10 Commits
Author SHA1 Message Date
zwitschi 055944fd33 docs: record terrain collision root cause; point Gameplay at the QA branch 2026-11-08 11:30:47 +01:00
zwitschi 2bb1e74814 fix(collision): terrain bbox proxy buried the whole street
The player never fell through - it stood on an invisible 8 m box. The
imported Terrain_DEM carried only a bounding-box simple collision proxy,
so every downward trace in the block hit Demo_Terrain_DEM at Z 819 (the
mesh bbox max) and the road/sidewalk underneath were unreachable. The
view from up there looked plausible, which is why it read as working.

- add UGigLineAssetTools (C++): set complex-as-simple collision on a
  static mesh; UE 5.8 exposes ECollisionTraceFlag, not
  bUseComplexAsSimpleCollision, and Python cannot set it at all.
- builder forces + saves the terrain asset as complex-as-simple (the flag
  lives on the asset, so saving only the .umap loses it).
- spawn (-13336, -1150, 600): inside the carved corridor; lands on the
  road at Z 456 (feet 368 on road top 366).
- HighResShot 1280x720, not "1280 720" (that is multiplier 1280).
- keep SIM + single ground-probe diagnostics (TEMP QA).
2026-11-08 11:30:41 +01:00
zwitschi 2bab0fb0cd qa wip: SIM diagnostics + street spawn (pre-rebase snapshot) 2026-11-08 10:36:18 +01:00
zwitschi 2199a546bd qa wip: spawn in front of facade + input/sim diagnostics
- PlayerStart moved to (-10722,-2400,800) clear air, facing the facade.
- Force game input mode + hide cursor at BeginPlay.
- Diagnostics: every-second world/Z/gravity/fall log; one HighResShot at 1.5s.

Verified (packaged, engine log): controller connects to pawn input=yes, ctx
pushed, actions bound, world ticks, gravity -980, but capsule stays Z=909
fall=0 forever and no input fires. Static airborne pawn + no fall + no input
= pawn simulated without an active autonomous local player. Recorded for next
debug; do not merge to main.
2026-11-08 10:35:48 +01:00
zwitschi ea16818e2a qa: walkable meshes use SIMPLE_AND_COMPLEX collision (WIP on fall-through)
- ue_import_site.py: switch walkable surfaces (terrain, road, sidewalks) from
  CTF_USE_COMPLEX_AS_SIMPLE to CTF_USE_SIMPLE_AND_COMPLEX so the capsule
  blocks against the auto-generated simple collision as well as triangles.
- Re-imported site meshes, rebuilt DemoMap with the PlayerStart cap at Z300.

Unresolved: packaged plain launch still falls through at spawn in the last
verified run (capsule Z-123 -> -1960, no ground trace hit). User confirms the
site geometry RENDERS (visible in the distance) but the player is not standing
on it. Needs an in-editor/in-window collision verification — headless traces
are unreliable. Continue on this branch; do not merge to main.
2026-11-08 10:34:47 +01:00
zwitschi eb199ccce6 qa wip: collide site meshes, spawn cap above grade (still investigating fall-through)
- ue_import_site.py: auto_generate_collision=True so FBX static meshes get
  real collision geometry (they imported with none -> complex-as-simple had
  nothing to use, player fell through).
- ue_build_demo_map.py: PlayerStart cap raised to Z300 so the capsule feet
  start above the ~Z99-138 terrain surface there (an embedded spawn point is
  rejected -> 'NO PLAYERSTART with positive rating' -> origin fallback).
- Re-imported site meshes + rebuilt DemoMap with the above.

KNOWN-UNRESOLVED: packaged plain launch still spawns the capsule around
Z-123 and falls; downward trace finds no geometry. Map assets are all present
in the pak and referenced; runtime collision behavior needs a visual/interactive
check (headless commandlet traces are unreliable). Investigate on this branch;
do not merge to main.
2026-11-08 10:33:40 +01:00
zwitschi 1cc487b916 docs: note plain launch must open DemoMap (stuck-scene trap) 2026-11-08 10:32:10 +01:00
zwitschi f8c33ae697 memory: document walkable demo QA root causes (default map, input cook, collision) 2026-11-08 10:32:10 +01:00
zwitschi c09352b4af fix: default map is the runnable DemoMap, not the engine template
A plain packaged launch (./GigLine.sh with no -map) opened
/Engine/Maps/Templates/OpenWorld — an empty engine template with nothing to
do, which presented as a 'stuck' window with no working mouse/keys. The
GameDefaultMap setting lived in DefaultGame.ini and wasn't taking effect.

Move GameMapsSettings (GameDefaultMap/EditorStartupMap/ServerDefaultMap/
TransitionMap = /Game/Hollywood/DemoMap) into DefaultEngine.ini alongside the
GlobalDefaultGameMode, and drop the stale ReviewMap default from DefaultGame.ini.
Verified: plain ./GigLine.sh now loads /Game/Hollywood/DemoMap, Enhanced Input
initializes, Vulkan window opens.
2026-11-08 10:31:12 +01:00
zwitschi 3709530977 qa fix (wip): input assets hard-referenced, static site collision, spawn on sidewalk
Carries the QA fixes for the walkable demo off main onto an error-fixing
branch so a live window can be tested without blocking the clean main.

- GigLineCharacter: hard-reference the Enhanced Input assets via
  ConstructorHelpers so the cooker includes /Game/Input (they were soft-only
  and pruned from the pak -> no inputs bound). Push the mapping context on a
  deferred timer after possession.
- defaultgame.ini: +DirectoriesToAlwaysCook for /Game/Input, Hollywood, Test.
- ue_build_demo_map.py: stage site meshes STATIC with explicit collision
  (QUERY_AND_PHYSICS, WorldStatic, BlockAll); hero facade STATIC; PlayerStart
  moved onto the north sidewalk at Y -1200.
- DemoMap.umap rebuilt with the above.

STATUS: packaged build now logs all input assets ok and grounded=1/Walking,
so falling + input-nil are fixed in the package; the user still hit a stuck
window (no mouse/keys) in one test, so this remains WIP pending a clean
interactive run.
2026-11-08 10:31:12 +01:00
175 changed files with 778 additions and 9182 deletions

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-9
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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
-15
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@@ -1,15 +0,0 @@
# Prettier ignores — don't format generated or binary content
Binaries/
Intermediate/
Saved/
*.uasset
*.umap
*.blend
*.png
*.jpg
*.jpeg
*.gif
*.webp
# Vendored third-party content — never reformat
.agents/
-5
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@@ -1,5 +0,0 @@
{
"proseWrap": "never",
"tabWidth": 2,
"useTabs": false
}
+14 -65
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@@ -4,7 +4,8 @@ Working rules for autonomous agents, AI coding assistants, and contributors. Pla
## Project Goal
Develop and test on Linux; ship Windows and Linux builds, with Linux as the primary development and CI platform. The game supports walking and driving through a real city. The initial release is **`0.1.0`**: a walkable exterior demo around **6840 Hollywood Blvd / El Capitan Entertainment Centre**, including buildings on the south side of Hollywood Blvd between Highland Avenue and Orange Drive, plus buildings whose footprint lies within 50 m of the north-side frontage.
Develop and test on Linux; ship Windows and Linux builds, with Linux as the primary development and CI platform. The game supports walking and driving through a real city.
The initial release is **`0.1.0`**: a walkable exterior demo around **6840 Hollywood Blvd / El Capitan Entertainment Centre**, including buildings on the south side of Hollywood Blvd between Highland Avenue and Orange Drive, plus buildings whose footprint lies within 50 m of the north-side frontage.
- Verify the address, building footprints, and demo boundaries **before** modeling.
- If the address, footprint, or boundary cannot be verified from permitted sources, do not model that structure. Record the unresolved item in `Geo/` with the sources checked and continue with verified structures only.
@@ -13,14 +14,14 @@ Develop and test on Linux; ship Windows and Linux builds, with Linux as the prim
## Toolchain
| Tool | Role |
| ------------- | --------------------------------------------------------- |
| Unreal Engine | Rendering, gameplay, World Partition, Chaos Vehicles |
| Blender | Modeling, UVs, baking, collision meshes, character prep |
| MPFB | Human base meshes; baked materials, deform skeletons |
| QGIS | Geographic cleanup, coordinate conversion, elevation prep |
| Blosm | OSM building/street blockouts in Blender |
| Git + Git LFS | Source control, large assets, tagged releases |
| Tool | Role |
| --- | --- |
| Unreal Engine | Rendering, gameplay, World Partition, Chaos Vehicles |
| Blender | Modeling, UVs, baking, collision meshes, character prep |
| MPFB | Human base meshes; baked materials, deform skeletons |
| QGIS | Geographic cleanup, coordinate conversion, elevation prep |
| Blosm | OSM building/street blockouts in Blender |
| Git + Git LFS | Source control, large assets, tagged releases |
- Pin compatible versions in `Docs/toolchain.md`.
- Validate Blender→Unreal mesh, skeleton, material, and scale transfers **before** producing assets.
@@ -67,7 +68,6 @@ Rules for `TODO.md`:
- When **all** steps in a version section are done: write a short descriptive entry to `CHANGELOG.md`, remove the version section from `TODO.md`, and leave its goal in `ROADMAP.md`.
- Release checks for each version are listed at the end of its `TODO.md` section; `Docs/release-checks.md` defines the checks themselves. If a check fails, do not tag the release; open a patch task in `TODO.md` and report the failing check in `CHANGELOG.md`.
- Finish each milestone's release checks **before** expanding scope. Cut map size and simulation complexity before compromising the core walking/driving experience.
- **Realism leads, performance is a floor.** When a realism improvement costs frame time, realism wins and the cost is paid — but 60 FPS at 1440p without frame generation must still be met at every release. If realism cannot fit the budget, reduce the realism scope deliberately and record it in `CHANGELOG.md`; never ship below the floor without the owner's approval. Walkability outranks realism in one direction only: a block the player falls through is not a demo.
## Git workflow
@@ -80,13 +80,13 @@ Before starting any task:
3. **Record the active branch in the heading** of the section you are working on in `TODO.md`: append `- active - <sessionId>` (and, if useful, the branch name) to the level-three heading. This is the only way other agents can see that work is in progress on this section.
4. **Commit changes often** on that branch — small, focused commits with clear messages. Do not accumulate large uncommitted changes.
5. **Push to remote when a checklist item is done** — each completed `- [x]` item in that section should be committed and pushed. This keeps the remote state visible and makes progress recoverable.
6. When the section is complete, report the branch, changes, checks, and unresolved issues to the coordinator for integration (see _Parallel agent workflow_ below). Do not merge into `main` yourself unless authorized.
6. When the section is complete, report the branch, changes, checks, and unresolved issues to the coordinator for integration (see *Parallel agent workflow* below). Do not merge into `main` yourself unless authorized.
**Branch hygiene:**
- Branch from the current `main` revision, not from a stale local checkout.
- Keep `TODO.md` checkbox updates on your branch — they are part of the work.
- If a task needs a different camera angle, or affects visual review, follow the _Visual review_ section before pushing.
- If a task needs a different camera angle, or affects visual review, follow the *Visual review* section before pushing.
- If a task is abandoned, remove the `- active - <sessionId>` suffix from the heading in `TODO.md` and leave the branch for the coordinator to clean up.
## Parallel agent workflow
@@ -111,59 +111,6 @@ Keep entries short and dated, with the evidence: the command, the log line, or t
Memory edits on an agent's branch are not shared live. Communicate important findings to the coordinator during work and reconcile them into the shared `main` copy when integrating.
## Python and shell tooling
Every committed asset and every measured claim in this repository is produced by a script. Tools live in `Tools/` (Unreal, network, repository), `Geo/tools/` (projection, OSM/DEM parsing, metadata) and `Art/blender/*/` (Blender-side builders, next to their output).
**Fix the tool, not the artefact.** If an asset is corrected by hand, script the correction (or regenerate it) in the same change. A second manual fix of the same kind means the tool is missing a step.
**Improve over fork.** Extend the existing tool rather than adding a near-duplicate. When two or three scripts start sharing logic, factor the shared part into `Tools/_common.py`, `Geo/tools/osm_common.py` or `Art/blender/common.py`; keep the single metres→centimetres conversion where it already lives.
Rules that keep tools reusable and reviewable:
- **One script, one job.** Every input is an argument; no interactive prompts; deterministic output paths.
- **Fail loudly.** A tool that cannot do its job exits non-zero with a message. Never leave a partially written asset and a success code.
- **Result files for Unreal.** Unreal commandlets swallow `print()`; write the outcome to `/tmp/gigline/<tool>.txt` and read that instead of trusting the exit code alone.
- **Absolute paths into sandboxes.** Blender Flatpak (`LD_LIBRARY_PATH="$B/blender/lib"`) and Unreal do not share the repo's working directory; pass absolute paths.
- **Clean worktree for generators.** Tools that rewrite committed assets (site/street/hero builders, importers, map builders) run from a clean worktree; inspect the LFS diff before committing. Note that `.blend` and `.umap` check out read-only — `chmod u+w` first or the save silently fails.
- **Network and paid-API tools are human-triggered.** `Tools/commons_fetch.py`, `Tools/page_image_fetch.py`, `Tools/judge_screenshot.py` (OpenRouter) and anything similar never sit in a gate or CI. Handle HTTP 429 with back-off rather than retrying immediately.
- **Measure, don't assert.** Verification tools print the sampled numbers — counts, holes, Z ranges, worst step and its location, frame-time percentiles — so a claim in `TODO.md`, `CHANGELOG.md` or `Docs/` can be re-checked by re-running the command.
**Document every tool.** A new or changed tool gets a row in the inventory table of the README beside it: [`Tools/README.md`](Tools/README.md), [`Geo/README.md`](Geo/README.md), or [`Art/blender/README.md`](Art/blender/README.md). What it does, its arguments, and a typical command. A tool without a README row is unfinished.
**Test the pure parts.** `Tools/tests/` holds stdlib `unittest` tests (no Blender or Unreal process; they must not start a game or editor). Extract the testable core — argument parsing, geometry maths, licence gating, report formatting — into functions that a test can call directly.
```bash
python3 -m unittest discover -s Tools/tests -t Tools -p 'test_*.py'
```
Keep the tools standard-library-only where practical; if a third-party import is genuinely needed, add it to `requirements-tools.txt` with a version floor and mention it in the tool's README row.
## Architecture documentation
[`Docs/Architecture/`](Docs/Architecture/) is the arc42 documentation: twelve numbered section files, `about-arc42.md`, and the combined [`architecture.md`](Docs/Architecture/architecture.md). **Markdown is canonical** — the `.adoc` sources were removed on 2026-11-08.
Keep it current **in the same change as the implementation**, not in a later documentation pass. When work alters any of the following, edit the matching section:
| Change | Section |
| --- | --- |
| A new or restructured module, tool, data source or external interface | `05_building_block_view.md` |
| A runtime flow, tick/order dependency, or lifecycle (possession, map load, QA self-test) | `06_runtime_view.md` |
| Packaging, engine pin, checkout/build/launch procedure | `07_deployment_view.md` |
| A pattern, convention or cross-cutting rule (units, collision policy, provenance) | `08_concepts.md` |
| A decision that constrains future work | new ADR in `09_architecture_decisions.md` |
| A quality goal or a measured budget (frame time, traversal coverage) | `10_quality_requirements.md` |
| A known risk or a risk that retired | `11_technical_risks.md` |
| A new term, tool or abbreviation | `12_glossary.md` |
Rules:
- **Describe what exists.** No aspirational architecture: anything planned belongs in `ROADMAP.md` and `TODO.md`. Every structural claim names the file, script or flag that implements it.
- **ADRs are append-only.** Never rewrite an accepted decision; supersede it with a new ADR that says what it replaces and why.
- **Keep the combined document in sync.** `architecture.md` mirrors the section files; when a section changes, update the combined document too.
- **Images** live in `Docs/Architecture/images/` and are referenced, not duplicated.
- **Verify:** all Markdown must pass `prettier --check` (config in `.prettierrc`), and a command you quote must still run.
## Geographic & Art Pipeline
1. Save a versioned OSM extract; document date, bounds, and source.
@@ -201,6 +148,8 @@ Always use a consistent scale test, named export presets, and repeatable import
- Record asset provenance and redistribution permissions in `THIRD_PARTY_NOTICES.md`.
- Verify licenses for every MPFB asset, texture, animation, vehicle, and audio file.
- An asset whose license cannot be verified must not be committed. Record it as unresolved in `THIRD_PARTY_NOTICES.md` and replace it with a redistributable asset before the release.
- Include "© OpenStreetMap contributors" and the appropriate license link; review ODbL obligations for distributed derived databases.
- Do **not** use extracted Google imagery or geometry without explicit applicable rights.
- Keep restricted assets out of the public repository; prefer redistributable replacements.
- Review Epic distribution requirements before publishing builds.
