return "match", delta
if abs(delta) <= 2.0:
return "close", delta
return "disagree", delta
def build_rows(nodes, ways, token, radius, max_distance, delay) -> list[dict]:
rows = []
for wid, tags, refs in ways:
if "building" not in tags:
continue
points = oc.way_points(nodes, refs)
if not points:
continue
lat, lon = centroid_lat_lon(points)
payload, cached = tilequery(lat, lon, token, radius, delay)
feature = nearest_building(payload, max_distance)
ours_height, ours_source = bhr.classify_height(tags, way_id=wid)
theirs = None if feature is None else feature.get("height")
verdict, delta = compare(ours_height, ours_source, theirs)
rows.append({
"way": wid,
"name": tags.get("name") or tags.get("addr:housenumber") or "",
"kind": tags.get("building"),
"osm_height_m": round(ours_height, 2) if ours_height else 0.0,
"osm_source": ours_source,
"mapbox_height_m": None if theirs is None else round(float(theirs), 2),
"mapbox_min_height_m": None if feature is None else feature.get("min_height"),
"mapbox_type": None if feature is None else feature.get("type"),
"mapbox_distance_m": None if feature is None
else round(feature.get("tilequery", {}).get("distance", 0.0), 1),
"verdict": verdict,
"delta_m": None if delta is None else round(delta, 2),
"cached": cached,
"lat": round(lat, 6),
"lon": round(lon, 6),
})
return rows
def render_markdown(rows: list[dict], args) -> str:
order = {"disagree": 0, "mapbox-only": 1, "ours-only": 2,
"non-building": 3, "close": 4, "match": 5}
rows = sorted(rows, key=lambda r: (order.get(r["verdict"], 9),
-abs(r["delta_m"] or 0)))
counts = {}
for row in rows:
counts[row["verdict"]] = counts.get(row["verdict"], 0) + 1
lines = [
"# Block buildings — OSM vs Mapbox",
"",
"Generated by `Geo/tools/mapbox_buildings.py`; re-run it to reproduce.",
"Mapbox data: tileset `mapbox-streets-v8`, layer `building`, Tilequery",
f"at each building centroid (radius {args.radius} m, accept ≤ "
f"{args.max_distance} m). OSM heights come from the tagged extract, via the",
"same classification used for the blockout (tag > levels > guess; roof and",
"shelter are not building volumes).",
"",
f"Verdicts: {', '.join(f'{k} {v}' for k, v in sorted(counts.items()))}.",
"",
"| Verdict | Δ | Building | OSM | OSM source | Mapbox | Mapbox type | dist |",
"| --- | ---: | --- | ---: | --- | ---: | --- | ---: |",
]
for row in rows:
osm = f"{row['osm_height_m']:.1f} m"
mb = "—" if row["mapbox_height_m"] is None else f"{row['mapbox_height_m']:.1f} m"
delta = "—" if row["delta_m"] is None else f"{row['delta_m']:+.1f} m"
dist = "—" if row["mapbox_distance_m"] is None else f"{row['mapbox_distance_m']:.0f} m"
name = row["name"] or f"way {row['way']}"
lines.append(
f"| {row['verdict']} | {delta} | {name} | {osm} | {row['osm_source']} | "
f"{mb} | {row['mapbox_type'] or '—'} | {dist} |")
lines += [
"",
"## How to read this",
"",
"- **disagree** — the two sources differ by more than 2 m. One of them is",
" wrong; check the reference photography before changing the model.",
"- **mapbox-only** — Mapbox knows a height we do not (usually a building",
" with no OSM `height`/`building:levels`).",
"- **ours-only** — Mapbox returns no building within the accept distance;",
" the footprint may be missing from its tileset, or the centroid may fall",
" outside its polygon.",
"- **non-building** — our classification says roof/shelter; excluded from",
" height comparison on purpose.",
"",
"Neither source is authoritative: OSM is community-tagged, Mapbox is a",
"derived commercial dataset. Treat a disagreement as a reason to look at",
"the photographs, not as an automatic correction.",
"",
]
if args.only_diffs:
lines.insert(0, "> Filtered: only disagreements and unverifiable buildings.\n")
return "\n".join(lines)
def main() -> int:
ap = argparse.ArgumentParser(description=__doc__,
formatter_class=argparse.RawDescriptionHelpFormatter)
ap.add_argument("--osm", default="Geo/raw/osm-api-map-2026-11-06.osm")
ap.add_argument("--out", help="Markdown report path; omit to print to stdout")
ap.add_argument("--json", help="Also write the merged rows as JSON here")
ap.add_argument("--token", help="Mapbox access token (default: env/.env)")
ap.add_argument("--radius", type=int, default=25, help="Tilequery radius, metres")
ap.add_argument("--max-distance", type=float, default=8.0,
help="accept a hit only within this distance of the centroid")
ap.add_argument("--delay", type=float, default=1.2, help="seconds between requests")
ap.add_argument("--only-diffs", action="store_true",
help="report only disagreements / unverifiable buildings")
ap.add_argument("--no-cache", action="store_true", help="ignore the tilequery cache")
args = ap.parse_args()
token = load_token(args.token)
nodes, ways = oc.load(args.osm)
rows = build_rows(nodes, ways, token, args.radius, args.max_distance, args.delay)
if args.no_cache:
for row in rows:
row["cached"] = False
if args.only_diffs:
keep = {"disagree", "mapbox-only", "ours-only", "non-building"}
rows = [r for r in rows if r["verdict"] in keep]
markdown = render_markdown(rows, args)
if args.out:
os.makedirs(os.path.dirname(os.path.abspath(args.out)), exist_ok=True)
with open(args.out, "w", encoding="utf-8") as handle:
handle.write(markdown + "\n")
print(f"wrote {args.out} ({len(rows)} buildings)")
else:
print(markdown)
if args.json:
payload = {
"generated_utc": time.strftime("%Y-%m-%dT%H:%M:%SZ", time.gmtime()),
"osm": args.osm,
"mapbox": {"tileset": TILESET, "layer": LAYER,
"radius_m": args.radius, "max_distance_m": args.max_distance},
"buildings": rows,
}
with open(args.json, "w", encoding="utf-8") as handle:
json.dump(payload, handle, indent=2)
print(f"wrote {args.json}")
return 0
if __name__ == "__main__":
raise SystemExit(main())
+15 -181
View File
@@ -239,184 +239,18 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
## 2026-11-08 — reference photography gaps closed (local-only)
- Closed the two missing reference angles for the hero façade, both from Wikimedia Commons (gitignored deliverables under `Art/reference/`, provenance in sidecars):
- `el-capitan-entrance/` — `File:Hollywood El Capitan entrance.jpg` (+ detail), Andreas Praefcke, CC BY 3.0. This is the isolated hero (6840) entrance/door recess that the notes doc had claimed Commons didn't hold. Query that found it: `--query "El Capitan entrance"`.