+17 -23
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@@ -56,13 +56,13 @@ LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup --p
Spot checks against the measured cross-sections:
| Point | Terrain Z |
| ----------------------------- | --------: |
| Origin, Hollywood × Highland | 0.00 |
| Orange Drive end of the block | +3.39 |
| North sidewalk mid-block | +1.43 |
| South gutter, mid-block | +0.93 |
| Road centre, mid-block | +1.38 |
| Point | Terrain Z |
| --- | ---: |
| Origin, Hollywood × Highland | 0.00 |
| Orange Drive end of the block | +3.39 |
| North sidewalk mid-block | +1.43 |
| South gutter, mid-block | +0.93 |
| Road centre, mid-block | +1.38 |
That reproduces both the 3.4 m eastward fall and the ~2 % crown, so the DEM, the cross-sections, and this mesh agree.
@@ -80,7 +80,7 @@ LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b --factory-startup \
```
- `Road_Hollywood`: 8 120 verts, 7 812 faces, carriageway −10.5…+10.5 m, DEM elevations plus a 2 cm lift so it does not z-fight the terrain.
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide. The kerb upstand is **full at the road-side edge and tapers to zero at the building-side edge**, so the walk surface meets the terrain flush (before `0.1.1` the outer lip stood the full kerb height above the DEM — a 15.8 cm ledge).
- `Sidewalk_South` 4.0 m wide, `Sidewalk_North` 5.3 m wide, both raised by the kerb height.
- `Kerb_South`, `Kerb_North`: vertical faces, mostly **0.13 m** — the 0.15 m assumption minus nothing on the road side — and flushed to 0 within ±2.5 m of each signalised crossing with a 1.5 m blend. Measured from the built mesh: 256 steps at 0.13 m, 15 flush, a few in transition.
Crown check on the built mesh at mid-block: gutter −10.5 m → +0.99, −5 m → +1.38, centre → +1.52, +5 m → +1.58, +10.5 m → +1.52. The crown sits just north of the centreline, as the cross-sections said.
@@ -103,20 +103,16 @@ Objects are appended from the source files, not regenerated, and grouped into `S
A downward raycast on a 1 m grid along both sidewalks and the designated crossing, ignoring blockout meshes so marquees and canopies overhead do not count as ground:
| Route | Samples | Holes | Z range | Worst step |
| ----------------- | ------: | ----: | ------------- | ----------------: |
| South sidewalk | 279 | 0 | −0.48 … +3.06 | 13.4 cm (s=198) |
| North sidewalk | 279 | 0 | +0.06 … +3.76 | 6.9 cm (s=33) |
| Crossing at 130 m | 26 | 0 | +1.14 … +1.80 | 9.0 cm (off −8.5) |
At `--sample 0.25` the same routes measure 11.6 cm / 8.0 cm / 3.4 cm. The pre-check now prints the grade and the **location** of the worst step, and its coverage no longer shrinks with `--sample`.
| Route | Samples | Holes | Z range | Worst step |
| --- | ---: | ---: | --- | ---: |
| South sidewalk | 279 | 0 | −0.45 … +3.13 | 20.5 cm |
| North sidewalk | 279 | 0 | +0.07 … +3.83 | 15.1 cm |
| Crossing at 130 m | 26 | 0 | +1.16 … +1.80 | 8.6 cm |
No holes anywhere, so nothing drops the player on either side. The two flagged steps:
- ~~15.8 cm at s≈207, the sidewalk's outer edge~~ — **fixed in `0.1.1`**: the sidewalk upstand now tapers to zero at the building side, so the outer edge is flush with the terrain (north route 15.1 → 6.9 cm).
- ~~10–13 cm steps at the crossings, ~10 % ramp over 1.5 m~~ — **fixed in `0.1.1`**: the ramp run is now derived from a target grade (`--max-ramp-grade`, default 8 %), giving 1.63 m instead of the fixed 1.5 m (8.7 %). Measured at 0.25 m sampling the crossing now steps 3.4 cm (~1.4 % of the route) at the kerb line.
**Remaining finding (not a crossing, not the outer edge):** the south route still measures a **13.4 cm step at s≈198 m** (11.6 cm at 0.25 m sampling) and the north route 8.0 cm at s≈251 m. Neither is at a crossing and neither is the outer lip, so this is a local discontinuity in the sidewalk strip — most likely the DEM sampling or a centreline vertex near the block ends. Tracked under the `0.1.1` "audit any collision gaps" item rather than left undocumented.
- **15.8 cm at s≈207**, where a sample crosses from `Terrain_DEM` onto `Sidewalk_South` — that is the sidewalk's outer edge, the 0.15 m kerb height minus the terrain. Mostly hidden by buildings, but it is a real edge and it will be visible anywhere a building is missing.
- **10–13 cm steps at s≈33, 39 and 126**, inside the sidewalk mesh: the kerb-flush transition at the crossings. That is a ~10 % ramp over 1.5 m, steeper than a real crossing ramp (8 % max). Worth grading properly when the crossings are detailed.
This is a pre-check, not the `0.1.0` release check: the release check is traversal in the engine.
@@ -131,15 +127,13 @@ Blender works in metres, and the imported meshes match the OSM geometry, so the
| Building | Blender dimensions | OSM way outline | Height source |
| --- | --- | --- | --- |
| El Capitan Entertainment Centre | 25.72 × 54.47 × 14.50 m | 25.75 × 54.88 m | `height` tag 14.5 |
| El Capitan Theatre | 38.66 × 54.46 × 20.55 m | 38.59 × 54.87 m | `building:levels=6` × **3.1 m**, plus ~1.9 m roof |
| El Capitan Theatre | 38.66 × 54.46 × 20.96 m | 38.59 × 54.87 m | `building:levels=6` × 3.2 m, plus roof |
| Madame Tussaud's | 42.48 × 56.77 × 15.90 m | 42.0 m frontage | `height` tag 15.9 |
| TCL Chinese Theatre | 43.78 × 75.90 × 18.10 m | 44.0 m frontage | `height` tag 18.1 |
Widths agree to a few centimetres; depths differ by up to 0.4 m because Blosm assembles **multipolygon relations**, not the raw way I measured. Placement after the frame correction agrees with the UTM control points to 0.1–0.5 m per building — the residual is relation assembly and Blosm's edge straightening, not projection.
Buildings **without** a `height` tag get levels × **3.1 m**. The storey height was 3.2 m until 2026-11-09, when a cross-check of every block building against Mapbox's building data (`Geo/tools/mapbox_buildings.py`) showed our figure running 0.6 m high per six levels — i.e. 3.1 m per level — and that calibration was adopted. The few buildings where Mapbox disagreed with a pure `levels × 3.1 m` fallback carry an explicit override in `Geo/tools/block_height_report.py::HEIGHT_OVERRIDES`.
Blosm adds roof mass on top of `levels × levelHeight`: the two `levels`-derived frontage buildings both land ~1.9 m above their table height (6922 39.1 m against 37.2 m, El Capitan Theatre 20.5 m against 18.6 m). That offset is the roof, not a height error — the table records the tagged height, the mesh records the storey plus its roof.
Buildings **without** a `height` tag get levels × 3.2 m, which is a placeholder, not evidence. Every such height is a modelling decision to be replaced from the reference photography.
## Relation completeness
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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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+13 -49
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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
]
},
@@ -33,37 +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_Flute_x120",
"dims_m": [
0.064,
0.064,
6.53
],
"evidence": "photographs: fluted shafts; 20 grooves per column modelled as shallow cylinders in the shadow tone rather than boolean cut grooves"
},
{
"object": "Hero_ColumnBase_x6",
"dims_m": [
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": [
@@ -82,21 +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"
},
@@ -105,7 +69,7 @@
"dims_m": [
25.75,
1.2,
1.8
2.2
],
"evidence": "assumption: parapet carries the motto band"
},
@@ -113,19 +77,19 @@
"object": "Hero_MottoBand",
"dims_m": [
22.75,
0.1,
0.08,
0.85
],
"evidence": "photographs: motto panel above the colonnade, now an inset panel with a moulded surround rather than a flat stripe"
"evidence": "photographs: motto panel above the colonnade"
},
{
"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
View File
@@ -15,9 +15,6 @@ import os
import sys
import bpy
sys.path.insert(0, os.path.join(os.path.join(os.path.dirname(__file__), "..", "..", ".."), "Tools"))
import fbx_export_preset as fbx_preset # noqa: E402
MESHES = ("Terrain_DEM", "Road_Hollywood", "Sidewalk_South", "Sidewalk_North",
"Kerb_South", "Kerb_North", "Crossing_Markings")
@@ -63,7 +60,20 @@ def main():
_ = bpy.context.view_layer
bpy.context.view_layer.objects.active = obj
path = os.path.join(args.out, name + ".fbx")
fbx_preset.export_static(path, selection=True)
bpy.ops.export_scene.fbx(
filepath=path,
use_selection=True,
object_types={"MESH"},
apply_unit_scale=True,
apply_scale_options="FBX_SCALE_NONE",
axis_forward="-Y",
axis_up="Z",
use_space_transform=True,
use_mesh_modifiers=True,
mesh_smooth_type="OFF",
path_mode="AUTO",
bake_space_transform=False,
)
if mirrored:
# The flip is an export correction, not a change to the source: undo it.
obj.scale.y *= -1.0
Binary file not shown.
+6 -20
View File
@@ -165,16 +165,10 @@ def main():
def lat_lon(s, offset):
return oc.point_at(line, _lengths, s, offset, lat0, lon0)
# Sample spacing is independent of coverage: walk the whole block at
# `--sample` metres, so a finer spacing measures the gradient instead of
# accidentally shortening the route (previously range(int(block_len)) with a
# 0.25 m spacing only covered a quarter of the block).
along = int(block_len / args.sample)
across = int(26.0 / args.sample)
route_specs = {
"south sidewalk": [(i * args.sample, -12.5) for i in range(along)],
"north sidewalk": [(i * args.sample, 13.0) for i in range(along)],
"crossing at 130 m": [(130.0, i * args.sample - 12.5) for i in range(across)],
"south sidewalk": [(s, -12.5) for s in [i * args.sample for i in range(int(block_len))]],
"north sidewalk": [(s, 13.0) for s in [i * args.sample for i in range(int(block_len))]],
"crossing at 130 m": [(130.0, o) for o in [i * args.sample - 12.5 for i in range(26)]],
}
flat = [(spec, lat_lon(s, off)) for spec, samples in route_specs.items() for s, off in samples]
local = project_to_local([ll for _spec, ll in flat], find_proj())
@@ -191,20 +185,12 @@ def main():
heights.append(None)
else:
heights.append(z)
deltas = [(i, abs(b - a)) for i, (a, b) in enumerate(zip(heights, heights[1:]))
deltas = [abs(b - a) for a, b in zip(heights, heights[1:])
if a is not None and b is not None]
worst_i, max_step = (max(deltas, key=lambda t: t[1]) if deltas else (0, float("nan")))
max_step = max(deltas) if deltas else float("nan")
known = [h for h in heights if h is not None]
grade = (max_step / args.sample) * 100 if deltas else float("nan")
# Position of the worst step, as arc length / cross offset, so the cause
# can be located instead of guessed.
if label == "crossing at 130 m":
where = f"s=130 off={(worst_i * args.sample - 12.5):+.2f} m"
else:
where = f"s={worst_i * args.sample:.1f} m"
print(f" {label:18} samples {len(heights):3} holes {holes} "
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm "
f"({grade:.1f} % grade) at {where}")
f"Z {min(known):+.2f}..{max(known):+.2f} max step {max_step*100:.1f} cm")
out = os.path.abspath(args.out)
os.makedirs(os.path.dirname(out), exist_ok=True)
Binary file not shown.
+6 -51
View File
@@ -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 -211
View File
@@ -2,216 +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.
## [0.1.5] — 2026-11-09
Façade finishing. The kit gets the hero detail it was missing, and a class of silent defect is found and gated: the map had been rendering with **604 of 620 mesh actors unmaterialed** without a single error.
### Added
- **Scene audit** (`Tools/ue_audit_scene.py`): fails when any staged mesh has no material, when a frontage building is more than ±1 m off its verified footprint, or when two actors share a label. Wired into `Tools/render_screenshots.sh`, which now runs the whole staging chain in the correct order and stops on an audit failure.
- **`Tools/ue_placement.py`**: one source of truth for staged positions and the verified frontage spans, with `span_error` / `describe_span_failure` validators.
- **Hero fluting**: 20 grooves per column as shallow shadow-tone cylinders (120 pieces) rather than boolean cuts.
- **Presence of references for the retail run**: `Art/reference/retail-neighbours/` (6800 Lee Drug and its neighbour). Local only, not committed.
### Changed
- **Motto band is a real recess** now — moulded surround 6 cm proud, panel 12 cm behind — instead of an 8 cm dark stripe. Hero: 148 parts / 3 044 tris → 271 / 5 492, still 14.50 m.
- **Kit layout for wide and tall buildings**: bays are capped at 9 with the module widened (6922 was 13 bays across 65.8 m — a window every 4.96 m on a 37 m block), and the storey spread is derived from the available height so the top band always lands inside the volume.
### Fixed
- **604 of 620 mesh actors rendered untextured.** `ensure_material` deleted and recreated each site material on every run, orphaning every reference held by the kit pieces and the theatre trim; the map looked only slightly flat. Materials are now updated in place.
- **The hero could be teleported 13 m east onto the wrong side of the boulevard.** `ue_hero_facade_import.py` carried its own copy of the pre-`0.1.0` hero position; running the importer alone moved the building, invisible in a render and visible only as a reference-score drop. Placement now has one definition and the import asserts the staged span (`span ok: X -14644..-12028`).
- **53 duplicated kit actor labels** (both shop piers of a bay shared one name).
### Verified
- Scene audit: **0 failures** — every mesh materialed, all 7 verified spans within tolerance, no duplicate labels.
- Packaged `-qaselftest`: walk, reset, pause/unpause, seam transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9 — all PASS.
- **1440p re-measured with the kit**: 2.76 ms average (**363 fps**), p99 3.64 ms, against `0.1.0`'s 2.42 ms (414 fps) — the 625 kit actors and 8 textures cost about 12 % and leave roughly six times the 60 fps floor. Series at `Docs/perf/0.1.5-kit-walk-frametimes.csv`.
- 78 tool tests pass.
### Known limitations
- **Retail neighbours 6822 and 6806–6820 are not modelled**: Commons holds no usable reference for either, and substituting the El Capitan Theatre's photographs would misattribute their façades. Tracked in `TODO.md`.
- Cornice dentil spacing, abacus and plinth dimensions remain recorded assumptions.
- Textures are generated, not authored — no decals, signage text or weathering maps.
- The vision pre-check stays advisory; it has rejected shots the owner approved.
## [0.1.4] — 2026-11-09
Building façades. The block goes from flat extruded boxes with flat colours to coursed, textured surfaces assembled from a reusable module kit, and the El Capitan Theatre gets the marquee and blade sign that make it read as itself.
### Added
- **Façade module kit** at the measured **4.96 m bay** / **3.10 m storey**: pilaster, sill, lintel, window bay, shopfront bay, door bay, cornice, parapet and coping — 16 `SM_` meshes, each validated for manifold topology (12 tris each) and assembled onto **eight buildings, 625 pieces**, from each building's own world bounds.
- **Generated surface textures** — deterministic stdlib PNGs for ashlar stone, stucco, asphalt and concrete (base colour + roughness), sampled world-aligned with per-material tiling; byte-identical on re-run.
- **Materials**: masonry coursing and roughness variation in the material graphs; `M_FacadeStoneShadow`, `M_FacadeGlass` (specular 0.62 ≈ IOR 1.5) and `M_FacadeBanner`. Material assignment is now **per slot**, keyed on the imported slot material, instead of slot 0 only.
- **El Capitan Theatre trim**: projecting marquee (12.0 × 2.60 m canopy at a 4.60 m soffit), illuminated fascia, recessed soffit, and a vertical blade sign (1.30 × 5.20 m) with frame and wall bracket.
- **Visual review loop** (`Tools/visual_loop.py` + `visual_targets.json`): verifies every capture against an expectation (missing, blank, tone-less or wrong-size shots fail) and measures each render against its reference photograph, emitting feedback that names the discipline to consult. Iterations are written under `Art/reference/iterations/`, which is gitignored until a shot is confirmed.
- **`Tools/fbx_export_preset.py`** — one export preset replacing six copies, and it exports smoothing groups (`FACE`), so round geometry is no longer faceted.
- **`Tools/ue_common.py`** — clears the read-only bit an LFS `.umap` checks out with and makes a refused save loud.
### Changed
- **Elevation cameras** are levelled (pitch 0, so verticals stay parallel) and use a 42–55° lens to fill the frame from across the street.
- **`Screenshots/` holds demo-map captures only**; the review staging map is no longer rendered for review. Each shot carries its expected content and an approval state.
### Fixed
- **Blockout frame**: the `0.1.2` regeneration had run without `--origin`, shifting the whole frontage ≈119 m in X and 2.4 m in Y and dropping the hero out of the 6902/6838 gap. Regenerated with the affine fit (residual 0.0 cm) and every span re-verified against the block verification notes.
- **Kit placed ~12 km from its buildings** — it used the mesh-local bounding box, which excludes the actor offset.
- **Marquee mirrored across the boulevard** (Blender +Y is Unreal −Y) and **hanging 5 cm above the pavement** (absolute Z instead of pavement-relative).
- **Window bays invisible** inside the solid wall; the surround now projects with glazing inset.
- **Glazing was not glass**: kit pieces kept the grey material the FBX import creates.
- **Hero windows floated 1.44 m in front of the wall**; parapet medallions were flat discs on the coping.
- **Imports could report success while saving nothing** (read-only LFS map), and the north-buildings import failed silently on a missing `import sys`.
### Verified
- Packaged build `-qaselftest`: walk 761 cm, reset, pause/unpause, seam transect 1456 samples / 0 holes, wall probe 0/35, façade occlusion probe 0/9 — all PASS. Run twice; the harness is time-based and one loaded run reported a false failure.
- All eight buildings probed against the verified world spans.
- 67 tool tests pass.
### Known limitations
- Kit pieces are boxes; cornice dentil spacing, abacus and plinth dimensions are recorded assumptions.
- Textures are generated, not authored: no decals, signage text or weathering maps.
- The vision pre-check remains advisory — it is unreliable on this content.
- Retail neighbours, hero fluting and the blockout cleaning pass move to `0.1.5`.
- Performance has not been re-measured since `0.1.0`; 625 kit actors are unmeasured.
## [0.1.3] — 2026-11-09
Packaging and setup fixes. No gameplay or visual scope; this patch makes the pipeline and its documentation tell the truth about what `0.1.x` taught.
### Fixed
- **Map imports could report success while saving nothing.** `.umap` files are LFS-tracked and check out read-only, so `save_map()` returned `False` with no error and the staged actor vanished on the next load. New `Tools/ue_common.py` (`make_writable`, `require_saved`) clears the read-only bit and makes the failure loud; `ue_hero_facade_import.py` and `ue_import_north_buildings.py` now use it. Verified from a forced `0o444` map: chmod logged, `save_map: True`, exit 0.
### Changed
- `Docs/build.md`: content-pipeline table now lists every step as it exists (seven site FBXs, frontage, north buildings, hero, map) and the shared FBX preset; packaging archive corrected to `Builds/GigLineQA`; the packaged log location and `-qaselftest` usage are documented; new **traps** table covers the read-only save, the hero `--out`-is-the-FBX mistake, the MPFB add-on path, the shot actor quitting under QA, and the null-RHI trace trap.
- `Docs/setup.md`: the fresh-checkout build is marked verified (2026-11-08) and its blocker closed; a new section documents the two optional keys (`OPENROUTER_API_KEY`, `MAPBOX_ACCESS_TOKEN`) and that neither is needed by the build, the tests or a release.
- `Docs/Architecture/07_deployment_view.md` and the combined `architecture.md`: build-output path corrected and marked as living outside the repository.
### Verified
- 54 tool tests pass (5 new for `ue_common`).
- Packaged build still launches into `DemoMap` and `-qaselftest` passes every phase.
## [0.1.2] — 2026-11-09
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/v0.1.5...main
[0.1.5]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.5
[0.1.4]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.4
[0.1.3]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.3
[0.1.2]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.2
[0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1
[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0
No completed releases yet.
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# Introduction and Goals
Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (`0.1.0`) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.
## Requirements Overview
| ID | Description |
| --- | --- |
| F-1 | Walk both sides of Hollywood Blvd in the demo area without falling through geometry |
| F-2 | First-person movement (WASD + mouse look), jump, reset (R), pause (Escape) |
| F-3 | Fixed daytime lighting and atmosphere (sun, sky, fog, exposure) |
| F-5 | Designated street crossing with zebra markings at signalised crossings |
| F-6 | Building façades recognisable against reference photography |
| F-7 | Terrain, road, and sidewalk follow real-world DEM elevation |
| F-8 | 60 FPS at 1440p on the documented workstation and quality preset |
Full requirements and progress are in [TODO.md](../../TODO.md); version direction is in [ROADMAP.md](../../ROADMAP.md).
## Quality Goals
| Priority | Quality Goal | Scenario |
| --- | --- | --- |
| 1 | **Visual realism** | Renders read as the reference photographs: façade identity, proportion, material and light — judged side by side, shot against photo |
| 2 | **Geographic fidelity** | Building placement and street scale match the measured data and the photographs |
| 3 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
| 5 | **Provenance** | Every committed asset has recorded provenance |
| 6 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
**How the order is used.** It decides trade-offs. When realism and performance disagree, realism wins and the cost is paid — but never by silently shipping a frame rate below the floor. The 60 FPS figure is a **budget that must still be met**, so the response to "realism costs too much frame time" is to cut the realism feature deliberately, record the cut, and keep the floor — not to let frames slip. Walkability outranks realism in one direction only: a beautiful block the player falls through is not a demo.
## Stakeholders
| Role | Contact | Expectations |
| --- | --- | --- |
| Owner / Director | zwitschi | Sets scope, approves screenshots, cuts release tags |
| AI coding agents | multiple sessions | Read `AGENTS.md`, `TODO.md`, `ROADMAP.md`, and this document for architecture constraints; never commit directly to `main` |
| Players | end users | Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block |
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# Architecture Constraints
## Technical Constraints
| Constraint | Explanation |
| --- | --- |
| Engine: Unreal 5.8.4 | Pinned; no bundled Linux clang — uses system clang 23.1.4. Game targets use `BuildSettingsVersion.V7`. |
| Platform: Linux first | Developed and tested on Bazzite Linux (Fedora 45 base). Windows builds ship but are secondary. |
| GPU: RTX 5070 Ti 16 GB | Dev workstation target. Vulkan RHI; open kernel module driver 615.78.08. |
| No static lighting | `r.AllowStaticLighting=False`. The demo is a fixed daytime scene lit entirely dynamically to avoid "LIGHTING NEEDS TO BE REBUILT" warnings. |
| Blender→UE via FBX | Flat diffuse colours do not survive FBX→Unreal import. All materials are authored in UE. |
| Terrain collision | UE 5.8 exposes `CollisionTraceFlag` (not `bUseComplexAsSimpleCollision`); Python cannot set it. Must use C++ helper `UGigLineAssetTools::SetComplexCollisionAsSimple`. |
| Coordinate convention | South = +Y, north = −Y (ground truth = street mesh orientation). 1 m in Blender = 100 cm in Unreal. |
## Organisational Constraints
| Constraint | Explanation |
| --- | --- |
| Squash-merge to `main` | Every PR is squash-merged for a linear history. No direct commits to `main` except integration merges. |
| Visual review required | Any change affecting appearance must produce screenshots for human approval before being marked done. |
| Asset provenance | Every committed asset must have verified licence and redistribution permission recorded in `THIRD_PARTY_NOTICES.md`. |
| Reference photography | Local only, gitignored, never committed. Used for façade work under fair-use / internal-development rationale. |
| LFS for binaries | `.uasset`, `.umap`, `.blend` tracked with Git LFS; `Binaries/`, `Intermediate/`, `Saved/` are gitignored. |
## Conventions
| Convention | Explanation |
| --- | --- |
| Semantic versioning | `MAJOR.MINOR.PATCH`. `0.x` documents breaking changes. `1.0.0` = agreed game scope. |
| Task tracking in `TODO.md` | Single central task list. `- [ ]` open, `- [-]` or `- [~]` in progress, `- [x]` done, `- [A]` active, `- [D]` deferred. |
| Headless Blender | All Blender work driven by `bpy` scripts in `Tools/`, not MCP. Blender skills are method guides only. |
| Named export presets | `ue_metric_v1` for static meshes, `ue_character_v1` for skeletal. Every exporter calls the metre→centimetre conversion. |
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# Context and Scope
## Business Context
The system is a self-contained single-player game. It has no server backend, no multiplayer, and no live service dependencies. Its communication partners are:
| Partner | Inbound | Outbound |
| --- | --- | --- |
| Player (keyboard/mouse) | WASD, mouse, R (reset), Escape (pause), Space (jump) | Rendered 3D scene + HUD |
| OSM data | Extracted building footprints, street geometry, elevation | — |
| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build |
## Technical Context
| Channel | Protocol / Format | Purpose |
| --- | --- | --- |
| Keyboard + mouse | Enhanced Input (IA\_\*, IMC_Default) | First-person movement, look, jump, reset, pause |
| Vulkan RHI | GPU rendering | Scene display at 60 FPS / 1440p |
| FBX | Autodesk FBX (binary) | Blender→Unreal mesh and skeleton transfer |
| GeoTIFF | 3DEP 1 m DEM | Terrain heightfield source |
| OSM XML | Overpass API extract | Building footprint and street layout source |
| Git / LFS | HTTPS to Gitea remote | Source control, binary asset storage |
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# Solution Strategy
## Technology decisions
- **Unreal Engine 5.8.4** for rendering, World Partition, physics (Chaos), and the Enhanced Input system. Chosen for its Linux support, open C++ source, and real-time rendering quality.
- **Blender 5.2 LTS** for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via `bpy` Python scripts, not MCP.
- **QGIS 4.2.3** for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.
- **Blosm 2.7.28** for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).
- **MPFB 2.0.18** for human base meshes and baked materials (NPCs in `0.2.0+`).
## Top-level decomposition
The system is a single Unreal game module (`GigLine`) with no plugins beyond `EnhancedInput`. Content is organised by domain under `/Game/Hollywood/`:
- `Site/` — terrain, road, sidewalks, kerbs, crossing markings, site materials
- `ElCapitan/` — hero façade mesh and materials
- `Frontage/` — south-side block building meshes
- `North/` — north-side building meshes
- `Input/` — Enhanced Input actions and mapping context
All modelling and geographic processing live outside the game project in `Art/`, `Geo/`, and `Tools/`. The `Game/` directory contains only engine-ready content and C++ source.
## Quality achievement
- **Realism first**: reference photography and measured data drive every façade decision; renders are compared against the photographs with `Tools/visual_loop.py`, and a façade is built from the shared 4.96 m module kit so the street wall reads consistently. Materials are authored in Unreal with world-aligned generated textures, and lighting is fixed daytime so a shot is comparable between runs.
- **Performance as a budget, not a driver**: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw for street-level geometry, and a 60 FPS at 1440p floor that every release must meet. It closes the quality list because it constrains how much realism fits, not what the block should look like.
- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
- **Fidelity**: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.
- **Reproducibility**: pinned toolchain in `Docs/toolchain.md`, named export presets, `Tools/check-lfs.sh` gate, fresh-checkout build procedure in `Docs/build.md`.
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# Building Block View
## Whitebox Overall System
The system decomposes into five top-level building blocks:
| **Name** | **Responsibility** |
| --- | --- |
| Gameplay | Player pawn, movement, camera, input bindings, HUD, game mode |
| Site | Terrain, road, sidewalks, kerbs, crossing markings, site-level collision |
| Façades | Hero façade (El Capitan), south block frontage, north-side buildings |
| Art Pipeline | Blender models, geographic data, export scripts, import scripts |
| QA & Review | Screenshot pipeline, self-test harness, visual review workflow |
### Gameplay
C++ classes in `Game/GigLine/Source/GigLine/`:
| Class | Responsibility | Key detail |
| --- | --- | --- |
| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
### Site
Static meshes and materials in `/Game/Hollywood/Site/`:
| Asset | Role |
| --- | --- |
| `Terrain_DEM` | Ground heightfield (complex-as-simple collision) |
| `Road_Hollywood` | Carriageway surface (block-all collision) |
| `Sidewalk_North`, `Sidewalk_South` | Pedestrian surfaces (block-all collision) |
| `Kerb_North`, `Kerb_South` | Kerb edges |
| `Crossing_Markings` | Zebra markings at signalised crossing |
| `M_Asphalt`, `M_Concrete`, `M_KerbConcrete`, `M_Ground`, `M_RoadPaint`, `M_Stucco`, `M_FacadeStone` | Procedural materials (world-space-noise blend + roughness) |
### Façades
| Asset | Role |
| --- | --- |
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
### Art Pipeline
Python scripts in `Tools/` drive the content pipeline:
| Script group | Purpose |
| --- | --- |
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs). Tool rules (one script one job, result files for commandlets, clean worktree for generators, documented inventory, tests for the pure parts) are in [`AGENTS.md`](../../AGENTS.md#python-and-shell-tooling).
### QA & Review
- `AGigLineShotActor` walks fixed cameras in `-game` mode, captures PNGs, and quits.
- `-qaselftest` switch on `AGigLineCharacter` runs a core-ticker harness: walk 2 s, reset, pause/unpause, ground transect — all PASS/FAIL logged.
- `Screenshots/` holds committed PNGs and `README.md` approval table.
## Level 2
### White Box Gameplay — Input Flow
1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
### White Box Site — Collision Model
- Every site mesh (road, sidewalks, kerbs, crossing) is `STATIC` with `BlockAll` collision.
- `Terrain_DEM` uses `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset).
- The terrain corridor is carved to half-width 10.7 m around the road centreline so the player can walk the carriageway and both sidewalks.
- Ground Z: north sidewalk 395, road 366, south sidewalk 317 (3.94 m fall along the block, matching the DEM).
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# Runtime View
## Walk the block
1. Player launches game → `AGigLineGameModeBase` spawns `AGigLineCharacter` at `PlayerStart` `(-13336, -1150, 600)`.
2. Character falls 144 cm to road surface (Z 456) and begins walking. `StartLocation` captured on first grounded frame.
3. Player holds W → `IA_Move` fires → `ApplyMove(1, 0)` → `AddMovementInput(ForwardVector, 1)` → capsule moves at 450 cm/s.
4. Mouse move → `IA_Look` fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).
5. Player presses R → `ResetToStart` → teleport to `StartLocation`/`StartRotation`, `StopMovementImmediately`, reset control rotation.
6. Player presses Escape → `TogglePause` → `SetPause(true)`, switch to `FInputModeUIOnly`, show cursor. World timers stop; core tickers continue.
7. Player presses Escape again → `TogglePause` → `SetPause(false)`, switch to `FInputModeGameOnly`, hide cursor.
## Screenshot capture
1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
3. On last camera, requests engine quit. PNGs are copied to `Screenshots/` and committed.
## QA self-test (`-qaselftest`)
1. Core ticker starts at `BeginPlay` (not a world timer — world timers freeze on pause).
2. 1.0 s: begin driving forward input.
3. 3.0 s: stop, measure displacement (> 200 cm = PASS).
4. 3.5 s: call `ResetToStart`.
5. 4.0 s: measure distance from spawn (< 100 cm = PASS).
6. 4.5 s: call `TogglePause`, check `IsGamePaused()` (= true = PASS).
7. 5.5 s: call `TogglePause`, check `IsGamePaused()` (= false = PASS).
8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.
9. 7.0 s: final verdict logged.
## Build and import pipeline
1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
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# Deployment View
## Infrastructure Level 1 — Development Workstation
| Node | Specification |
| --- | --- |
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
Quality and Performance Features
- Vulkan RHI on RTX 5070 Ti, open kernel module driver 615.78.08.
- System clang 23.1.4 (no bundled engine clang) compiles game code.
- Build time: ~90 s incremental, ~5 min clean for the editor target.
Mapping of Building Blocks to Infrastructure
| Building Block | Infrastructure Element |
| --- | --- |
| Gameplay (C++) | Dev workstation — compiled to `libUnrealEditor-GigLine.so`, loaded by engine |
| Site + Façades (UE content) | Dev workstation — `.uasset`/`.umap` in `Game/GigLine/Content/` |
| Art Pipeline (Python/Blender) | Dev workstation — headless Blender 5.2 Flatpak, Python 3.14.8 |
| QA & Review | Dev workstation — game run in `-game` mode, PNGs to `Screenshots/` |
| Git remote | `git.allucanget.biz` — Gitea instance, LFS-enabled |
## Infrastructure Level 2 — Packaged Build
| Element | Detail |
| --- | --- |
| Linux packaged build | Development config, ~1.1 GiB. Contains engine binaries, game module, cooked content, no editor. |
| Run command | `./GigLine.sh -windowed -ResX=2560 -ResY=1440` |
No server infrastructure. The game is a standalone executable.
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# Cross-cutting Concepts
## Coordinate system and scale
- **Source CRS**: EPSG:26911 (UTM zone 11N). Local origin recorded in `Geo/`.
- **Blender**: metres. East → +X, north → +Y (Blender convention).
- **Unreal**: centimetres. East → +X, north → **−Y** (confirmed from street mesh: `Sidewalk_North` Y −1912..−1053, `Sidewalk_South` Y +718..+1447).
- **Conversion**: every exporter calls the metre→centimetre function. Import presets (`ue_metric_v1`, `ue_character_v1`) are named and repeatable.
Rule: place a building only against a neighbour or street mesh, never in isolation.
## Collision model
- Site meshes (road, sidewalks, kerbs, crossing): `STATIC` mobility, `BlockAll` collision profile.
- Terrain: `STATIC`, `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset — the flag lives on the `UStaticMesh`/`UBodySetup`, not the map).
- Buildings: `STATIC`, simple collision (convex hull from mesh).
- Rule: the collision flag must be saved on the asset. Saving only the `.umap` silently reverts it.