- `el-capitan-night/` — `File:El Capitan theater with Tron marquee.jpg` (CC BY-SA 3.0) + West Side Story premiere (Adam Jones, CC BY 2.0). The theatre is the building NEXT to 6840; treat as proximity evidence only, not the hero.
- Commons throttles hard: HTTP 429 after a batch. Fetch fewer files with `--delay`/separate calls and wait ~15-20s between runs (`queue.py` tool default 1 req/s is insufficient once rate limited).
- Task was claimed on branch `ref-photo-0.1.2`; delivers only the TODO closure (all actual reference files are gitignored, so no code branch content). Reported to coordinator for merge/cleanup.
## 2026-11-08 — security-game scan: concepts copied, licensing ignored (owner)
- Scanned `/run/media/system/DATA/Documents/06-games/security-game` for reference material vs our `Art/reference/`. Result: its **photo set** (`docs/screens/refs/ hollywood/`, 9 files) is already fully duplicated in our `Art/reference/hollywood/` (with SIDECAR/BOARD copies) — nothing new there.
- What we lacked: its **AI concept renders** (`docs/screens/concepts/ hollywood_boulevard/`, 12 PNGs + `.refgen.json`). Copied into `Art/reference/el-capitan-concepts/` with a folder README. **Owner explicitly said ignore licensing completely** — they are gitignored local development reference, never committed or shipped; `.refgen.json` still records the model and source photo per file for traceability.
- Use concepts for mood/lighting intent only; geometry truth stays with the photo refs (facade, entrance, night marquee, TCL/Tussauds, Masonic 1922, etc.).
- The security-game `realism/` A/B screenshots and `concepts/joke_shop/` are its own engine/venue renders — not relevant to our 6840 modeling.
## 2026-11-08 — ODbL review closed; remaining active TODO items finished
- Wrote `Docs/odbl-review.md` (decision 2026-11-08): the shipped block geometry (streets/footprints/sidewalks) is a Produced Work of the OpenStreetMap database (ODbL 1.0). Obligations held: on-screen attribution via AGigLineHUD ("© OpenStreetMap contributors" + "Data © OSM, ODbL 1.0 — openstreetmap.org/copyright"), ODbL link, and the raw extract committed in Geo/ with a manifest (date, bbox, SHA-256). Share-alike is limited to the data layer; project code/art remain CC0 (Docs/licensing.md decision). 3DEP DEM is US Government public domain, unrelated to ODbL.
- Closed both [A] items in TODO: (1) sidewalks/roads/collision — collision verified; remaining kerb radii/aprons/kerb-height explicitly tracked as 0.1.1 patch tasks (Sidewalk outer edge, Crossing ramp gradient, Kerb height); (2) ODbL review — recorded. The [D] Blosm-import (blockout cleaning) item stays deferred (tracked separately).
- Branch: odbl-review-0.1.0 (docs + TODO closure only).
## 2026-11-08 — placement release check; north-buildings camera was 9.5 km off
- Release check 2 (placement vs references): rendered demo, probed DemoMap world positions, compared to Geo references. Matches: road 24.3 m (ref crossings 20.9-25.9), sidewalk centreline offsets 12.5/13.2 m (ref 12.6/13.6), hero frontage 26.0 m / setback ~13 m (ref 25.75/14.5), six south-frontage buildings
- TCL/Tussaud's in verified OSM positions.
- **Bug found:** the `demo-north-buildings` camera sat at X -22800 (the buildings' own X), aiming at its own position -> 85%-sky screenshot. Probed real geometry: TCL bbox X -22889..-18442, Y -9431..-1802; Tussaud's X -27071..-22799, Y -7586..-1888; hero at X -13336, Y +1307 (frontage 26 m). Camera now at (X -22750, Y +1600) looking north; sky fraction 85% -> 41%.
- Getting actor world bounds: spawn at loc(0,0,0) means static mesh bbox IS the world footprint (FBX carries the geo offset). Probe by loading the level explicitly (load_level) — a fresh commandlet starts on Untitled otherwise.
## 2026-11-08 — collision/seam audit done; QA self-test extended
- `-qaselftest` transect widened from 84 samples (3 lane centres) to **1456 samples / 16 rows** including kerb/road/sidewalk seam Ys (probed: N side -1912..-1053, kerb -1382..-1053, road -1382..+1047, kerb +718..+1047, S side +718..+1447). 0 holes.
- **New wall probe:** ground-referenced horizontal 30 m trace at +160 cm. First attempt used a fixed Z 160 and started INSIDE the earth (street is at Z ~366) -> every row reported a dist-0 blocker. Always ground the probe first.
- **Guard:** GigLineShotActor must skip rounds under `-qaselftest`, else bQuitWhenDone closes the game before the transect phase (observed: game exited at t=2s with "ShotActor: done (4 shots)" + RequestExit).
- Results on packaged build: walk 761cm/2s, reset 0cm, pause/unpause, transect 0 holes, wall 0/35 -> all PASS. Evidence recorded in Docs/release-checks.md.
## 2026-11-08 — setup logs gated behind a cvar (diagnostics item)
- The remaining spawn/input setup logs (settle-timer "start captured", "GigLine IN:" pushed/bound/errors) are now gated behind `gigline.SetupLogs` (TAutoConsoleVariable, default **0** via `DefaultEngine.ini [ConsoleVariables]`). Re-enable at runtime: `gigline.SetupLogs 1`.
- The `-qaselftest` QA logs stay ungated (deliberate release-check feature per Docs/release-checks.md). Verified packaged build: 0 setup-log lines, QA suite still all PASS (walk/reset/pause/transect 0 holes/wall 0-35).
- Branch qa-diagnostics-0.1.0. SIM/GROUND probes were removed earlier in the DefaultKeyMappings fix (PR #8).
## 2026-11-08 — v0.1.0 released
- All six `0.1.0` release checks pass and are recorded in `Docs/release-checks.md`: traversal (seam transect 0 holes), placement vs references, collision+packaging (wall probe 0/35), 60 fps at 1440p (2.42 ms avg; TSR on, VSync off, no FG), fresh-checkout build, packaged Linux build with controls shown in-game.
- `CHANGELOG.md` gets the `0.1.0` entry; the completed `0.1.0` section was removed from `TODO.md` (goal stays in `ROADMAP.md`); tag `v0.1.0` cut on `main`.
- Owner approved the regenerated screenshot set (PR #15) on 2026-11-08.
- THIRD_PARTY_NOTICES switched to checkbox statuses (`[x]`/`[P]`/`[ ]`); all tools incl. Blosm, QGIS and Git LFS are now verified as tool-only.
- Next work: the `0.1.1` collision-detail patch (sidewalk outer edge 15.8 cm step, crossing ramp gradient 10 %, kerb height assumption, traversal regression).
## 2026-11-08 — v0.1.1 released (collision patch)
- Sidewalk upstand now tapers full-at-kerb → zero at the building edge (removes the 15.8 cm outer ledge). Crossing ramp run derives from `--max-ramp-grade` (8 % ⇒ 1.63 m) instead of a fixed 1.5 m/8.7 %. Street + site rebuilt, site re-imported, DemoMap rebuilt, packaged build verified.
- Pre-check tool fixes: coverage no longer shrinks with `--sample` (it used `range(int(block_len))`), and it reports grade + location of the worst step.
- Residual, documented not hidden: 13.4 cm surface step at s≈198 (south) / 8.0 cm at s≈251 (north) — a strip discontinuity near a centreline vertex, below the 45 cm MaxStepHeight, so not blocking.
- Kerb height finalised at 0.15 m modelled / 0.13 m built (6 in LA standard; DEM and photos can't resolve finer).
## 2026-11-09 — Mapbox building data as a second height source
- `Geo/tools/mapbox_buildings.py` (new, stdlib `urllib`) Tilequeries `mapbox.mapbox-streets-v8` layer `building` at every building centroid in the extract and merges the answer with our OSM height + source. Token comes from `MAPBOX_ACCESS_TOKEN` in the ignored `.env`; responses cache to `Geo/raw/mapbox-cache/`.
- **Mapbox terms restrict persisting/redistributing their data**, so `.gitignore` now covers `/Geo/raw/mapbox-cache/` and `/Geo/verification/*mapbox*`. The tool also refuses to cache a response that contains the token.
- **First run (72 buildings): 58 match, 5 close, 3 disagree, 6 non-building.**
- It independently classifies our roof/canopy/shelter volumes as `roof`/ `shelter` — corroborating the `0.1.2` finding that they are not buildings.
- Remaining disagreements are untyped `building=yes`/`apartments` rear structures where our fallback guess (2 × 3.2 m = 6.4 m) meets Mapbox's 3.0 m.
- Every "close" case is a `building:levels × 3.2 m` building where Mapbox is **0.6 m lower per 6 levels** → Mapbox implies **3.1 m per level**, not 3.2. Worth revisiting `LEVEL_HEIGHT` if a measured storey height ever lands.
- Its query API surface: `height`, `min_height`, `type`, `extrude` per polygon.
## 2026-11-09 — Mapbox calibration adopted into the blockout
- Owner decision: adopt Mapbox. Applied:
- `LEVEL_HEIGHT` 3.2 → **3.1 m** in `Geo/tools/block_height_report.py`, and the Blosm `--level-height` default in `Art/blender/blockout/blosm_blockout.py`.
- `HEIGHT_OVERRIDES` in block_height_report: ways 1490910971, 1492058875, 1492747608 → 3.0 m (Mapbox single-storey; the 2-level guess gave 6.4 m).
- `classify_height(tags, level_height, way_id)` now takes the way id so overrides apply; `mapbox_buildings.py` passes it, so the cross-check agrees with the height table.
- Re-running the cross-check: **66 match, 6 non-building, 0 close/disagree**.
- Geometry: blockout regenerated at 3.1 (object names preserved — the frontage exporter maps `element.020`/`element`/`element.019`/named buildings, all still present, 6/6 exported), frontage re-imported, DemoMap rebuilt, packaged build `-qaselftest` all PASS.
- **Blosm adds roof mass** on top of `levels × levelHeight`: 6922 39.1 m vs table 37.2, El Capitan Theatre 20.5 m vs 18.6 — both ~+1.9 m. That is a roof, not a height error; the table is the tagged height, the mesh is storey + roof.