## Lighting
- Dynamic-only: `r.AllowStaticLighting=False`. All lights are `MOVABLE`.
- Fixed daytime rig: directional light (sun, −62° pitch), sky light, exponential height fog, post-process volume with fixed exposure.
- Rationale: avoids "LIGHTING NEEDS TO BE REBUILT" warnings; no bake step; the scene never changes time of day.
## Materials
- All materials authored in Unreal, not carried from Blender (FBX import loses diffuse colours).
- World-space-noise blend nodes for cheap procedural variation (asphalt grain, concrete speckle, stucco roughness).
- Instance parameters where tunable (e.g. wetness, ageing).
## Geographic data provenance
- OSM extract is layout data only — not authoritative for façade, height, or pavement detail.
- DEM from 3DEP 1 m; elevation verified against cross-sections in `Geo/verification/`.
- Reference photography (local, gitignored) drives manual façade work.
## QA harness
- `-qaselftest`: core ticker (not world timer) so pause cannot freeze the test that proves pause works.
- `GigLine SIM` / `GigLine GROUND`: TEMP diagnostic logging, to be removed before release tag.
- Screenshot approval: human must tick `Screenshots/README.md` before visual work is marked done.
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# Architecture Decisions
## ADR-1: Dynamic-only lighting for the demo
- **Context**: The demo is a fixed daytime scene. Stationary lights demand a lighting build and produce "LIGHTING NEEDS TO BE REBUILT" warnings.
- **Decision**: `r.AllowStaticLighting=False`, all lights `MOVABLE`.
- **Consequences**: No bake step, no warning, simpler iteration. Slightly higher GPU cost per frame (no baked shadows) — acceptable for the demo scope.
## ADR-2: Materials authored in Unreal, not imported from Blender
- **Context**: FBX→Unreal import maps all Blender diffuse colours to white. Flat colour materials do not survive the pipeline.
- **Decision**: Build all materials (asphalt, concrete, stucco, façade stone, road paint) directly in Unreal with procedural nodes.
- **Consequences**: Materials cannot be previewed in Blender look-dev. Must round-trip to Unreal for visual check. But: full PBR control, world-space noise, no import surprise.
## ADR-3: Complex-as-simple collision on terrain via C++ helper
- **Context**: UE 5.8 removed `bUseComplexAsSimpleCollision`. Python cannot set `CollisionTraceFlag` on `StaticMesh`/`BodySetup` at all. The Interchange default is bbox-only simple collision, which placed an invisible lid 8 m above the street.
- **Decision**: `UGigLineAssetTools::SetComplexCollisionAsSimple` (C++) forces `CTF_UseComplexAsSimple` and saves the asset.
- **Consequences**: One C++ helper class. The flag must be saved on the asset (not just the map). No Python workaround exists.
## ADR-4: Reset captures StartLocation on first grounded frame
- **Context**: `BeginPlay` captures `StartLocation` at the PlayerStart, which is above grade (Z 600) so the capsule does not spawn embedded. Every reset dropped the player 1.4 m back into the air.
- **Decision**: Repeating 0.25 s timer captures `StartLocation` once the character reports `IsMovingOnGround()`, then clears itself.
- **Consequences**: Reset is correct. A one-shot timer at 2 s is wrong (fires after walking begins, records mid-stride position).
## ADR-5: Core ticker for QA self-test, not world timer
- **Context**: Pausing the game stops world timers. A timer-driven test freezes exactly when it proves pause works.
- **Decision**: `FTSTicker::GetCoreTicker()` drives the `-qaselftest` harness.
- **Consequences**: Test runs even while paused. Must be enabled explicitly (`-qaselftest`), never in normal play.
## ADR-6: South = +Y, north = −Y in Unreal
- **Context**: The street mesh established this convention: `Sidewalk_North` has Y range −1912..−1053, `Sidewalk_South` has +718..+1447.
- **Decision**: Adopt it project-wide. Never place a building by assumption; always verify against a street mesh or neighbour.
- **Consequences**: Matches Blender’s north→+Y after the Y-flip in the `ue_metric_v1` export preset.
## ADR-7: Headless Blender via bpy scripts, not MCP
- **Context**: Blender skill packs assume an MCP server; the project does not run one.
- **Decision**: All Blender work driven by Python scripts in `Tools/`. Skill packs used as method guides (checklists, naming, proportions) only.
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
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# Quality Requirements
## Quality Requirements Overview
Ordered by priority: realism first, performance last. The order decides design trade-offs; it does not license dropping a lower item silently (see the trade-off rule below the table).
| Priority | Category | Requirement |
| --- | --- | --- |
| 1 | Realism / Fidelity | Façade identity, proportion, material and lighting read like the reference photographs when compared side by side |
| 2 | Realism / Fidelity | Building placement matches the measured footprints and the photographs (within ~1 m) |
| 2 | Realism / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of the measured profile |
| 3 | Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) |
| 3 | Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed |
| 4 | Maintainability | Fresh checkout builds with the documented engine installation |
| 4 | Portability | Linux build packages and runs; Windows build ships |
| 5 | Provenance | Every committed asset has a recorded source and licence |
| 6 | Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation |
**Trade-off rule.** Realism leads: when a realism improvement costs frame time, the improvement wins. Performance is still a **floor, not a preference** — 60 FPS at 1440p without frame generation must be met at every release. If realism cannot fit inside that budget, reduce the realism scope deliberately and record the reduction in `CHANGELOG.md`; never ship below the floor without the owner's explicit approval. Walkability outranks realism in one direction: a block the player falls through is not a demo, whatever it looks like.
## Quality Scenarios
| ID | Source/Stimulus | Response | Metric |
| --- | --- | --- | --- |
| QS-1 | Screenshot is compared against its reference photograph | The render reads as the same building | Similarity score and visual match confirmed by the owner; `Tools/visual_loop.py` reports the deltas |
| QS-2 | A façade is placed from measured data | It sits on its verified footprint | World span probed against `Geo/verification/` within ~1 m |
| QS-3 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
| QS-4 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
| QS-5 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
| QS-6 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
| QS-7 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
| QS-8 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
| QS-9 | Game runs on dev workstation at 1440p | Frame rate holds the floor | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
> QS-9 is last on purpose. Performance is a floor that every release must meet, not the goal that shapes the content: realism decides what gets built, the frame budget decides how much of it.
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# Risks and Technical Debts
| ID | Risk / Debt | Priority | Mitigation |
| --- | --- | --- | --- |
| R-1 | Terrain bbox proxy misdiagnosed as fall-through — already fixed, but the root-cause path (Interchange defaults to simple collision) could recur on reimport | High | `UGigLineAssetTools` runs in the build script; always reassert complex-as-simple after any reimport. Documented in `MEMORY.md` and ADR-3. |
| R-2 | Blosm 3Dsimple on Blender 5.2 — worked around, not resolved; `3Drealistic` mode untested | Medium | Pin Blosm 2.7.28 and Blender 5.2 LTS; test realistic mode before depending on it. |
| R-3 | Kerb height is an assumption (DEM does not resolve it) | Medium | Record the assumption in `Geo/verification/`; measure from reference photography if possible; mark as unresolved until verified. |
| R-5 | `GigLine SIM` / `GigLine GROUND` TEMP diagnostic logging still in `GigLineCharacter.cpp` | Medium | Strip behind a cvar or remove entirely before the `v0.1.0` release tag. |
| TD-1 | Materials are Unreal-only — no Blender preview round-trip | Low | Accepted (ADR-2). Look-dev happens in UE; screenshot review catches issues. |
| TD-2 | No CI pipeline — all builds and QA are manual on the dev workstation | Low | Acceptable for `0.x`. CI is a `0.3.0+` concern. |
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# Glossary
| Term | Definition |
| --- | --- |
| Blosm | Blender add-on (2.7.28) that imports OSM data as 3D building and street blockouts. Used for layout only — not authoritative for façade or height. |
| PIE | Play In Editor — an Unreal Editor feature that runs the current map as a live game session inside the editor window, with full game code, input, and physics, without packaging a build. Used for interactive verification (walk, reset, pause) before the scripted QA self-test. |
| Complex-as-simple collision | `CTF_UseComplexAsSimple`: Unreal collision mode where the render mesh triangles are used as the collision surface, instead of a simplified proxy. Required for terrain so the player walks on the actual ground shape. |
| DEM | Digital Elevation Model. 3DEP 1 m resolution GeoTIFF covering the demo bounds. Source of terrain heightfield. |
| El Capitan | El Capitan Entertainment Centre, 6838 Hollywood Blvd. The hero building of the demo. |
| Enhanced Input | Unreal’s modern input system (UE 5+). Uses Input Actions (`IA_*`) and Input Mapping Contexts (`IMC_*`) instead of legacy axis/action bindings. |
| EPSG:26911 | UTM zone 11N, the projected CRS used for the demo area. Local origin recorded in `Geo/`. |
| Hero façade | The detailed, reference-calibrated model of the El Capitan building frontage. |
| MPFB | MakeHuman Plugin for Blender (2.0.18). Generates parametric human base meshes with rigs and baked materials. |
| PlayerStart | Unreal actor that defines where the player pawn spawns. Positioned above grade so the capsule does not embed in the floor on spawn. |
| QA self-test | The `-qaselftest` command-line switch that runs an automated behaviour check (walk, reset, pause, ground transect) via a core ticker. |
| Site | The terrain, road, sidewalks, kerbs, and crossing markings — the ground-level infrastructure of the demo area. |
| Squash merge | Git merge strategy that compresses all branch commits into one commit on `main`, keeping a linear history. |
| Swept transect | A QA technique that raycasts vertically at regular intervals along a path (e.g. every 200 cm along both sidewalks and the carriageway) and counts holes (misses). Zero holes = the block is fully walkable. |
| UE | Unreal Engine — Epic Games' real-time 3D creation platform (version 5.8.4 in this project). Comprises the Unreal Editor (including PIE, content browser, viewport, blueprint editor), a C++ game framework, and runtime systems for rendering (Vulkan RHI on Linux), physics (Chaos), and input (Enhanced Input). The game project is `GigLine.uproject`; game code is a single C++ module in `Game/GigLine/Source/GigLine/`. |
| World Partition | Unreal's world composition system for large open-world levels. Not yet used in `0.1.0` but planned for `0.3.0+` driving routes. |
| Y convention | In Unreal, south = +Y, north = −Y (confirmed from street mesh orientation). In Blender, north = +Y; the `ue_metric_v1` export preset flips Y. |
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**About arc42**
<div data-wrapper="1" role="lead">
arc42, the template for documentation of software and system architecture.
</div>
Template Version 0.1.0. initial architecture documentation, 2026-11-08
Created, maintained and © by Dr. Peter Hruschka, Dr. Gernot Starke and contributors. See <https://arc42.org>.
Adapted for the Gig Line project (Linux-first walking/driving demo around 6840 Hollywood Blvd).
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---
title: Gig Line Architecture Documentation
description: Architecture documentation for the Gig Line Linux-first Unreal Engine 5 demo around 6840 Hollywood Blvd.
status: v0.1.0
date: 2026-11-08
---
# Introduction and Goals
Gig Line is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (`0.1.0`) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.
## Requirements Overview
| ID | Description |
| --- | --- |
| F-1 | Walk both sides of Hollywood Blvd in the demo area without falling through geometry |
| F-2 | First-person movement (WASD + mouse look), jump, reset (R), pause (Escape) |
| F-3 | Fixed daytime lighting and atmosphere (sun, sky, fog, exposure) |
| F-5 | Designated street crossing with zebra markings at signalised crossings |
| F-6 | Building façades recognisable against reference photography |
| F-7 | Terrain, road, and sidewalk follow real-world DEM elevation |
| F-8 | 60 FPS at 1440p on the documented workstation and quality preset |
Full requirements and progress are in [TODO.md](../../TODO.md); version direction is in [ROADMAP.md](../../ROADMAP.md).
## Quality Goals
| Priority | Quality Goal | Scenario |
| --- | --- | --- |
| 1 | **Visual realism** | Renders read as the reference photographs: façade identity, proportion, material and light — judged side by side, shot against photo |
| 2 | **Geographic fidelity** | Building placement and street scale match the measured data and the photographs |
| 3 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build |
| 5 | **Provenance** | Every committed asset has recorded provenance |
| 6 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
**How the order is used.** It decides trade-offs. When realism and performance disagree, realism wins and the cost is paid — but never by silently shipping a frame rate below the floor. The 60 FPS figure is a **budget that must still be met**, so the response to "realism costs too much frame time" is to cut the realism feature deliberately, record the cut, and keep the floor — not to let frames slip. Walkability outranks realism in one direction only: a beautiful block the player falls through is not a demo.
## Stakeholders
| Role | Contact | Expectations |
| --- | --- | --- |
| Owner / Director | zwitschi | Sets scope, approves screenshots, cuts release tags |
| AI coding agents | multiple sessions | Read `AGENTS.md`, `TODO.md`, `ROADMAP.md`, and this document for architecture constraints; never commit directly to `main` |
| Players | end users | Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block |
# Architecture Constraints
## Technical Constraints
| Constraint | Explanation |
| --- | --- |
| Engine: Unreal 5.8.4 | Pinned; no bundled Linux clang — uses system clang 23.1.4. Game targets use `BuildSettingsVersion.V7`. |
| Platform: Linux first | Developed and tested on Bazzite Linux (Fedora 45 base). Windows builds ship but are secondary. |
| GPU: RTX 5070 Ti 16 GB | Dev workstation target. Vulkan RHI; open kernel module driver 615.78.08. |
| No static lighting | `r.AllowStaticLighting=False`. The demo is a fixed daytime scene lit entirely dynamically to avoid "LIGHTING NEEDS TO BE REBUILT" warnings. |
| Blender→UE via FBX | Flat diffuse colours do not survive FBX→Unreal import. All materials are authored in UE. |
| Terrain collision | UE 5.8 exposes `CollisionTraceFlag` (not `bUseComplexAsSimpleCollision`); Python cannot set it. Must use C++ helper `UGigLineAssetTools::SetComplexCollisionAsSimple`. |
| Coordinate convention | South = +Y, north = −Y (ground truth = street mesh orientation). 1 m in Blender = 100 cm in Unreal. |
## Organisational Constraints
| Constraint | Explanation |
| --- | --- |
| Squash-merge to `main` | Every PR is squash-merged for a linear history. No direct commits to `main` except integration merges. |
| Visual review required | Any change affecting appearance must produce screenshots for human approval before being marked done. |
| Asset provenance | Every committed asset must have verified licence and redistribution permission recorded in `THIRD_PARTY_NOTICES.md`. |
| Reference photography | Local only, gitignored, never committed. Used for façade work under fair-use / internal-development rationale. |
| LFS for binaries | `.uasset`, `.umap`, `.blend` tracked with Git LFS; `Binaries/`, `Intermediate/`, `Saved/` are gitignored. |
## Conventions
| Convention | Explanation |
| --- | --- |
| Semantic versioning | `MAJOR.MINOR.PATCH`. `0.x` documents breaking changes. `1.0.0` = agreed game scope. |
| Task tracking in `TODO.md` | Single central task list. `- [ ]` open, `- [-]` or `- [~]` in progress, `- [x]` done, `- [A]` active, `- [D]` deferred. |
| Headless Blender | All Blender work driven by `bpy` scripts in `Tools/`, not MCP. Blender skills are method guides only. |
| Named export presets | `ue_metric_v1` for static meshes, `ue_character_v1` for skeletal. Every exporter calls the metre→centimetre conversion. |
# Context and Scope
## Business Context
The system is a self-contained single-player game. It has no server backend, no multiplayer, and no live service dependencies. Its communication partners are:
| Partner | Inbound | Outbound |
| --- | --- | --- |
| Player (keyboard/mouse) | WASD, mouse, R (reset), Escape (pause), Space (jump) | Rendered 3D scene + HUD |
| OSM data | Extracted building footprints, street geometry, elevation | — |
| Filesystem | Engine content (`.uasset`, `.umap`), Blender sources (`.blend`), DEM GeoTIFF | Saved maps, screenshots, packaged build |
## Technical Context
| Channel | Protocol / Format | Purpose |
| --- | --- | --- |
| Keyboard + mouse | Enhanced Input (IA\_\*, IMC_Default) | First-person movement, look, jump, reset, pause |
| Vulkan RHI | GPU rendering | Scene display at 60 FPS / 1440p |
| FBX | Autodesk FBX (binary) | Blender→Unreal mesh and skeleton transfer |
| GeoTIFF | 3DEP 1 m DEM | Terrain heightfield source |
| OSM XML | Overpass API extract | Building footprint and street layout source |
| Git / LFS | HTTPS to Gitea remote | Source control, binary asset storage |
# Solution Strategy
## Technology decisions
- **Unreal Engine 5.8.4** for rendering, World Partition, physics (Chaos), and the Enhanced Input system. Chosen for its Linux support, open C++ source, and real-time rendering quality.
- **Blender 5.2 LTS** for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via `bpy` Python scripts, not MCP.
- **QGIS 4.2.3** for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.
- **Blosm 2.7.28** for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).
- **MPFB 2.0.18** for human base meshes and baked materials (NPCs in `0.2.0+`).