- Gotcha: regenerating the blockout is safe for names, but any future change to the import must re-verify the 6/6 frontage export and the `element.*` mapping.
## 2026-11-09 — hero colonnade proportion fixed (47.6 % → 53.1 %)
- The hero's colonnade (columns 2.00–7.95 + capitals 7.95–8.90) was 6.90 m of the 14.50 m elevation = **47.6 %**, below the photographed 50–60 %, because the entablature (3.40 m) and parapet (2.20 m) used 5.60 m of the height.
- Thinned ENTABLATURE_H 3.40 → 3.00 and PARAPET_H 2.20 → 1.80 in `Tools/hero_facade_build.py`; the colonnade grows to **7.70 m = 53.1 %** while the envelope, motto band and medallions keep their relationships (all positioned relative to those two constants).
- **Gotcha (cost a bad build):** `hero_facade_build.py` takes `--out` for the **FBX** and `--save-blend` for the `.blend`. Passing `--out <file>.blend` writes FBX bytes over the blend and Blender then reports "File format is not supported". Correct invocation: `--out /tmp/gigline/hero-facade.fbx --save-blend Art/...blend --report Art/...json`.
- Rebuilt hero → re-imported (`SM_HeroFacade`, bounds 2604 × 1257 × 1450 cm) → DemoMap rebuilt → screenshots re-rendered. Note `ue_hero_facade_import.py` saves the map, so `chmod u+w` the `.umap` first or the import silently does not persist.
## 2026-11-09 — AI detail plates from reference photos; floating windows fixed
- `Tools/facade_detail_concepts.py` generates architectural detail plates from one local reference photograph via OpenRouter image models (default `google/gemini-2.5-flash-image`; the sibling project uses the same route in `tools/generate_textures.py` — chat/completions with a text + image_url content part, image returned as `message.images[].image_url.url`). Eight studies, `--list` free, `--all` generates, `-vN` never overwrites, `.refgen.json` sidecar per image, all output under gitignored `Art/reference/facade-details/`.
- **Prompt gotcha:** the model refuses when the prompt describes features the reference photograph does not show ("the image you sent appears to be a decorative architectural detail, not an entrance with steps"). Prompts must describe the _reference subject_ and only restage light/people/surface.
- **Output is real:** 1184×864 to 1344×768 PNGs, ~2 MB each.
- **Measured defect found and fixed:** hero window panes sat at Y −1.98 while the mass front is Y −0.50 and the columns reach −1.02 — i.e. glazing floating 1.44 m in front of the wall and ahead of the colonnade. Now `WINDOW_Y = −0.56` (6 cm proud of the wall, behind the columns). Visible as dark openings in `review-hero-facade-front`.
- Reminder: `.blend` is LFS read-only on checkout — `chmod u+w` or Blender fails with "Cannot save blend file … not writable" (this bit again here).
## 2026-11-09 — UE export hygiene: smoothing groups + facade collision
- **All our FBX exporters used `mesh_smooth_type="OFF"`**, which is why every Unreal import logged "No smoothing group information was found for this mesh". The hero now exports `"FACE"` and its round parts are shaded with `shade_smooth_by_angle(35°)` before export: cylinders read as round instead of faceted, and the import warning is gone (6 → 0).
- **The hero façade had no simple collision** (complex-only), so line traces and capsule sweeps passed straight through it — the player could walk through the wall of the demo. Caught by a new `-qaselftest` **facade occlusion probe** (40 m sideways traces from the road centre at walking height).
- **Auto-generated convex collision on a 95-part 26 m façade is unusable**: it produced coarse hulls that bulged into the street and the wall probe went 0/35 → 2/35. Rejected in favour of `UseComplexAsSimple` via `UGigLineAssetTools.set_complex_collision_as_simple` (same reason the terrain uses it), saved on the asset.
- Probe expectations must mirror the staged buildings: the facade probe now carries explicit X spans per frontage (and the TCL/Tussaud's spans on the north side) so a gap between buildings is not reported as a defect.
## 2026-11-09 — one FBX export preset instead of six copies
- The `bpy.ops.export_scene.fbx(...)` argument block was duplicated in six scripts (hero, block frontage, north buildings, site, scale test, MPFB character), and all six carried `mesh_smooth_type="OFF"` — hence the "No smoothing group information was found" warning on every import.
- Now `Tools/fbx_export_preset.py` holds `ue_metric_v1` and `ue_character_v1`: `preset_kwargs()` (bpy-free, unit-tested) plus `export_static()` / `export_character()` wrappers that import `bpy` lazily. Every caller imports it and passes `selection=True/False`; the seven duplicated blocks are gone.
- Callers in `Tools/` resolve the module with `sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))`; the Blender-side `Art/blender/site/export_site_fbx.py` computes the repo root (`..`, `..`, `..`) and joins `Tools`. Getting that wrong silently inserts `Tools/Tools` — check the import path when adding a caller.
- Verified end to end: scale test, hero, frontage (6/6), site (7/7) and north buildings all re-exported through the preset, re-imported with **0 smoothing warnings**, DemoMap rebuilt and `-qaselftest` all PASS (walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
- `mpfb_character_export.py` was not re-run: it needs the MPFB add-on on `BLENDER_USER_SCRIPTS` ("Add-on not loaded: bl_ext.blender_org.mpfb"), which is pre-existing and unrelated; the character is not in `0.1.x` gameplay.
## 2026-11-09 — v0.1.2 released
- Cornice finished: projecting corona over a **52-dentil course** (0.18 × 0.30 × 0.22 m at 0.45 m centres, z 12.12–12.34, 0.25 m clear of the corona). Hero is now 3 044 tris across 148 parts, still 14.50 m. Verified: packaged `-qaselftest` all PASS (transect 0 holes, wall probe 0/35, facade probe 0/9).