## Top-level decomposition
The system is a single Unreal game module (`GigLine`) with no plugins beyond `EnhancedInput`. Content is organised by domain under `/Game/Hollywood/`:
- `Site/` — terrain, road, sidewalks, kerbs, crossing markings, site materials
- `ElCapitan/` — hero façade mesh and materials
- `Frontage/` — south-side block building meshes
- `North/` — north-side building meshes
- `Input/` — Enhanced Input actions and mapping context
All modelling and geographic processing live outside the game project in `Art/`, `Geo/`, and `Tools/`. The `Game/` directory contains only engine-ready content and C++ source.
## Quality achievement
- **Realism**: reference photography drives every façade decision, measured data fixes placement and scale, and renders are compared against the photographs (`Tools/visual_loop.py`, `Screenshots/README.md`). One module kit at the 4.96 m bay keeps the street wall coherent; materials are world-aligned and lit by a fixed daytime rig so a shot is comparable between runs.
- **Performance holds the floor, it does not set the agenda**: dynamic-only lighting (no build step, no static shadow maps), cheap procedural materials, minimal overdraw for street-level geometry, and 60 FPS at 1440p as a budget every release must meet.
- **Walkability**: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
- **Fidelity**: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.
- **Reproducibility**: pinned toolchain in `Docs/toolchain.md`, named export presets, `Tools/check-lfs.sh` gate, fresh-checkout build procedure in `Docs/build.md`.
# Building Block View
## Whitebox Overall System
The system decomposes into five top-level building blocks:
| **Name** | **Responsibility** |
| --- | --- |
| Gameplay | Player pawn, movement, camera, input bindings, HUD, game mode |
| Site | Terrain, road, sidewalks, kerbs, crossing markings, site-level collision |
| Façades | Hero façade (El Capitan), south block frontage, north-side buildings |
| Art Pipeline | Blender models, geographic data, export scripts, import scripts |
| QA & Review | Screenshot pipeline, self-test harness, visual review workflow |
### Gameplay
C++ classes in `Game/GigLine/Source/GigLine/`:
| Class | Responsibility | Key detail |
| --- | --- | --- |
| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
### Site
Static meshes and materials in `/Game/Hollywood/Site/`:
| Asset | Role |
| --- | --- |
| `Terrain_DEM` | Ground heightfield (complex-as-simple collision) |
| `Road_Hollywood` | Carriageway surface (block-all collision) |
| `Sidewalk_North`, `Sidewalk_South` | Pedestrian surfaces (block-all collision) |
| `Kerb_North`, `Kerb_South` | Kerb edges |
| `Crossing_Markings` | Zebra markings at signalised crossing |
| `M_Asphalt`, `M_Concrete`, `M_KerbConcrete`, `M_Ground`, `M_RoadPaint`, `M_Stucco`, `M_FacadeStone` | Procedural materials (world-space-noise blend + roughness) |
### Façades
| Asset | Role |
| --- | --- |
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
### Art Pipeline
Python scripts in `Tools/` drive the content pipeline:
| Script group | Purpose |
| --- | --- |
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
Source data: `Art/blender/` (`.blend` files), `Geo/` (OSM extracts, DEM, verification docs).
### QA & Review
- `AGigLineShotActor` walks fixed cameras in `-game` mode, captures PNGs, and quits.
- `-qaselftest` switch on `AGigLineCharacter` runs a core-ticker harness: walk 2 s, reset, pause/unpause, ground transect — all PASS/FAIL logged.
- `Screenshots/` holds committed PNGs and `README.md` approval table.
## Level 2
### White Box Gameplay — Input Flow
1. `AGigLineCharacter::SetupPlayerInputComponent` binds `IA_*` actions to `MoveForward`, `MoveBack`, `MoveStrafe`, `MoveLeft`, `Look`, `StartJump`/`StopJump`, `ResetToStart`, `TogglePause`.
2. Movement delegates to `ApplyMove(Forward, Strafe)` → `AddMovementInput`.
3. Look applies yaw/pitch scaled by `LookSensitivity` (Y invertable via `bInvertLookY`).
4. `ResetToStart` teleports to `StartLocation` (captured on first grounded frame), clears velocity, resets control rotation.
5. `TogglePause` toggles `APlayerController::SetPause`, swaps input mode between `FInputModeGameOnly` and `FInputModeUIOnly`, shows/hides mouse cursor.
### White Box Site — Collision Model
- Every site mesh (road, sidewalks, kerbs, crossing) is `STATIC` with `BlockAll` collision.
- `Terrain_DEM` uses `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset).
- The terrain corridor is carved to half-width 10.7 m around the road centreline so the player can walk the carriageway and both sidewalks.
- Ground Z: north sidewalk 395, road 366, south sidewalk 317 (3.94 m fall along the block, matching the DEM).
# Runtime View
## Walk the block
1. Player launches game → `AGigLineGameModeBase` spawns `AGigLineCharacter` at `PlayerStart` `(-13336, -1150, 600)`.
2. Character falls 144 cm to road surface (Z 456) and begins walking. `StartLocation` captured on first grounded frame.
3. Player holds W → `IA_Move` fires → `ApplyMove(1, 0)` → `AddMovementInput(ForwardVector, 1)` → capsule moves at 450 cm/s.
4. Mouse move → `IA_Look` fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).
5. Player presses R → `ResetToStart` → teleport to `StartLocation`/`StartRotation`, `StopMovementImmediately`, reset control rotation.
6. Player presses Escape → `TogglePause` → `SetPause(true)`, switch to `FInputModeUIOnly`, show cursor. World timers stop; core tickers continue.
7. Player presses Escape again → `TogglePause` → `SetPause(false)`, switch to `FInputModeGameOnly`, hide cursor.
## Screenshot capture
1. `Tools/render_screenshots.sh` compiles editor, builds `ReviewMap` from `Tools/ue_build_review_map.py`, launches game in `-game` mode.
2. `AGigLineShotActor` iterates the camera list, sets view, calls `HighResShot 1280x720`, waits for capture.
3. On last camera, requests engine quit. PNGs are copied to `Screenshots/` and committed.
## QA self-test (`-qaselftest`)
1. Core ticker starts at `BeginPlay` (not a world timer — world timers freeze on pause).
2. 1.0 s: begin driving forward input.
3. 3.0 s: stop, measure displacement (> 200 cm = PASS).
4. 3.5 s: call `ResetToStart`.
5. 4.0 s: measure distance from spawn (< 100 cm = PASS).
6. 4.5 s: call `TogglePause`, check `IsGamePaused()` (= true = PASS).
7. 5.5 s: call `TogglePause`, check `IsGamePaused()` (= false = PASS).
8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.
9. 7.0 s: final verdict logged.
## Build and import pipeline
1. Blender headless (`Tools/export_*.py`) reads `.blend` files, applies metre→centimetre conversion, exports FBX with `ue_metric_v1` preset.
2. Unreal headless (`Tools/ue_import_*.py`) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.
3. `Tools/ue_build_demo_map.py` assembles `DemoMap`: creates/repositions actors, sets lighting, saves map and assets.
# Deployment View
## Infrastructure Level 1 — Development Workstation
| Node | Specification |
| --- | --- |
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI |
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo) |
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`) |
| Build output | `/run/media/system/DATA/Builds/GigLineQA/Linux` (packaged Development build, ~1.1 GiB; outside the repository) |
Motivation
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
Quality and Performance Features
- Vulkan RHI on RTX 5070 Ti, open kernel module driver 615.78.08.
- System clang 23.1.4 (no bundled engine clang) compiles game code.
- Build time: ~90 s incremental, ~5 min clean for the editor target.
Mapping of Building Blocks to Infrastructure
| Building Block | Infrastructure Element |
| --- | --- |
| Gameplay (C++) | Dev workstation — compiled to `libUnrealEditor-GigLine.so`, loaded by engine |
| Site + Façades (UE content) | Dev workstation — `.uasset`/`.umap` in `Game/GigLine/Content/` |
| Art Pipeline (Python/Blender) | Dev workstation — headless Blender 5.2 Flatpak, Python 3.14.8 |
| QA & Review | Dev workstation — game run in `-game` mode, PNGs to `Screenshots/` |
| Git remote | `git.allucanget.biz` — Gitea instance, LFS-enabled |
## Infrastructure Level 2 — Packaged Build
| Element | Detail |
| --- | --- |
| Linux packaged build | Development config, ~1.1 GiB. Contains engine binaries, game module, cooked content, no editor. |
| Run command | `./GigLine.sh -windowed -ResX=2560 -ResY=1440` |
No server infrastructure. The game is a standalone executable.
# Cross-cutting Concepts
## Coordinate system and scale
- **Source CRS**: EPSG:26911 (UTM zone 11N). Local origin recorded in `Geo/`.
- **Blender**: metres. East → +X, north → +Y (Blender convention).
- **Unreal**: centimetres. East → +X, north → **−Y** (confirmed from street mesh: `Sidewalk_North` Y −1912..−1053, `Sidewalk_South` Y +718..+1447).
- **Conversion**: every exporter calls the metre→centimetre function. Import presets (`ue_metric_v1`, `ue_character_v1`) are named and repeatable.
Rule: place a building only against a neighbour or street mesh, never in isolation.
## Collision model
- Site meshes (road, sidewalks, kerbs, crossing): `STATIC` mobility, `BlockAll` collision profile.
- Terrain: `STATIC`, `CTF_UseComplexAsSimple` (forced by `UGigLineAssetTools` at build time, saved on the asset — the flag lives on the `UStaticMesh`/`UBodySetup`, not the map).
- Buildings: `STATIC`, simple collision (convex hull from mesh).
- Rule: the collision flag must be saved on the asset. Saving only the `.umap` silently reverts it.
## Lighting
- Dynamic-only: `r.AllowStaticLighting=False`. All lights are `MOVABLE`.
- Fixed daytime rig: directional light (sun, −62° pitch), sky light, exponential height fog, post-process volume with fixed exposure.
- Rationale: avoids "LIGHTING NEEDS TO BE REBUILT" warnings; no bake step; the scene never changes time of day.
## Materials
- All materials authored in Unreal, not carried from Blender (FBX import loses diffuse colours).
- World-space-noise blend nodes for cheap procedural variation (asphalt grain, concrete speckle, stucco roughness).
- Instance parameters where tunable (e.g. wetness, ageing).
## Geographic data provenance
- OSM extract is layout data only — not authoritative for façade, height, or pavement detail.
- DEM from 3DEP 1 m; elevation verified against cross-sections in `Geo/verification/`.
- Reference photography (local, gitignored) drives manual façade work.
## QA harness
- `-qaselftest`: core ticker (not world timer) so pause cannot freeze the test that proves pause works.
- `GigLine SIM` / `GigLine GROUND`: TEMP diagnostic logging, to be removed before release tag.
- Screenshot approval: human must tick `Screenshots/README.md` before visual work is marked done.
# Architecture Decisions
## ADR-1: Dynamic-only lighting for the demo
- **Context**: The demo is a fixed daytime scene. Stationary lights demand a lighting build and produce "LIGHTING NEEDS TO BE REBUILT" warnings.
- **Decision**: `r.AllowStaticLighting=False`, all lights `MOVABLE`.
- **Consequences**: No bake step, no warning, simpler iteration. Slightly higher GPU cost per frame (no baked shadows) — acceptable for the demo scope.
## ADR-2: Materials authored in Unreal, not imported from Blender
- **Context**: FBX→Unreal import maps all Blender diffuse colours to white. Flat colour materials do not survive the pipeline.
- **Decision**: Build all materials (asphalt, concrete, stucco, façade stone, road paint) directly in Unreal with procedural nodes.
- **Consequences**: Materials cannot be previewed in Blender look-dev. Must round-trip to Unreal for visual check. But: full PBR control, world-space noise, no import surprise.
## ADR-3: Complex-as-simple collision on terrain via C++ helper
- **Context**: UE 5.8 removed `bUseComplexAsSimpleCollision`. Python cannot set `CollisionTraceFlag` on `StaticMesh`/`BodySetup` at all. The Interchange default is bbox-only simple collision, which placed an invisible lid 8 m above the street.
- **Decision**: `UGigLineAssetTools::SetComplexCollisionAsSimple` (C++) forces `CTF_UseComplexAsSimple` and saves the asset.
- **Consequences**: One C++ helper class. The flag must be saved on the asset (not just the map). No Python workaround exists.
## ADR-4: Reset captures StartLocation on first grounded frame
- **Context**: `BeginPlay` captures `StartLocation` at the PlayerStart, which is above grade (Z 600) so the capsule does not spawn embedded. Every reset dropped the player 1.4 m back into the air.
- **Decision**: Repeating 0.25 s timer captures `StartLocation` once the character reports `IsMovingOnGround()`, then clears itself.
- **Consequences**: Reset is correct. A one-shot timer at 2 s is wrong (fires after walking begins, records mid-stride position).
## ADR-5: Core ticker for QA self-test, not world timer
- **Context**: Pausing the game stops world timers. A timer-driven test freezes exactly when it proves pause works.
- **Decision**: `FTSTicker::GetCoreTicker()` drives the `-qaselftest` harness.
- **Consequences**: Test runs even while paused. Must be enabled explicitly (`-qaselftest`), never in normal play.
## ADR-6: South = +Y, north = −Y in Unreal
- **Context**: The street mesh established this convention: `Sidewalk_North` has Y range −1912..−1053, `Sidewalk_South` has +718..+1447.
- **Decision**: Adopt it project-wide. Never place a building by assumption; always verify against a street mesh or neighbour.
- **Consequences**: Matches Blender’s north→+Y after the Y-flip in the `ue_metric_v1` export preset.
## ADR-7: Headless Blender via bpy scripts, not MCP
- **Context**: Blender skill packs assume an MCP server; the project does not run one.
- **Decision**: All Blender work driven by Python scripts in `Tools/`. Skill packs used as method guides (checklists, naming, proportions) only.
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
# Quality Requirements
## Quality Requirements Overview
Ordered by priority: realism first, performance last. The order decides design trade-offs; it does not license dropping a lower item silently (see the trade-off rule below the table).
| Priority | Category | Requirement |
| --- | --- | --- |
| 1 | Realism / Fidelity | Façade identity, proportion, material and lighting read like the reference photographs when compared side by side |
| 2 | Realism / Fidelity | Building placement matches the measured footprints and the photographs (within ~1 m) |
| 2 | Realism / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of the measured profile |
| 3 | Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) |
| 3 | Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed |
| 4 | Maintainability | Fresh checkout builds with the documented engine installation |
| 4 | Portability | Linux build packages and runs; Windows build ships |
| 5 | Provenance | Every committed asset has a recorded source and licence |
| 6 | Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation |
**Trade-off rule.** Realism leads: when a realism improvement costs frame time, the improvement wins. Performance is still a **floor, not a preference** — 60 FPS at 1440p without frame generation must be met at every release. If realism cannot fit inside that budget, reduce the realism scope deliberately and record the reduction in `CHANGELOG.md`; never ship below the floor without the owner's explicit approval. Walkability outranks realism in one direction: a block the player falls through is not a demo, whatever it looks like.
## Quality Scenarios
| ID | Source/Stimulus | Response | Metric |
| --- | --- | --- | --- |
| QS-1 | Screenshot is compared against its reference photograph | The render reads as the same building | Similarity score and visual match confirmed by the owner; `Tools/visual_loop.py` reports the deltas |
| QS-2 | A façade is placed from measured data | It sits on its verified footprint | World span probed against `Geo/verification/` within ~1 m |
| QS-3 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
| QS-4 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
| QS-5 | Player presses R | Character teleports to spawn | < 100 cm from `StartLocation` |
| QS-6 | Player presses Escape | Game pauses, cursor appears | `IsGamePaused()` = true |
| QS-7 | Player presses Escape while paused | Game unpauses, cursor hides | `IsGamePaused()` = false |
| QS-8 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
| QS-9 | Game runs on dev workstation at 1440p | Frame rate holds the floor | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
> QS-9 is last on purpose. Performance is a floor that every release must meet, not the goal that shapes the content: realism decides what gets built, the frame budget decides how much of it.