- `CHANGELOG.md` gets the `0.1.2` entry (added/changed/fixed/verified/limitations), the `0.1.2` section is removed from `TODO.md`, `ROADMAP.md` status updated, tag `v0.1.2` cut after the merge.
- Assumptions recorded rather than hidden: dentil spacing, base and abacus dimensions are not resolvable in our reference photography.
## 2026-11-09 — elevation cameras levelled (straight verticals)
- archviz MUST: an elevation must not lean. `hero-facade-front` looked up ~4° from 4.2 m at a 7.6 m target; `demo-spawn-view` and `demo-street-level` were pitched too. All three now put the camera at the target's height, so `FindLookAtRotation` yields pitch 0 and roll 0 and verticals are parallel by construction.
- Do not try to _measure_ verticality from the rendered PNG with a naive edge scan: banners, windows and the parapet produce different edge sets at different heights and the pairwise match is meaningless (it reported a 418 px "drift"). Verify it geometrically in the camera list instead.
## 2026-11-09 — 0.1.3 packaging/setup fixes
- **`Tools/ue_common.py`**: `make_writable()` clears the read-only bit an LFS `.umap` checks out with (otherwise `save_map()` returns False with no error and the staged actors vanish), and `require_saved()` makes that failure visible. `ue_hero_facade_import.py` and `ue_import_north_buildings.py` never did this — which is why importing the hero appeared to succeed while saving nothing. Verified by forcing `chmod u-w` on DemoMap first: the run logged `map writable: chmod u+w … (was 0o444)`, then `save_map: True`, exit 0.
- Gotcha while adding it: `ue_hero_facade_import.py` had **no** `import os`/`sys` (only `unreal`), so the sys.path line raised `NameError: name 'sys' is not defined` inside the commandlet — an exit code of 255 with no obvious cause.
- Docs: `build.md` gained the current pipeline table (7 site FBXs, frontage, north, hero, map), the `Builds/GigLineQA` archive, the packaged-log path, `-qaselftest` usage and a **traps** table; `setup.md` marks the fresh-checkout build verified and documents the two optional API keys; architecture 07 + combined doc corrected the build-output path.
## 2026-11-09 — 0.1.4 materials + architecture-camera pass
- **Material graphs**: `ensure_material()` now supports masonry coursing (`courses_m`) and roughness variation. **UE's `WorldPosition` is in CENTIMETRES**, so a course height in metres must be ×100 — the first attempt divided by 0.55 and produced coursing 100× too fine to see.
- **`connect_material_expressions` returns False instead of raising**, so an unknown pin name leaves an input unconnected and the material silently compiles with a default (a mask of 0 is invisible). All links now go through a `link()` helper that logs failures. There is also **no `MaterialExpressionLess`**; use `Frac → Divide → OneMinus → Clamp` for a soft threshold band, or `MaterialExpressionStep`/`SmoothStep` if a hard one is wanted.
- **Material assignment was slot-0-only**, which on the hero is the _banner_ — the stone, shadowed stone and glazing kept their flat Blender materials. Assignment is now per slot, keyed on the imported slot material's name (`glass`/`banner`/`stoneshadow`/`stone`/`roof`/`wall`). Hero: 4/4 slots.
- New materials: `M_FacadeStoneShadow` (same coursing, a stop darker), `M_FacadeGlass` (roughness 0.14, specular 0.62 ≈ IOR 1.5 expressed without a refraction pass), `M_FacadeBanner` (the one saturated surface).
- **Camera FOV**: levelling the elevation cameras left the building small in frame (39 % sky). Added optional per-shot `ShotFieldOfView` to `AGigLineShotActor` and a 4th element on the shot tuples; a long lens (42–55°) fills the frame from across the street while the camera stays level, so verticals stay parallel. `review-hero-facade-front` sky 39 → 20 %, `demo-spawn-view` 23 → 16 %.
## 2026-11-09 — facade texture maps (0.1.4)
- `Tools/generate_facade_textures.py` writes deterministic 512² base-colour and roughness maps (ashlar stone, stucco, asphalt, concrete) with a pure-zlib PNG encoder and hash-based value noise — no numpy/Pillow, ~14 s for all eight, and byte-identical on a re-run (checked by md5sum).
- `ue_build_demo_map.py` imports them to `/Game/Hollywood/Textures` and samples them **world-aligned**: WorldPosition (cm) → ×(1/tile_cm) → ComponentMask(R,G) → TextureSample UVs. `tile_cm` per material: stone 440, stucco 260, asphalt 900, concrete 250.
- Gotchas: `MaterialExpressionTextureSample`'s UV input pin is **"UVs"**, and the output pin for colour is **"RGB"** / roughness **"R"**. `ComponentMask` pins are R/G/B/A booleans. A textured material skips the graph coursing on purpose — overlaying both would double the course pattern.
- The script needs `ROOT` in `ue_build_demo_map.py` and `sys` imported; forgetting either fails with `NameError` and an exit code of 0 from the commandlet (always read the result file under /tmp/gigline).
## 2026-11-09 — façade module kit (0.1.4)
- `Tools/facade_kit_build.py` builds the kit at the measured **4.96 m bay** and **3.10 m storey**: pilaster, sill, lintel, window bay, shopfront bay, door bay, cornice, parapet + coping = 16 meshes, exported per-object with `fbx_export_preset` plus a JSON part report (dims + evidence per piece).
- `Tools/ue_import_facade_kit.py` → `/Game/Hollywood/Kit/*`, complex-as-simple collision (a convex hull would fence off the shopfront glazing).
- `Tools/ue_apply_facade_kit.py` lays the kit out from each building's own bbox: `bays = round(width / 496 cm)`, storeys from height minus the 310 cm ground floor. **638 pieces** over six frontage buildings + both north buildings.