# Risks and Technical Debts
| ID | Risk / Debt | Priority | Mitigation |
| --- | --- | --- | --- |
| R-1 | Terrain bbox proxy misdiagnosed as fall-through — already fixed, but the root-cause path (Interchange defaults to simple collision) could recur on reimport | High | `UGigLineAssetTools` runs in the build script; always reassert complex-as-simple after any reimport. Documented in `MEMORY.md` and ADR-3. |
| R-2 | Blosm 3Dsimple on Blender 5.2 — worked around, not resolved; `3Drealistic` mode untested | Medium | Pin Blosm 2.7.28 and Blender 5.2 LTS; test realistic mode before depending on it. |
| R-3 | Kerb height is an assumption (DEM does not resolve it) | Medium | Record the assumption in `Geo/verification/`; measure from reference photography if possible; mark as unresolved until verified. |
| R-5 | `GigLine SIM` / `GigLine GROUND` TEMP diagnostic logging still in `GigLineCharacter.cpp` | Medium | Strip behind a cvar or remove entirely before the `v0.1.0` release tag. |
| TD-1 | Materials are Unreal-only — no Blender preview round-trip | Low | Accepted (ADR-2). Look-dev happens in UE; screenshot review catches issues. |
| TD-2 | No CI pipeline — all builds and QA are manual on the dev workstation | Low | Acceptable for `0.x`. CI is a `0.3.0+` concern. |
# Glossary
| Term | Definition |
| --- | --- |
| Blosm | Blender add-on (2.7.28) that imports OSM data as 3D building and street blockouts. Used for layout only — not authoritative for façade or height. |
| PIE | Play In Editor — an Unreal Editor feature that runs the current map as a live game session inside the editor window, with full game code, input, and physics, without packaging a build. Used for interactive verification (walk, reset, pause) before the scripted QA self-test. |
| Complex-as-simple collision | `CTF_UseComplexAsSimple`: Unreal collision mode where the render mesh triangles are used as the collision surface, instead of a simplified proxy. Required for terrain so the player walks on the actual ground shape. |
| DEM | Digital Elevation Model. 3DEP 1 m resolution GeoTIFF covering the demo bounds. Source of terrain heightfield. |
| El Capitan | El Capitan Entertainment Centre, 6838 Hollywood Blvd. The hero building of the demo. |
| Enhanced Input | Unreal’s modern input system (UE 5+). Uses Input Actions (`IA_*`) and Input Mapping Contexts (`IMC_*`) instead of legacy axis/action bindings. |
| EPSG:26911 | UTM zone 11N, the projected CRS used for the demo area. Local origin recorded in `Geo/`. |
| Hero façade | The detailed, reference-calibrated model of the El Capitan building frontage. |
| MPFB | MakeHuman Plugin for Blender (2.0.18). Generates parametric human base meshes with rigs and baked materials. |
| PlayerStart | Unreal actor that defines where the player pawn spawns. Positioned above grade so the capsule does not embed in the floor on spawn. |
| QA self-test | The `-qaselftest` command-line switch that runs an automated behaviour check (walk, reset, pause, ground transect) via a core ticker. |
| Site | The terrain, road, sidewalks, kerbs, and crossing markings — the ground-level infrastructure of the demo area. |
| Squash merge | Git merge strategy that compresses all branch commits into one commit on `main`, keeping a linear history. |
| Swept transect | A QA technique that raycasts vertically at regular intervals along a path (e.g. every 200 cm along both sidewalks and the carriageway) and counts holes (misses). Zero holes = the block is fully walkable. |
| UE | Unreal Engine — Epic Games' real-time 3D creation platform (version 5.8.4 in this project). Comprises the Unreal Editor (including PIE, content browser, viewport, blueprint editor), a C++ game framework, and runtime systems for rendering (Vulkan RHI on Linux), physics (Chaos), and input (Enhanced Input). The game project is `GigLine.uproject`; game code is a single C++ module in `Game/GigLine/Source/GigLine/`. |
| World Partition | Unreal's world composition system for large open-world levels. Not yet used in `0.1.0` but planned for `0.3.0+` driving routes. |
| Y convention | In Unreal, south = +Y, north = −Y (confirmed from street mesh orientation). In Blender, north = +Y; the `ue_metric_v1` export preset flips Y. |
---
**About arc42**
<div data-wrapper="1" role="lead">
arc42, the template for documentation of software and system architecture.
</div>
Template Version 0.1.0. initial architecture documentation, 2026-11-08
Created, maintained and © by Dr. Peter Hruschka, Dr. Gernot Starke and contributors. See <https://arc42.org>.
Adapted for the Gig Line project (Linux-first walking/driving demo around 6840 Hollywood Blvd).
+26 -55
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 |
| --- | --- | --- |
@@ -77,28 +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` |
| Façade kit assembly | `Tools/ue_apply_facade_kit.py` | kit actors in `DemoMap` |
| Theatre trim | `Tools/ue_stage_theatre_trim.py` | marquee + blade sign actors |
| Scene audit | `Tools/ue_audit_scene.py` | materials, placement spans, labels (gate) |
| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
**Order matters.** `ue_build_demo_map.py` rebuilds the site materials, so any actor staged by another tool must be (re)staged _after_ it, or it keeps a reference to a material that no longer exists — that is how 604 actors once ended up untethered from their materials while the map only looked slightly flat. `Tools/render_screenshots.sh` runs the full chain in the right order and gates on `ue_audit_scene.py`.
Every Blender exporter calls [`Tools/fbx_export_preset.py`](../Tools/fbx_export_preset.py) (`ue_metric_v1` / `ue_character_v1`) instead of repeating the FBX argument block — one place for the scale conversion, the axis mapping and `mesh_smooth_type="FACE"` (without which every Unreal import warns about missing smoothing groups and round geometry arrives faceted).
Two rules that the pipeline enforces rather than documents:
- **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)
@@ -108,35 +110,4 @@ 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`) |
## PIE input test (compare editor vs packaged input intake)
Use to isolate whether the "no controls respond" bug is the packaged standalone's input intake or the Enhanced Input wiring generally.
- `Tools/run_pie.sh` opens the editor on `/Game/Hollywood/DemoMap`. Press the green **Play** (PIE) button and walk / mouse-look.
- Interpretation:
- PIE **works** -> the Enhanced Input wiring is fine and the standalone packaged build's SDL input intake is the environment-dependent bug.
- PIE **fails** too -> the Enhanced Input setup itself is broken; rebuild the input config / character from scratch.
- The DemoMap is PIE-ready as committed: `GlobalDefaultGameMode` + `GameDefaultMap=/Game/Hollywood/DemoMap`, and the map stages a PlayerStart at `(-13336,-1150,600)` on the cut sidewalk with the walkable `AGigLineCharacter`.
- 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).
-30
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@@ -1,30 +0,0 @@
# Controls (`0.1.0` walkable demo)
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
| Action | Key | Notes |
| --- | --- | --- |
| Move forward | `W` | 4 m/s walk |
| Move back | `S` | |
| Strafe right | `D` | |
| Strafe left | `A` | |
| Look | Mouse | Captured on launch; `Escape` releases it |
| Jump | `Space` | |
| Reset to start | `R` | Returns to the grounded spawn point |
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
## Notes
- Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
## Testing input without a physical keyboard
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
```bash
python3 Tools/input_test.py --sequence move:2,look:3
```
It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.
+5 -3
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@@ -7,7 +7,7 @@ Licensing is tracked in four separate layers. Do not merge them; each has differ
| Project code | Project-owned code in `Game/Source`, `Tools/`, and `Geo/` scripts | [CC0 1.0](../LICENSE), chosen by the project owner. |
| Project art | Blender sources, baked textures, exported meshes | Project-owned art is [CC0 1.0](../LICENSE); third-party contributions retain their own terms. See the asset notices. |
| Engine | Unreal Engine | Proprietary / source-available. Not redistributable as engine source. Distribution follows Epic's terms. |
| Geographic data | OSM extract, elevation data | OSM data and the elevation provider's own licence. Used for local, private development only. |
| Geographic data | OSM extract, elevation data | ODbL and the elevation provider's own licence. Attribution and share-alike review required before distributing a derived database. |
Project-owned documentation is also dedicated under [CC0 1.0](../LICENSE). Third-party material retains its own terms.
@@ -16,12 +16,14 @@ Project-owned documentation is also dedicated under [CC0 1.0](../LICENSE). Third
1. An asset whose licence cannot be verified does not get committed. Record it as unresolved in [THIRD_PARTY_NOTICES.md](../THIRD_PARTY_NOTICES.md) and replace it with a redistributable asset before the release it would ship in.
2. Reference photography is dev-only material and is **never committed**. It lives in the gitignored `Art/reference/` tree, is used for internal, private development only, and is not shipped or baked into shipped textures. Local reference notes are also excluded from version control.
3. OSM is layout data only. Do not treat it as authoritative for façades, heights, or pavement detail, and do not import it as a texture or panorama source.
4. Credentials, licence keys, and account tokens never enter the repository. Engine licence acceptance is recorded by date and account email only.
4. Never use extracted Google imagery, Street View, or geometry. No exception.
5. Attribution: "© OpenStreetMap contributors" with a link to <https://www.openstreetmap.org/copyright> appears in the shipped build's UI (a `0.1.0` release check) and in the notices.
6. Credentials, licence keys, and account tokens never enter the repository. Engine licence acceptance is recorded by date and account email only.
## Open decisions
- **ODbL posture.** Decide whether distributed builds contain a derived geographic database (a modified OSM extract) or only rendered geometry. The answer changes the share-alike obligations for the shipped product. Record the decision here and in the release notes.
- **Reference photography retention.** Decided 2026-11-06: reference images are **not** committed. Licensing is not the gate for local, private development use, so images are simply kept out of the repository (`Art/reference/` is gitignored) and their provenance stays in the local sidecars. The gate moves to the shipped output: if a shipped asset would derive from a reference photograph, that is a release-time licensing decision, recorded in `THIRD_PARTY_NOTICES.md` before the asset ships.
- **ODbL posture for OSM-derived geometry.** Decided 2026-11-08: the shipped streets/footprints/sidewalks are a Produced Work of the OpenStreetMap database. Obligations held: on-screen attribution (HUD), ODbL link, and the source extract committed with provenance. Share-alike applies to the data layer only; project code and art stay CC0. Full review in [Docs/odbl-review.md](Docs/odbl-review.md).
## Provenance sources
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@@ -1,65 +0,0 @@
# ODbL review — OpenStreetMap-derived data in the shipped build
Status: **decision recorded 2026-11-08** (closes the TODO "Review ODbL obligations" item).
## 1. What OSM data the project touches
| Use | Where it lives | In the shipped build? |
| --- | --- | --- |
| Raw OSM extract (Hollywood block, 2026-11-06) | `Geo/raw/osm-api-map-2026-11-06.osm` (+2 building ways `.json`), committed | No — dev data only, not packed |
| Blosm blockout geometry (streets, building footprints, sidewalks) | Crates/site meshes derived from the extract, imported to Unreal | **Yes** — the walkable block geometry derives from OSM layout |
| USGS 3DEP DEM elevation | `Geo/raw/dem-3dep-1m-26911-2026-11-06.tif` | Yes — but public domain (US Government work), independent of ODbL |
So the shipped build contains **buildings, streets and sidewalks whose footprints come from OSM data** (layout geometry). That geometry is a **derivative database/knowledge extract** under the ODbL framing.
## 2. ODbL obligations (Open Database Licence 1.0)
ODbL = Open Database Licence (Open Data Commons, version 1.0). The OSM community contract uses it for the OpenStreetMap database.
Key obligations when you **redistribute or produce a derivative database**:
1. **Attribution** — credit the database, with a notice visible to users, and provide a link to the licence.
2. **Share-alike** — a derivative database (including a "Produced Work" from it) must be offered under ODbL, and changes must be made available.
3. **Keep the data open** — do not add technical or legal restrictions that prevent others from using the database under ODbL.
4. **No database right / extraction limits** — substantial extraction/use must follow the licence's "extraction and reuse" terms.
Important nuance: ODbL governs the **database** (the OSM data as a collection and the knowledge it encodes). **Separate creative content** — art, code, models authored by the project — is not a "database" and does not carry the share-alike obligation. The game's own code and artist-authored geometry are project-owned (CC0 per `LICENSE`).
## 3. Where the project stands
| Obligation | Held by | Evidence |
| --- | --- | --- |
| Attribution in the game | **Yes** — on-screen credit every frame | `AGigLineHUD` draws "© OpenStreetMap contributors" and "Data © OpenStreetMap contributors, ODbL 1.0 — openstreetmap.org/copyright" bottom-left (`GigLineHUD.h` lines 29/33) |
| Attribution in the repo | **Yes** — provenance + licence recorded | `THIRD_PARTY_NOTICES.md` Geographic data table; `Geo/manifests/2026-11-06-osm-api-map.md` |
| Licence text available | **Yes** — link + notice | HUD link to openstreetmap.org/copyright (ODbL); THIRD_PARTY_NOTICES points at ODbL 1.0 |
| Source data available (share-alike enabler) | **Yes** — the exact extract is committed, with bbox/date/hash | `Geo/raw/osm-api-map-2026-11-06.osm` + manifest |
| Derivative database offered under ODbL | **Recorded as a decision** — see §4 | This document |
## 4. Decision: posture for the derived geometry
The OSM-derived block geometry (streets, footprints, sidewalks) is treated as a **Produced Work / derivative database** of the OpenStreetMap database.
- The **share-alike obligation is accepted for the data layer only**. The release must carry: (a) the on-screen attribution (implemented), (b) the ODbL link (implemented), and (c) an offer of the OSM source for the geometry — satisfied by the committed raw extract plus its manifest.
- **Project creative work (code, shaders, artist-authored façades, textures) is NOT under ODbL.** It remains project-owned CC0 (see `LICENSE`) and carries no share-alike obligation. Only geometry that can be argued to encode OSM database facts (streets, building footprints, sidewalk layouts) is in scope.
- **No new obligation is created by the DEM**: 3DEP is US Government public domain and is independent of ODbL.
- **Do not** import OSM imagery/panoramas as textures (OSM map tiles or aerial imagery are separately licensed); the project already treats OSM as layout only (`Docs/licensing.md` rule 3).
Release checklist items this lands:
- [x] In-game attribution shown (HUD).
- [x] ODbL notice + link (HUD + THIRD_PARTY_NOTICES).
- [x] Source OSM data committed with provenance (manifest: date, bbox, SHA-256).
- [x] Posture recorded here for the release gate.
## 5. Remaining (tracked separately)
- **Blosm add-on licence** is still `pending` in THIRD_PARTY_NOTICES (tool-only, not distributed — must be checked once, not a release blocker for ODbL).
- Façade signage/trademarks: separate rights from the photograph, own the geometry; not an ODbL question (see THIRD_PARTY_NOTICES "Reference photography" rules).
## 6. Sources checked
- ODbL text: <https://opendatacommons.org/licenses/odbl/1-0/>
- OSM licence summary: <https://www.openstreetmap.org/copyright>
- ISPRS/ODbL practice notes on derived game geometry from OSM footprints (objective standard: attribution + produced-work offer, share-alike limited to the data layer).
Not reviewed here (out of scope for this item): engine redistribution terms (Epic), MPFB asset terms, street-prop reuse terms — all tracked in `THIRD_PARTY_NOTICES.md`.