- **Bug worth remembering:** the first window piece was modelled entirely at +Y (into the wall), so every window sat _inside_ the solid blockout wall and was invisible in every render while the placement maths looked right. The kit now projects the surround 3 cm proud with the glazing 6 cm behind its face — a solid-wall blockout cannot carry a real recess, so the piece has to project.
- Blender gotcha: clearing the scene _including materials_ invalidates handles already taken ("StructRNA of type Material has been removed"); clear objects and orphan meshes only, and create the material after the clear.
- The kit meshes are spawned at the world origin with their position baked into the mesh (like the frontage exports), so placement uses the bbox directly and must not add the actor location.
## 2026-11-09 — CRITICAL: blockout must be regenerated with --origin
- Regenerating the blockout in 0.1.2 (for the 3.1 m storey height) was run **without `--origin`**, so Blosm centred on the extract instead of fitting the project frame. The whole frontage shifted about **119 m in X and 2.4 m in Y**, and the hero ended up outside the 6902/6838 gap — the "verified placement" was undone silently, and every render still looked like a plausible block.
- Correct invocation (README documents it, and the affine fit prints `frame correction residual: max 0.0 cm`): `blosm_blockout.py --osm … --bounds 34.1006,-118.3422,34.1020,-118.3370 --level-height 3.1 --origin 34.101545,-118.338718 --assets-dir … --out …`
- After re-export + re-import, the frontage spans are back to the verified values: 6922 −24276..−17700, 6902 −17749..−14591, **hero −14644..−12028 between them**, theatre −12082..−8210, and the north buildings at −22889..−18442 / −27071..−22799.
- **`ue_import_north_buildings.py` also lacked `import sys`**, so its sys.path line raised NameError and the import silently did nothing (exit 255). Same trap as the hero importer: these scripts imported only `unreal`.
- Lesson: after any blockout regeneration, probe the staged buildings' world X spans and compare them with `Geo/verification/2026-11-06-el-capitan-block.md` before trusting a render. A shift of this size is invisible in a screenshot.
## 2026-11-09 — kit naming + topology validation (blender-modeler checklist)
- Kit assets now follow the Unreal convention: the Blender object keeps its readable name (`Kit_Pilaster`), the exported asset and file are `SM_Kit_Pilaster`. The kit loader strips the `SM_` prefix so the layout code still addresses pieces by short name.
- `facade_kit_build.py::validate()` runs the blender-modeler cleanup checklist on every piece before handoff — non-manifold edges, loose vertices, triangle count — and records the result in the part report. Current kit: 16 pieces, **all manifold, no loose geometry, 12 tris each**.
- `ue_import_facade_kit.py` now deletes kit assets that the current build no longer produces, so a rename cannot leave two generations of the same piece in the folder (the rename from `Kit_*` to `SM_Kit_*` did exactly that until it did).
## 2026-11-09 — visual comparison loop; screenshots are demo-only
- `Tools/visual_loop.py` closes the reference → render → feedback loop. `--verify` gates captures against `Tools/visual_targets.json` (blank, tone-less, wrong-size fail); `--compare` measures luma, RMS contrast, edge density, palette distance and a 3x3 luma grid against the reference and prints a 0–1 score; `--iteration N` writes `Art/reference/iterations/N/{metrics.json,feedback.md}`. The feedback names the skill to consult, so the next modelling pass starts from a measurement rather than an opinion.
- **Iterations are gitignored** (`/Art/reference/iterations/`); only confirmed shots are promoted into `Screenshots/`. A test asserts the ignore rule and that every target is a demo-map shot.
- `Screenshots/` now holds **demo-map captures only** — the review staging map is no longer rendered for review. `render_screenshots.sh --verify` renders the demo map, collects the shots and runs the verification gate in one step.
- **PIL gotchas:** `FIND_EDGES` leaves its own border ring at 128 (236/3600 px on a 60x60 frame = 6.5% "detail" on a perfectly flat image), so crop **after** filtering — cropping before does not help, the new border gets the same treatment. Palette shares must divide by the full-image area, not the cropped one.
- First comparison (iteration 2): spawn view 0.70, street level 0.35, crossing 0.41, north buildings 0.34. Edge density is the dominant gap everywhere (0.04–0.11 against 0.20–0.32 in the references) — the render still lacks the relief the photographs carry, which is exactly what the `0.1.4` façade work is for.
## 2026-11-09 — theatre marquee + blade sign
- `Tools/theatre_trim_build.py` builds the El Capitan Theatre's signature features in **world coordinates**: marquee canopy 12.0 × 2.60 m at a 4.60 m soffit, illuminated fascia, recessed soffit, vertical blade sign 1.30 × 5.20 m with frame and bracket. `Tools/ue_stage_theatre_trim.py` imports to `/Game/Hollywood/Theatre` and stages one actor per piece (single spawn at the origin — no placement arithmetic).
- **Two placement bugs, both invisible in a render:**
1. **Axis sign.** Blender +Y is Unreal −Y, so a face at Unreal Y +1001 is Blender Y −10.01. Using +10.01 put the whole marquee on the far side of the boulevard.
2. **Absolute Z.** Trim heights were absolute while the pavement at the theatre is 4.56 m above the project datum, so the canopy hung 5 cm above the pavement — the QA wall probe caught it as a knee-height blocker. `GROUND_Z` now offsets every height.
- Wall probe: a scan row at Y 1000 sat ~1 cm from the frontage building line and grazed the theatre wall once the kit's proud shopfronts went in. Rows now sample the street envelope only (−1400, −167, 800, −1382, 718).
## 2026-11-09 — 0.1.4 signed off; 0.1.5 created for the carried geometry
- Owner reviewed the four demo captures locally and approved the set. Signoff recorded in `Docs/reviews/0.1.4-review.md` (7/7 items) and in the per-shot `Approved` column of `Screenshots/README.md`.
- The three geometry items that `0.1.4` did not finish — retail neighbours from their own references, hero fluting/motto band, blockout cleaning — move to a new **`0.1.5` Façade finishing** patch rather than growing this one, plus a much-needed **1440p performance re-measure** (625 kit actors have never been measured; `0.1.0` measured 414 fps).
- Decision recorded because it sets a precedent: finish and sign off a version when its _stated_ scope is done, and carry leftover scope into the next patch — do not let a patch accumulate unmeasured geometry.
- Closed the two missing reference angles for the hero façade, both from Wikimedia
Commons (gitignored deliverables under `Art/reference/`, provenance in sidecars):
- `el-capitan-entrance/` — `File:Hollywood El Capitan entrance.jpg` (+ detail),
Andreas Praefcke, CC BY 3.0. This is the isolated hero (6840) entrance/door
recess that the notes doc had claimed Commons didn't hold. Query that found it:
`--query "El Capitan entrance"`.
- `el-capitan-night/` — `File:El Capitan theater with Tron marquee.jpg`
(CC BY-SA 3.0) + West Side Story premiere (Adam Jones, CC BY 2.0). The theatre is
the building NEXT to 6840; treat as proximity evidence only, not the hero.
- Commons throttles hard: HTTP 429 after a batch. Fetch fewer files with
`--delay`/separate calls and wait ~15-20s between runs (`queue.py` tool default
1 req/s is insufficient once rate limited).
- Task was claimed on branch `ref-photo-0.1.2`; delivers only the TODO closure (all
actual reference files are gitignored, so no code branch content). Reported to
coordinator for merge/cleanup.
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Development roadmap for this project: milestone goals, scope, decisions, and release gates. Actionable tasks, claims, and progress marks live in [TODO.md](TODO.md).
## Status at a glance — 2026-11-08 15:30
## Status at a glance — 2026-11-07 09:45
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), then `0.2.0` (player body, third-person camera, animation).
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. Remaining `0.1.0` work is geo detailing, asset production, gameplay, and release checks.
| Area | State |
| --- | --- |
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# Screenshots — demo-map visual review
# Screenshots — visual review
Rendered captures of **the demo map only** — what a player sees when the demo runs. Generated by [`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh); the PNGs are committed so a reviewer sees exactly what the build rendered.
The review staging map (`/Game/Test/ReviewMap`) is not part of this set: it exists to hold the camera list and the hero detail rig, and it is not what ships.
Rendered in-game captures of the current project content, generated by [`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). The PNGs are committed alongside this README so a reviewer sees exactly what the build rendered.
## How to regenerate
```bash
Tools/render_screenshots.sh --verify
Tools/render_screenshots.sh
```
Stages the demo shot cameras, runs the game on `/Game/Hollywood/DemoMap`, copies the PNGs into `Screenshots/demo/` and then runs [`Tools/visual_loop.py`](../Tools/visual_loop.py) `--verify` to check that each shot still shows the content its expectation describes. About a minute.
Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it (and on the DemoMap for the walkable views), walks the fixed camera list via `AGigLineShotActor`, captures each shot, copies the PNGs here and exits — about a minute. The camera list lives in `Tools/ue_build_review_map.py`; add new shots there, remove retired ones here.
## The shot list
> Naming: shots use their stable camera name (no index prefix), so adding or reordering cameras never renumbers files or orphans the old ones. Click an image for the full-size PNG.
Each shot has an **expectation** in [`Tools/visual_targets.json`](../Tools/visual_targets.json) — the content the capture must show — and a verification state produced by `--verify`: it fails if the frame is blank, the wrong size, or has no tonal range.
## Shot list
| # | File | View | Expected content | Verified | Approved |
All shots ☑ approved 2026-11-07, including the block frontage pass that added the neighbouring buildings and corrected the hero and north-building placement.
| # | File | Preview | Map | View | What it shows |
| --- | --- | --- | --- | --- | --- |
| 1 | `demo/review-demo-spawn-view.png` | north sidewalk | The whole south block: the neoclassical hero façade between its neighbours, both sidewalks and the road in the foreground | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 2 | `demo/review-demo-street-level.png` | eye height, north side | Street level: the hero colonnade with the adjacent frontage buildings either side, shopfronts at pavement level | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 3 | `demo/review-demo-crossing.png` | along the crosswalk | The designated mid-block crossing (s=130 m, UE X −14956): zebra bars on the asphalt, south frontage and colonnade behind | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 4 | `demo/review-demo-north-buildings.png` | across the Boulevard | The two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) from the south side, full height in frame | ☑ 2026-11-09 | ☑ 2026-11-09 |
Approval is per shot, in the table above (owner review of the `0.1.4` set, recorded in [`Docs/reviews/0.1.4-review.md`](../Docs/reviews/0.1.4-review.md)). Add a row when a shot is added; remove the file in the same change when a shot is retired.
## The iteration loop (uncommitted)
`Tools/visual_loop.py` measures each capture against its reference photograph and turns the deltas into modelling actions for the Blender skill packs:
```bash
python3 Tools/visual_loop.py --compare --iteration 3 # writes Art/reference/iterations/3/
```
That directory is **gitignored**: iterations stay uncommitted until a shot is confirmed, and only confirmed shots are promoted into `Screenshots/demo/`. The feedback file names the affected skill (`blender-modeler`, `archviz`, `materials`, `lookdev`, `camera-cinematography`) so the next modelling pass has a starting point rather than an opinion.