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713,2.682
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751,2.374
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761,2.554
762,2.389
763,2.310
764,2.465
765,2.402
766,2.263
767,2.688
768,2.262
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771,2.312
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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
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460,2.718
461,2.804
462,2.583
463,2.694
464,2.797
465,3.079
466,2.434
467,2.723
468,3.671
469,2.211
470,2.567
471,2.701
472,2.717
473,2.657
474,2.581
475,2.889
476,3.006
477,2.595
478,2.703
479,2.498
480,2.694
481,2.915
482,2.655
483,2.686
484,2.833
485,2.717
486,2.723
487,2.451
488,2.913
489,2.784
490,2.684
491,2.651
492,2.809
493,2.819
494,2.676
495,2.851
496,2.775
497,2.638
498,2.520
499,2.824
500,2.930
501,2.757
502,2.608
503,2.808
504,2.508
505,2.819
506,2.654
507,2.748
508,2.705
509,2.798
510,2.559
511,2.694
512,2.821
513,2.706
514,2.612
515,2.928
516,2.475
517,2.830
518,2.658
519,2.784
520,2.572
521,2.935
522,2.688
523,2.600
524,2.675
525,2.828
526,2.774
527,2.848
528,2.764
529,2.379
530,2.962
531,2.989
532,2.528
533,2.639
534,2.906
535,2.543
536,2.582
537,2.949
538,2.813
539,2.504
540,2.754
541,2.638
542,2.695
543,2.662
544,2.922
545,2.616
546,2.810
547,2.675
548,2.551
549,2.894
550,2.754
551,2.632
552,2.748
553,2.827
554,2.751
555,2.759
556,2.684
557,2.766
558,2.948
559,2.461
560,2.621
561,2.772
562,2.985
563,2.582
564,2.897
565,2.574
566,2.661
567,2.742
568,2.797
569,2.632
570,2.755
571,2.878
572,2.759
573,3.812
574,2.651
575,2.862
576,2.577
577,2.634
578,3.173
579,2.418
580,2.714
581,2.746
582,2.794
583,2.774
584,2.583
585,3.659
586,3.222
587,2.489
588,2.868
589,2.558
590,2.586
591,2.599
592,2.930
593,2.401
594,2.540
595,2.889
596,2.733
597,2.664
598,2.877
599,2.588
600,2.677
601,2.897
602,2.672
603,2.780
604,2.740
605,2.780
606,2.493
607,2.794
608,2.631
609,2.768
610,2.870
611,2.626
612,2.862
613,2.602
614,2.868
615,2.627
616,2.638
617,2.702
618,2.904
619,2.918
620,2.487
621,3.225
622,2.350
623,2.820
624,2.837
625,2.408
626,2.593
627,3.526
628,2.554
629,2.746
630,2.684
631,2.729
632,2.762
633,2.768
634,3.034
635,2.514
636,2.732
637,2.739
638,2.692
639,2.832
640,2.810
641,2.484
642,2.632
643,3.284
644,2.311
645,3.079
646,2.656
647,2.683
648,2.622
649,2.668
650,2.779
651,2.796
652,2.874
653,2.427
654,2.644
655,2.872
656,2.867
657,2.404
658,2.917
659,2.773
660,2.857
661,2.789
662,2.443
663,2.651
664,2.839
665,2.814
666,2.575
667,2.796
668,2.709
669,2.873
670,2.670
671,2.936
672,2.496
673,2.608
674,2.641
675,2.793
676,2.765
677,2.736
678,2.679
679,2.987
680,2.884
681,2.469
682,2.774
683,2.948
684,2.598
685,3.478
686,2.856
687,4.623
688,3.038
689,2.507
690,2.717
691,2.682
692,2.807
693,2.778
694,2.699
695,2.802
696,2.605
697,2.650
698,2.789
699,2.791
700,3.015
701,2.539
702,2.790
703,2.698
704,2.637
705,2.657
706,2.800
707,2.720
708,2.702
709,2.845
710,2.583
711,2.780
712,2.782
713,2.593
714,2.695
715,2.747
716,2.871
717,2.671
718,2.676
719,2.991
720,2.727
721,2.576
722,2.539
723,2.770
724,2.712
725,2.818
726,2.615
1 frame ms
2 0 2.599
3 1 2.877
4 2 2.709
5 3 2.646
6 4 3.168
7 5 2.729
8 6 2.524
9 7 2.726
10 8 2.639
11 9 2.814
12 10 2.819
13 11 2.708
14 12 2.822
15 13 2.703
16 14 2.365
17 15 2.796
18 16 2.899
19 17 2.972
20 18 2.908
21 19 2.356
22 20 2.781
23 21 2.574
24 22 3.148
25 23 2.306
26 24 2.668
27 25 2.855
28 26 2.588
29 27 3.321
30 28 3.419
31 29 3.121
32 30 3.391
33 31 2.355
34 32 2.679
35 33 3.463
36 34 2.614
37 35 2.922
38 36 2.429
39 37 2.830
40 38 2.842
41 39 2.782
42 40 3.252
43 41 2.731
44 42 2.577
45 43 2.363
46 44 2.786
47 45 2.547
48 46 2.594
49 47 2.652
50 48 2.836
51 49 2.792
52 50 2.552
53 51 2.792
54 52 2.718
55 53 3.333
56 54 2.165
57 55 2.880
58 56 2.613
59 57 2.460
60 58 2.919
61 59 2.770
62 60 2.551
63 61 2.622
64 62 2.712
65 63 2.818
66 64 3.155
67 65 2.472
68 66 2.861
69 67 2.651
70 68 2.573
71 69 2.892
72 70 2.689
73 71 2.729
74 72 2.668
75 73 2.753
76 74 2.812
77 75 2.606
78 76 2.686
79 77 2.842
80 78 2.660
81 79 2.903
82 80 2.486
83 81 2.591
84 82 3.626
85 83 2.455
86 84 2.475
87 85 2.922
88 86 2.603
89 87 2.728
90 88 3.057
91 89 2.731
92 90 3.632
93 91 1.950
94 92 2.694
95 93 3.020
96 94 2.230
97 95 2.796
98 96 2.707
99 97 2.807
100 98 2.658
101 99 2.697
102 100 2.453
103 101 3.051
104 102 2.758
105 103 2.662
106 104 2.599
107 105 2.733
108 106 2.751
109 107 2.894
110 108 2.501
111 109 2.753
112 110 2.873
113 111 2.439
114 112 2.634
115 113 2.682
116 114 2.913
117 115 2.692
118 116 2.735
119 117 2.758
120 118 2.726
121 119 2.907
122 120 2.568
123 121 2.764
124 122 2.815
125 123 2.530
126 124 2.684
127 125 2.719
128 126 2.846
129 127 2.879
130 128 2.647
131 129 2.770
132 130 2.477
133 131 2.657
134 132 2.675
135 133 2.917
136 134 2.700
137 135 2.493
138 136 2.678
139 137 2.786
140 138 3.004
141 139 2.697
142 140 2.642
143 141 2.624
144 142 2.684
145 143 2.717
146 144 2.743
147 145 2.740
148 146 2.825
149 147 2.849
150 148 2.991
151 149 2.297
152 150 3.084
153 151 2.459
154 152 3.214
155 153 2.260
156 154 2.550
157 155 2.621
158 156 2.660
159 157 2.739
160 158 2.574
161 159 3.078
162 160 2.735
163 161 2.607
164 162 2.793
165 163 2.798
166 164 2.584
167 165 2.637
168 166 2.627
169 167 2.726
170 168 2.656
171 169 2.788
172 170 2.674
173 171 2.782
174 172 2.766
175 173 2.613
176 174 2.724
177 175 2.770
178 176 2.709
179 177 2.700
180 178 2.600
181 179 2.686
182 180 2.747
183 181 2.841
184 182 2.601
185 183 2.666
186 184 2.846
187 185 2.599
188 186 2.806
189 187 3.126
190 188 2.521
191 189 2.634
192 190 2.716
193 191 2.584
194 192 2.714
195 193 2.923
196 194 2.277
197 195 2.706
198 196 2.606
199 197 2.758
200 198 2.747
201 199 2.958
202 200 2.798
203 201 2.387
204 202 2.596
205 203 2.861
206 204 2.801
207 205 2.521
208 206 2.869
209 207 2.884
210 208 2.515
211 209 2.592
212 210 3.723
213 211 2.474
214 212 2.736
215 213 2.774
216 214 2.769
217 215 3.007
218 216 2.768
219 217 2.716
220 218 2.694
221 219 2.722
222 220 2.862
223 221 2.587
224 222 2.833
225 223 2.792
226 224 2.746
227 225 2.585
228 226 2.741
229 227 2.585
230 228 2.802
231 229 2.674
232 230 2.742
233 231 2.718
234 232 2.881
235 233 2.707
236 234 2.585
237 235 2.810
238 236 2.948
239 237 2.718
240 238 2.773
241 239 2.571
242 240 2.788
243 241 2.702
244 242 2.634
245 243 2.788
246 244 2.678
247 245 2.914
248 246 2.527
249 247 2.637
250 248 2.877
251 249 2.693
252 250 2.644
253 251 2.670
254 252 2.700
255 253 2.877
256 254 2.638
257 255 2.617
258 256 2.774
259 257 2.660
260 258 2.731
261 259 2.671
262 260 2.838
263 261 2.726
264 262 2.671
265 263 2.744
266 264 2.735
267 265 2.684
268 266 3.850
269 267 2.120
270 268 2.669
271 269 2.729
272 270 2.712
273 271 2.817
274 272 2.926
275 273 2.678
276 274 2.786
277 275 2.927
278 276 2.493
279 277 2.846
280 278 2.610
281 279 2.644
282 280 2.577
283 281 2.939
284 282 2.727
285 283 2.595
286 284 2.819
287 285 2.778
288 286 2.774
289 287 2.628
290 288 2.711
291 289 2.699
292 290 2.715
293 291 2.763
294 292 2.710
295 293 2.892
296 294 2.721
297 295 2.575
298 296 3.608
299 297 2.811
300 298 2.739
301 299 2.751
302 300 2.608
303 301 2.913
304 302 3.052
305 303 2.862
306 304 2.653
307 305 2.727
308 306 2.646
309 307 2.888
310 308 3.338
311 309 2.743
312 310 2.639
313 311 2.681
314 312 2.846
315 313 2.766
316 314 3.184
317 315 2.834
318 316 2.728
319 317 2.581
320 318 2.770
321 319 3.351
322 320 3.157
323 321 2.508
324 322 2.835
325 323 2.754
326 324 2.411
327 325 3.398
328 326 2.802
329 327 2.611
330 328 3.058
331 329 2.407
332 330 2.640
333 331 3.645
334 332 2.729
335 333 2.580
336 334 2.902
337 335 2.523
338 336 3.005
339 337 3.173
340 338 2.840
341 339 2.610
342 340 2.576
343 341 2.706
344 342 3.405
345 343 2.849
346 344 2.678
347 345 2.796
348 346 2.782
349 347 2.636
350 348 3.475
351 349 2.798
352 350 2.745
353 351 2.564
354 352 2.792
355 353 2.714
356 354 3.496
357 355 2.841
358 356 2.465
359 357 2.708
360 358 2.692
361 359 2.934
362 360 3.304
363 361 2.561
364 362 2.689
365 363 2.749
366 364 2.780
367 365 2.940
368 366 3.025
369 367 2.706
370 368 2.881
371 369 2.619
372 370 2.716
373 371 3.133
374 372 2.874
375 373 2.816
376 374 2.414
377 375 2.737
378 376 2.797
379 377 2.651
380 378 2.920
381 379 3.032
382 380 2.606
383 381 2.710
384 382 2.649
385 383 2.700
386 384 3.469
387 385 2.224
388 386 2.567
389 387 2.733
390 388 2.511
391 389 2.950
392 390 3.979
393 391 2.798
394 392 2.487
395 393 2.740
396 394 2.741
397 395 2.718
398 396 3.291
399 397 2.769
400 398 2.697
401 399 2.796
402 400 2.641
403 401 2.652
404 402 3.151
405 403 2.673
406 404 2.741
407 405 2.606
408 406 2.665
409 407 2.859
410 408 2.739
411 409 2.586
412 410 2.910
413 411 2.745
414 412 2.698
415 413 2.670
416 414 2.797
417 415 2.829
418 416 2.643
419 417 2.776
420 418 2.772
421 419 2.530
422 420 2.567
423 421 2.826
424 422 2.782
425 423 2.738
426 424 2.640
427 425 2.967
428 426 2.600
429 427 3.020
430 428 2.502
431 429 2.642
432 430 2.625
433 431 2.770
434 432 2.659
435 433 2.717
436 434 2.698
437 435 2.780
438 436 2.992
439 437 2.686
440 438 2.560
441 439 3.048
442 440 2.721
443 441 2.507
444 442 2.694
445 443 2.695
446 444 2.892
447 445 3.443
448 446 2.633
449 447 2.908
450 448 2.823
451 449 2.346
452 450 2.599
453 451 2.914
454 452 2.774
455 453 3.391
456 454 2.384
457 455 2.585
458 456 2.667
459 457 2.704
460 458 2.674
461 459 2.755
462 460 2.718
463 461 2.804
464 462 2.583
465 463 2.694
466 464 2.797
467 465 3.079
468 466 2.434
469 467 2.723
470 468 3.671
471 469 2.211
472 470 2.567
473 471 2.701
474 472 2.717
475 473 2.657
476 474 2.581
477 475 2.889
478 476 3.006
479 477 2.595
480 478 2.703
481 479 2.498
482 480 2.694
483 481 2.915
484 482 2.655
485 483 2.686
486 484 2.833
487 485 2.717
488 486 2.723
489 487 2.451
490 488 2.913
491 489 2.784
492 490 2.684
493 491 2.651
494 492 2.809
495 493 2.819
496 494 2.676
497 495 2.851
498 496 2.775
499 497 2.638
500 498 2.520
501 499 2.824
502 500 2.930
503 501 2.757
504 502 2.608
505 503 2.808
506 504 2.508
507 505 2.819
508 506 2.654
509 507 2.748
510 508 2.705
511 509 2.798
512 510 2.559
513 511 2.694
514 512 2.821
515 513 2.706
516 514 2.612
517 515 2.928
518 516 2.475
519 517 2.830
520 518 2.658
521 519 2.784
522 520 2.572
523 521 2.935
524 522 2.688
525 523 2.600
526 524 2.675
527 525 2.828
528 526 2.774
529 527 2.848
530 528 2.764
531 529 2.379
532 530 2.962
533 531 2.989
534 532 2.528
535 533 2.639
536 534 2.906
537 535 2.543
538 536 2.582
539 537 2.949
540 538 2.813
541 539 2.504
542 540 2.754
543 541 2.638
544 542 2.695
545 543 2.662
546 544 2.922
547 545 2.616
548 546 2.810
549 547 2.675
550 548 2.551
551 549 2.894
552 550 2.754
553 551 2.632
554 552 2.748
555 553 2.827
556 554 2.751
557 555 2.759
558 556 2.684
559 557 2.766
560 558 2.948
561 559 2.461
562 560 2.621
563 561 2.772
564 562 2.985
565 563 2.582
566 564 2.897
567 565 2.574
568 566 2.661
569 567 2.742
570 568 2.797
571 569 2.632
572 570 2.755
573 571 2.878
574 572 2.759
575 573 3.812
576 574 2.651
577 575 2.862
578 576 2.577
579 577 2.634
580 578 3.173
581 579 2.418
582 580 2.714
583 581 2.746
584 582 2.794
585 583 2.774
586 584 2.583
587 585 3.659
588 586 3.222
589 587 2.489
590 588 2.868
591 589 2.558
592 590 2.586
593 591 2.599
594 592 2.930
595 593 2.401
596 594 2.540
597 595 2.889
598 596 2.733
599 597 2.664
600 598 2.877
601 599 2.588
602 600 2.677
603 601 2.897
604 602 2.672
605 603 2.780
606 604 2.740
607 605 2.780
608 606 2.493
609 607 2.794
610 608 2.631
611 609 2.768
612 610 2.870
613 611 2.626
614 612 2.862
615 613 2.602
616 614 2.868
617 615 2.627
618 616 2.638
619 617 2.702
620 618 2.904
621 619 2.918
622 620 2.487
623 621 3.225
624 622 2.350
625 623 2.820
626 624 2.837
627 625 2.408
628 626 2.593
629 627 3.526
630 628 2.554
631 629 2.746
632 630 2.684
633 631 2.729
634 632 2.762
635 633 2.768
636 634 3.034
637 635 2.514
638 636 2.732
639 637 2.739
640 638 2.692
641 639 2.832
642 640 2.810
643 641 2.484
644 642 2.632
645 643 3.284
646 644 2.311
647 645 3.079
648 646 2.656
649 647 2.683
650 648 2.622
651 649 2.668
652 650 2.779
653 651 2.796
654 652 2.874
655 653 2.427
656 654 2.644
657 655 2.872
658 656 2.867
659 657 2.404
660 658 2.917
661 659 2.773
662 660 2.857
663 661 2.789
664 662 2.443
665 663 2.651
666 664 2.839
667 665 2.814
668 666 2.575
669 667 2.796
670 668 2.709
671 669 2.873
672 670 2.670
673 671 2.936
674 672 2.496
675 673 2.608
676 674 2.641
677 675 2.793
678 676 2.765
679 677 2.736
680 678 2.679
681 679 2.987
682 680 2.884
683 681 2.469
684 682 2.774
685 683 2.948
686 684 2.598
687 685 3.478
688 686 2.856
689 687 4.623
690 688 3.038
691 689 2.507
692 690 2.717
693 691 2.682
694 692 2.807
695 693 2.778
696 694 2.699
697 695 2.802
698 696 2.605
699 697 2.650
700 698 2.789
701 699 2.791
702 700 3.015
703 701 2.539
704 702 2.790
705 703 2.698
706 704 2.637
707 705 2.657
708 706 2.800
709 707 2.720
710 708 2.702
711 709 2.845
712 710 2.583
713 711 2.780
714 712 2.782
715 713 2.593
716 714 2.695
717 715 2.747
718 716 2.871
719 717 2.671
720 718 2.676
721 719 2.991
722 720 2.727
723 721 2.576
724 722 2.539
725 723 2.770
726 724 2.712
727 725 2.818
728 726 2.615
+19 -153
View File
@@ -13,19 +13,7 @@ Record results in the table at the end of this file, with the date, the exact bu
3. **Licensing.** Every new asset has provenance in `THIRD_PARTY_NOTICES.md`, or is recorded as unresolved and kept out of the build.
4. **Version discipline.** Patch releases contain fixes, optimisation, docs, or tuning only — no new scope.
## `0.1.0` checks
1. **Realism first.** Building placement, street width, sidewalk depth, material read and site identity match the reference photography. Compare side by side and note every deliberate deviation. "Looks right" is not evidence.
2. Player traverses both the south-side frontage and the north-side frontage of the demo without falling through geometry, including the designated crossing. Walk the route twice: once normally, once with collision debug visualisation enabled.
3. No blocking collision, no invisible walls, no gaps at sidewalk/road seams.
4. Fresh checkout builds against the documented external engine installation.
5. Linux build packaged and launched; controls documented in `Docs/` and shown in-game.
6. **Performance last.** 60 FPS at 1440p per the performance check below — a floor every release meets, not the goal that shapes the content.
7. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
## Performance check (last)
Performance is the **last** check on purpose: realism leads the design and the frame budget only decides how much of it fits. It is still a floor — a release is not tagged below 60 FPS at 1440p without the owner's explicit approval.
## Performance check
Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB.
@@ -34,147 +22,25 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
- Target: 60 FPS at 1440p without frame generation.
- Capture a frame-time graph over a fixed traversal route, not a single sample. State the route.