Note the comparison is only meaningful when the shot and the reference frame the same subject — a wide block view measured against a tight façade crop will always report low edge similarity.
| 1 | `review-overview.png` | [<img src="review-overview.png" alt="overview" width="180">](review-overview.png) | Review | 7 m up, NE | Whole review layout: character + both cubes on the floor |
| 2 | `review-character.png` | [<img src="review-character.png" alt="character" width="180">](review-character.png) | Review | eye height, south | MPFB mannequin, idle pose + warm skin; feet meet the plane |
| 3 | `review-scale-cubes.png` | [<img src="review-scale-cubes.png" alt="scale cubes" width="180">](review-scale-cubes.png) | Review | south | Floating vs grounded cube: cast vs contact shadow |
| 4 | `review-player-placement.png` | [<img src="review-player-placement.png" alt="player placement" width="180">](review-player-placement.png) | Review | spawn | The `AGigLineCharacter` pawn, capsule height and landing |
| 5 | `review-npc-prefab.png` | [<img src="review-npc-prefab.png" alt="npc prefab" width="180">](review-npc-prefab.png) | Review | mid, west | The `AGigLineNPCPerson` prefab: collision capsule + visible MPFB body, feet on Z 0 |
| 6 | `review-ground-contact.png` | [<img src="review-ground-contact.png" alt="ground contact" width="180">](review-ground-contact.png) | Review | knee height, feet | Floating/sinking character is obvious here |
| 7 | `review-shadow-compare.png` | [<img src="review-shadow-compare.png" alt="shadow compare" width="180">](review-shadow-compare.png) | Review | low angle | Detached (floating) vs touching (grounded) shadows |
| 8 | `review-hero-portals.png` | [<img src="review-hero-portals.png" alt="hero portals" width="180">](review-hero-portals.png) | Review | 8 m, eye height | Three genuine 1.2 m portal recesses with flights and plinth |
| 9 | `review-hero-facade-front.png` | [<img src="review-hero-facade-front.png" alt="hero facade front" width="180">](review-hero-facade-front.png) | Review | road side, straight-on | Hero façade elevation and column rhythm |
| 10 | `review-hero-facade-oblique.png` | [<img src="review-hero-facade-oblique.png" alt="hero facade oblique" width="180">](review-hero-facade-oblique.png) | Review | north-west | Body depth and column line standing proud of the mass |
| 11 | `demo/review-demo-spawn-view.png` | [<img src="demo/review-demo-spawn-view.png" alt="spawn view" width="180">](demo/review-demo-spawn-view.png) | Demo | north sidewalk | The whole block: hero façade between its neighbours, both sidewalks and the road |
| 12 | `demo/review-demo-street-level.png` | [<img src="demo/review-demo-street-level.png" alt="street level" width="180">](demo/review-demo-street-level.png) | Demo | eye height, north side | The hero colonnade with the adjacent frontage buildings either side |
| 13 | `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="180">](demo/review-demo-crossing.png) | Demo | along the crosswalk | The designated mid-block crossing at s=130 m (UE X -14956): three zebra bars on the asphalt, with the south frontage and the hero colonnade behind |
| 14 | `demo/review-demo-north-buildings.png` | [<img src="demo/review-demo-north-buildings.png" alt="north buildings" width="180">](demo/review-demo-north-buildings.png) | Demo | across the Blvd | North-side buildings (TCL, Tussaud's) seen from the south side across the road |
## Scene conventions
- **Demo map** (`/Game/Hollywood/DemoMap`): fixed daytime — sun pitch −62 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure.
- **Cameras**: elevation shots sit at their target height (pitch 0, so verticals stay parallel) and use a 42–55° lens to fill the frame from across the street.
- **Materials**: every surface carries a look-developed material from `Tools/ue_build_demo_map.py` — noise-blended base colour, masonry coursing, and a generated texture set (`Tools/generate_facade_textures.py`) sampled world-aligned. Explicit roughness and specular per surface type.
- **Review map** (`/Game/Test/ReviewMap`): 160 m floor, top face at Z 0; the character measures Z 0..83 cm. One warm key light plus sky fill.
- **Cubes**: `Cube_ScaleTest_A` rests on the floor, `Cube_ScaleTest_B` floats at Z 2 m; both are exactly 1 m — the scale reference.
- **Demo map** (`/Game/Hollywood/DemoMap`): fixed daytime — sun at pitch −50 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure.
- **Materials**: every exported surface carries a look-developed material built in `Tools/ue_build_demo_map.py` (`ensure_material`) because Blender's flat diffuse colours do not survive the FBX → Unreal import. Each has an explicit roughness and a subtle world-space noise blend between two shades: `M_Asphalt` (0.92), `M_Concrete` (0.88), `M_KerbConcrete` (0.85), `M_Ground` (0.98), `M_RoadPaint` (0.62), `M_FacadeStone` (0.72) and `M_Stucco` (0.86) for the north-side buildings.
- **Lighting is dynamic-only** (`r.AllowStaticLighting=False`, all lights Movable), so no lighting build is ever required.
## What to look for
- **Ground contact**: feet meet the plane with no gap and no shadow seam.
- **Scale**: everything checks against the 1 m cubes.
- **Façade rhythm**: six columns at 4.96 m across 25.75 m should read as the photographs in silhouette.
## Known cosmetic issues
- Hero façade renders pale: the stone material is a graph and a texture set, not a scanned surface (the `0.1.4` façade pass is in progress).
- Banners sit on the column line rather than flush to the wall (they hang on the columns in the photographs, so this is acceptable).
- Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement.
- The El Capitan Theatre has no marquee or blade sign yet — the feature that makes it read as itself.
- Floor speckle from the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
- Hero façade renders pale — Blender flat colours with no normal/roughness, so it reads as untextured stone (the `0.1.4` façade patch, not a lighting bug).
- Banners and window panels float detached from the colonnade wall (next modelling pass).
- Between kerb and building line, the walkable surface is the terrain mesh, not a modelled pavement.
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