## `0.1.0` checks
1. Player traverses both the south-side frontage and the north-side frontage of the demo without falling through geometry, including the designated crossing. Walk the route twice: once normally, once with collision debug visualisation enabled.
2. Building placement, street width, sidewalk depth, and site identity match the reference photography. Compare side by side and note every deliberate deviation. "Looks right" is not evidence.
3. No blocking collision, no invisible walls, no gaps at sidewalk/road seams.
4. 60 FPS at 1440p per the performance check above.
5. Fresh checkout builds against the documented external engine installation.
6. Linux build packaged and launched; controls documented in `Docs/` and shown in-game.
7. Geographic attribution is visible in-game: "© OpenStreetMap contributors" with a working licence link.
8. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `TODO.md` (its goal stays in `ROADMAP.md`).
## Check-record template
| Version | Check | Result | Evidence | Date |
| --- | --- | --- | --- | --- |
| `0.1.0` | Traversal, both sides | PASS — Blender pre-check + in-engine swept transect, 0 holes, ground Z 317..395 | `-qaselftest`, TODO 0.1.0 notes | 2026-11-08 |
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
## `0.1.0` — Placement vs references — record (2026-11-08)
Checked against the reference photography (`Art/reference/`) and the Geo measurements (`Geo/verification/*`). Build under test: current `main` content, DemoMap rendered via `Tools/render_screenshots.sh` (2026-11-08, Vulkan SM5, 1920×1080); engine positions probed from the DemoMap (commandlet, 2026-11-08).
### Placement and scale (in-engine ↔ reference)
| Quantity | In-engine (probed world-space) | Reference | Match |
| --- | --- | --- | --- |
| Road (Hollywood Blvd carriageway) | Y −13.82..+10.47 m → **24.3 m** | crossing ways 20.9–25.9 m | ✓ within range |
| South sidewalk strip | 7.3 m (bbox incl. kerb apron); built walkable strip 4.0 m per `Art/blender/README.md` | 12.6 m centreline offset; strip width from setback arithmetic | ✓ offset 12.5 m ≈ ref 12.6 m |
| North sidewalk strip | 8.6 m (bbox); built strip 5.3 m | 13.6 m centreline offset | ✓ offset 13.2 m ≈ ref 13.6 m |
| Kerbs | 3.3 m apron face to 0.13 m upstand | 0.15 m assumption; photo check pending (`0.1.1` Kerb height item) | ≈ (recorded deviation) |
| Hero façade (6840 El Capitan Ent. Ctr.) | X −146.38..−120.34 m (26.0 m frontage), Y +13.0..+25.6 m from road centre (13.0 m deep) | 6840 setback 14.5 m; 25.75 m frontage (resolved) | ✓ frontage; setback ~1.5 m deeper than ref (recorded) |
| El Capitan Theatre (6838) | X −120.82..−82.10 m, Y +13.4..+68.5 m | theatre east of 6840 | ✓ east |
| South frontage run (6922, 6902, 6838, 6822, 6806, 6800) | X −242.76..−14.37 m, all Y +12..+68 m | verified OSM footprints in place | ✓ |
| North buildings TCL / Tussaud's | TCL X −228.9..−184.4, Y −94.3..−18.0; Tussaud's X −270.7..−228.0, Y −75.9..−18.9 | north of the Blvd, west of hero (per OSM) | ✓ placed north (−Y) across the road |
### Visual comparison (demo views vs references)
| Shot | Reference(s) used | Verdict | Notes |
| --- | --- | --- | --- |
| `review-demo-spawn-view` | `hollywood/el-capitan-facade-day-*` (CC BY 2.0), `el-capitan-entrance/*` | PASS | Facade frontage, column rhythm and neighbour massing match; camera frames the whole block from the north sidewalk. |
| `review-demo-street-level` | `hollywood/el-capitan-theatre-blade-sign-*`, `premiere-staging-*` | PASS | Street-level colonnade + frontage neighbours; sidewalk depth consistent with the blade-sign frame. |
| `review-demo-crossing` | street-profile crossing s=130.1 m | PASS | Zebra markings visible along the crosswalk; kerb flushed at the crossing. |
| `review-demo-north-buildings` | north-side OSM positions; TCL/Tussaud's `Art/reference/north-*` | PASS | Camera re-pointed 2026-11-08 (was 9.5 km west → 85% sky); buildings now framed. Flat blockout surfaces are the `0.1.4` scope. |
### Deliberate deviations recorded
- **North/south building surfaces are flat blockouts** (bloblike, no façade detail). Detail texturing/façade style is the planned `0.1.4` (Proper building façades) work; placement and massing are what this check verifies.
- **Kerb upstand 0.13 m as built vs 0.15 m assumed**; the DEM cannot resolve a kerb — tracked in `0.1.1` (Kerb height assumption).
- **Sidewalk surface detail** (railings, pavers, domes) not modelled — outside `0.1.0` scope.
- **Crossing ramps are kerb flushes, not graded ramps** — the `0.1.1` Crossing ramp gradient item.
- Site identity (the neoclassical hero with motto band) matches the 2009 façade photograph and the 1922 Masonic elevation within blockout fidelity.
Pre-check method: `Tools/judge_screenshot.py` (vision model) flagged the simplified flat surfaces as "unexpected" — those flags are the deliberate deviations above, not placement errors. Final verdict is by human review of the shots in `Screenshots/demo/`.
## `0.1.0` — Collision and packaging — audit note (2026-11-08)
Run on the packaged build (`GigLineQA`, Development, Vulkan SM5) with `-qaselftest`.
- **Transect (holes/gaps):** 1456 samples over 16 rows — lane centres **plus the kerb/road/sidewalk seam Ys** (−1382, −1053, +718, +1047 and neighbours) and X −20000..−2000. Result **0 holes**. (The old 84-sample check covered only 3 lane centres; the seam rows are what this check adds.)
- **Invisible-wall probe:** horizontal traces 30 m long, grounded at 160 cm above the local ground, along the road and both seam rows. Result **0/35 blocking hits inside 21 m** — no invisible walls or misplaced blockers in the street envelope.
- **Facade occlusion probe:** from the road centre, 40 m traces sideways at walking height toward each frontage, required only where the map stages a building (the spans are listed in `AGigLineCharacter` and mirror `Tools/ue_build_demo_map.py`). Result **0/9 directions without a blocking wall** — the player cannot walk through the hero or the frontage. This probe found the hero façade had **no simple collision** at all (complex-only, so traces and capsule sweeps passed through it); it is now `UseComplexAsSimple`. Auto-generated convex hulls were tried first and rejected: on a 95-part, 26 m façade they bulged into the street (the wall probe went 0/35 → 2/35). (First pass used a fixed Z 160 start; the street is at Z ~366, so the probe started inside the earth and reported every row as a dist-0 blocker. Grounding the probe fixed that measurement bug.)
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause `IsGamePaused()=1`, unpause 0 — all PASS.
- Packaging: the packaged build launches, reaches gameplay, and the QA run quits cleanly. The `GigLineShotActor` screenshot rounds are suppressed under `-qaselftest` so they cannot quit the run before the audit phases.
- Caveat recorded: ground Z extremes (−12 m / 3000 cm) are trace-start/terrain-edge artifacts of the widened extent, not walkable holes — the walkable corridor is continuous (walk + transect both PASS).
## `0.1.0` — 60 FPS at 1440p — record (2026-11-08)
**Build under test:** packaged `GigLineQA` Development, UE **5.8.4**, Vulkan SM5, NVIDIA 615.78.08 (RTX 5070 Ti), Bazzite, Ryzen 7 7700X, 64 GB RAM.
**Documented quality preset** (applied via `-ExecCmds`): all scalability groups at 3 = Epic — `sg.ViewDistanceQuality 3, sg.ShadowQuality 3, sg.GlobalIlluminationQuality 3, sg.ReflectionQuality 3, sg.PostProcessQuality 3, sg.TextureQuality 3, sg.EffectsQuality 3, sg.FoliageQuality 3, sg.ShadingQuality 3`.
**Upscaling state (recorded from the run):** `r.AntiAliasingMethod=4` → **TSR on**, default screen percentage, `r.VSync=0` (**off**), frame generation **off/unavailable** (`r.Streamline.FrameGeneration.Mode` absent → -999).
**Route:** the deterministic `-qaselftest` traversal — spawn `(-13336,-1150,456)`, walk forward (+Y) into the block for 2 s. Frame times are captured every frame over that route (829 frames), not a single sample.
**Result at 2560×1440:**
| Metric | Value |
| --------------- | --------------------- |
| Frames captured | 829 |
| Average | **2.42 ms → 414 fps** |
| p50 | 2.38 ms |
| p95 | 2.71 ms |
| p99 | 3.01 ms (≈332 fps) |
| Max | 4.00 ms |
**Verdict: PASS** — worst-case p99 is ~3 ms (≈330 fps), far above the 60 FPS target without frame generation.
**Variance note:** two back-to-back runs measured ~9.2 ms (≈108 fps) when another game instance / busy compositor overlapped the capture; repeated clean runs (windowed and fullscreen, Wayland and X11 drivers, window focused) all measured ~2.4–2.5 ms. The high outlier is recorded here rather than hidden.
**Reproduce:**
```bash
# from Game/…/Saved: the run writes Profiling/perf-walk-frametimes.csv
./GigLine.sh -fullscreen -ResX=2560 -ResY=1440 -nosplash -qaselftest \
-ExecCmds="sg.ViewDistanceQuality 3,sg.ShadowQuality 3,sg.GlobalIlluminationQuality 3,sg.ReflectionQuality 3,sg.PostProcessQuality 3,sg.TextureQuality 3,sg.EffectsQuality 3,sg.FoliageQuality 3,sg.ShadingQuality 3"
```
Committed frame-time series: `Docs/perf/0.1.0-walk-frametimes.csv`.
### `0.1.5` re-measure with the façade kit in the map
Same route, same preset, packaged Development build, **2560×1440**:
| Metric | `0.1.0` | `0.1.5` (kit + textures) |
| ------- | ----------------: | -----------------------: |
| Average | 2.42 ms (414 fps) | **2.76 ms (363 fps)** |
| p50 | 2.38 ms | 2.73 ms |
| p95 | 2.71 ms | 3.17 ms |
| p99 | 3.01 ms | 3.64 ms |
| Max | 4.00 ms | 4.62 ms |
The **625 kit actors and 8 generated textures cost about 12 %** of frame time and still leave **363 fps average, p99 3.64 ms** — roughly six times the 60 fps floor. Frame-time series: `Docs/perf/0.1.5-kit-walk-frametimes.csv`.
**Measurement trap, again:** runs that reported ~105 fps were two game instances overlapping (a previous launch had not exited). Confirm a single instance (`pgrep -af Binaries/Linux/GigLine`) before trusting a figure — 363 fps reproduced twice on a clean run.
## `0.1.0` — Fresh checkout build — record (2026-11-08)
Followed the documented steps in [`Docs/build.md`](build.md) exactly, into a clean directory with no prior state:
```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.**
| `0.1.0` | Traversal, both sides | — | — | — |
| `0.1.0` | Placement vs references | — | — | — |
| `0.1.0` | Collision and packaging | — | — | — |
| `0.1.0` | 60 FPS at 1440p | — | — | — |
| `0.1.0` | Fresh checkout build | — | — | — |
| `0.1.0` | Packaged Linux build | — | — | — |
| `0.1.0` | Attribution display | — | — | — |
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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`).
+13 -19
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@@ -21,20 +21,25 @@ Anything marked **human step** needs credentials, licence acceptance, or a decis
| 6. Content pipeline | in progress — blockout, terrain, street, hero façade and the walkable `DemoMap` exist; façades and materials are planned patches (`0.1.4`) |
| 5. Repository | procedure documented; a fresh checkout has not yet been exercised end to end |
Next: `0.1.0` gameplay (lighting, crossing) and the El Capitan Theatre, then the planned patches. Current task list is [TODO.md](../TODO.md); version direction is in [ROADMAP.md](../ROADMAP.md).
Next: `0.1.0` gameplay (attribution display, lighting, crossing) and the El Capitan Theatre, then the planned patches. Current task list is [TODO.md](../TODO.md); version direction is in [ROADMAP.md](../ROADMAP.md).
## 1. System
- `[x]` Update Bazzite with its supported mechanism. `ujust update` (or `rpm-ostree upgrade`) followed by a reboot. Deployment `45.20261105` is booted and default; `44.20261026` retained as rollback.
- `[x]` Verify the NVIDIA driver and Vulkan from the desktop session. `nvidia-smi` names the RTX 5070 Ti on driver `615.78.08` and the Wayland desktop renders through it. Vulkan enumerates it as GPU0: discrete, proprietary driver `615.78.08`, API `1.4.351`, conformance `1.4.3.3`. The integrated RADV GPU is GPU1 — watch that the engine does not select it.
- `[x]` Install `git-lfs`, `cmake`, `ninja-build`, `clang` as an ostree layer, reboot, then `git lfs install`. Done: `git-lfs 3.7.1`, `clang 23.1.4`, `cmake 4.3.0`, `ninja 1.13.2`; lfs filter active, `Tools/check-lfs.sh` passes.
- `[x]` Update Bazzite with its supported mechanism.
`ujust update` (or `rpm-ostree upgrade`) followed by a reboot. Deployment `45.20261105` is booted and default; `44.20261026` retained as rollback.
- `[x]` Verify the NVIDIA driver and Vulkan from the desktop session.
`nvidia-smi` names the RTX 5070 Ti on driver `615.78.08` and the Wayland desktop renders through it. Vulkan enumerates it as GPU0: discrete, proprietary driver `615.78.08`, API `1.4.351`, conformance `1.4.3.3`. The integrated RADV GPU is GPU1 — watch that the engine does not select it.
- `[x]` Install `git-lfs`, `cmake`, `ninja-build`, `clang` as an ostree layer, reboot, then `git lfs install`.
Done: `git-lfs 3.7.1`, `clang 23.1.4`, `cmake 4.3.0`, `ninja 1.13.2`; lfs filter active, `Tools/check-lfs.sh` passes.
## 2. Engine acquisition
- `[x]` **Human step.** Create an Epic account, accept the Unreal license. Done on 2026-11-06 with the account email recorded locally; no credentials stored in the repository.
- `[x]` **Human step.** Create an Epic account, accept the Unreal license.
Done on 2026-11-06 with the account email recorded locally; no credentials stored in the repository.
- `[x]` **Human step.** Acquire one pinned engine build. Two routes:
- **Launcher build**: install the Linux Epic Games Launcher, download the pinned engine version, install to the DATA volume, and disable auto-update so the pin holds.
- **Source build**: clone the pinned `release` branch from the Epic Games GitHub organisation, then `./Setup.sh`, `./GenerateProjectFiles.sh`, `make -j16`. Budget 120–200 GB and a multi-hour first build on 16 threads. **5.8.4** downloaded to `/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.8.4.zip`: 39 819 212 076 bytes (37.08 GiB), ZIP central directory present with 299 959 entries, `Engine/Build/Build.version` reports **5.8.4**, changelist 58902052, `++UE5+Release-5.8`.
- **Source build**: clone the pinned `release` branch from the Epic Games GitHub organisation, then `./Setup.sh`, `./GenerateProjectFiles.sh`, `make -j16`. Budget 120–200 GB and a multi-hour first build on 16 threads.
**5.8.4** downloaded to `/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.8.4.zip`: 39 819 212 076 bytes (37.08 GiB), ZIP central directory present with 299 959 entries, `Engine/Build/Build.version` reports **5.8.4**, changelist 58902052, `++UE5+Release-5.8`.
- `[x]` Verify the archive end to end before extracting. `unzip -tq` on 2026-11-06: "No errors detected", exit 0.
- `[x]` Extract to the DATA volume and record the install path. Done 2026-11-07: `/run/media/system/DATA/Engines/UE_5.8.4`, 73 GiB on disk, extraction verified by full headless editor start.
- `[x]` Resolve the engine version: **5.8.4 pinned** (see the decision below). The 5.2.0 archive (19.59 GiB, CL 25360045) remains on disk as a fallback only and should be deleted once the pin is trusted.
@@ -83,24 +88,13 @@ 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.
-5
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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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@@ -21,9 +21,7 @@ void UGigLineAssetTools::SetComplexCollisionAsSimple(UStaticMesh* Mesh, bool bEn
BodySetup->InvalidatePhysicsData();
BodySetup->CreatePhysicsMeshes();
Mesh->MarkPackageDirty();
// PostEditChange() is editor-only and not a member of UStaticMesh; the
// physics data regeneration above plus MarkPackageDirty is all a headless
// commandlet needs to persist the new collision flags.
Mesh->PostEditChange();
}
void UGigLineAssetTools::ClearSimpleCollision(UStaticMesh* Mesh)
@@ -43,6 +41,7 @@ void UGigLineAssetTools::ClearSimpleCollision(UStaticMesh* Mesh)
BodySetup->InvalidatePhysicsData();
BodySetup->CreatePhysicsMeshes();
Mesh->MarkPackageDirty();
Mesh->PostEditChange();
}
FString UGigLineAssetTools::GetCollisionComplexity(UStaticMesh* Mesh)
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