29 Commits
Author SHA1 Message Date
zwitschi 73bce53a2b feat(hud): F3 debug overlay — FPS, frame time, worst frame, state
A top-left readout for performance work: smoothed FPS and frame time, the worst
frame in a rolling two-second window, the active view, player speed, a frame counter
and the player's position in metres from the project origin.

- **F3** toggles it, through the console variable  so a packaged build
  can be checked without a rebuild ().
- **On automatically** for  and , so the performance capture never
  depends on pressing a key first; **off in the built demo**, because a player should
  not see an FPS counter over Hollywood Boulevard.
- The first two seconds are a **warm-up window** excluded from the worst-frame figure.
  Without it the readout showed 'worst 400 ms' for a healthy run: the startup shader
  and streaming hitches dominated the rolling maximum.

Measured cost on the self-test route at 1440p: 2.64 -> 2.77 ms average, about 5 %,
still 6x the floor. The release-check number stays the overlay-off run; the overlay-on
series is committed beside it as Docs/perf/0.2.0-walk-frametimes-overlay.csv.

Docs: controls (F3 row, overlay section, switch table), release checks (cost row),
architecture building block view (HUD and input list).
2026-11-09 12:40:48 +01:00
zwitschi 12272d6b96 release: v0.2.0 — third-person body, animation, stride capture
Writes the 0.2.0 changelog entry with the measured numbers, removes the completed
section from TODO.md (its goal stays in ROADMAP.md) and updates the roadmap status.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

New 0.9.0 - Realistic buildings, before the feature freeze: facade system with more
than one order, a profile library, storefront types, signage as decals, per-building
photo-matched models, a measured material library with a texel-density rule, and
LODs plus collision proxies. Former 0.9.0 freeze/beta/audit becomes 0.10.0 with
patches 0.10.1-0.10.3; 1.0.0 moves to weeks 39-44.

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

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

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

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

Known gaps recorded in Screenshots/README.md, not hidden: the parapet reads as a
blank band, murals and lettering do not resolve at review distance, the tower is a
plain cylinder, and the review camera crops the east end.
2026-11-09 09:10:49 +01:00
zwitschi 4e703fcfd9 todo: claim 0.1.6 retail frontage on branch facade-retail-0.1.6 2026-11-09 08:59:07 +01:00
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@@ -210,8 +210,8 @@ Any change that affects the game's appearance — meshes, materials, lighting, l
1. Run `Tools/render_screenshots.sh` (rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it, captures the fixed camera list, copies the PNGs into `Screenshots/`).
2. Optional pre-check with a vision model: `Tools/judge_screenshot.py --image <shot.png> --expect "<what it should show>"` (or `--shots` to run every shot in the README) flags likely-missing content before a human looks. It reads `OPENROUTER_API_KEY` from `.env` (ignored). Small helper only — it never replaces the human verdict.
3. Update `Screenshots/README.md`: one row per screenshot with what it shows and an approval state; describe any new shots or scene changes in the same change.
3. Update `Screenshots/README.md` **in the same change as any visual work** — every change that affects appearance, not only new shots: the image is **embedded inline** (`![alt](demo/<shot>.png)`) with its view, expected content, verification and approval state, plus one row in the status table at the top. The review happens in the file; a path alone is not a review, and a shot whose README section is stale is a defect.
4. The PNGs **are committed** so reviewers see exactly what the build rendered (`.gitignore` does not exclude them). Keep them in sync with this README: drop retired shots in the same change.
5. Wait for the user's approval before treating a visual change as done; record approval by ticking the table in `Screenshots/README.md`.
5. Wait for the user's approval before treating a visual change as done; record approval by ticking both the shot's section and its row in the status table in `Screenshots/README.md`.
New content that needs a different camera angle gets a new entry in the shot list in `Tools/ue_build_review_map.py`.
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# Reference analysis — retail frontage, 0.1.6
Phase 0 of the `references` pack (reference-image-match). Written before any geometry, because the pass that produced the hero façade skipped it and cost two rebuilds.
## Source
| | |
| --- | --- |
| Image | `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (1920×953) |
| Author / licence | Gb321, own work, **CC BY-SA 4.0** — attribution required |
| Captured | 2024-07-19 11:11 local |
| Description | "Lee Drug and 6806 Hollywood Buildings in Hollywood" |
| Coverage | Both target buildings in one frame, mid-morning sun from the south-east |
**One photograph is the whole evidence base for 6800 and 6806–6820.** It is a street-level oblique, not an elevation: verticals converge, the ground floor of 6806–6820 is partly behind a parked car, and the Lee Drug shopfront is behind a bus. Everything below that the photo does not resolve is marked _assumed_ and is carried into the part report.
**6822 Budget has no photograph.** It is a 6.0 m × 5.5 m single-storey sliver west of 6806–6820, and the TODO item already records that Commons has nothing usable. It stays a blockout extrusion and the item is deferred rather than guessed.
## Measured (not from the photo)
From `Geo/raw/osm-api-map-2026-11-06.osm` and the blockout, in the shared frame (metres, X east, Y north, Z from the project datum):
| Building | OSM way | X | Front face Y | Height | Depth |
| --- | --- | --- | --- | --- | --- |
| 6800 Lee Drug | 424024149 | −33.20 … −14.37 | −14.63 | 12.10 m | 33.5 m |
| 6806–6820 | 424024150 | −66.08 … −33.07 | −12.52 | 12.10 m | 30.8 m |
| 6822 Budget | 424024144 | −78.54 … −72.52 | −12.92 | 5.50 m | 15.4 m |
Both target buildings are 12.10 m tall, which makes the _relative_ proportions in the photo directly usable: the parapet line, the cornice and the shopfront line can be read as fractions of the frame height.
## 6800 Lee Drug — reading
| Category | Observation |
| --- | --- |
| Subject | Corner retail block at Hollywood × Highland; the street face and the corner return are both visible |
| Silhouette | Long low box, broken by a **rounded corner tower** that rises above the frontage parapet; the parapet is **stepped**, not flat |
| Storeys | Two zones, not storeys: a tall shopfront zone and a single tall display wall above it |
| Proportion (vertical) | Shopfront ≈ 0 → 0.36 H; bronze cornice ≈ 0.36 → 0.43 H; mural + lettering wall ≈ 0.43 → 0.82 H; stepped parapet ≈ 0.82 → 1.0 H (_assumed split; read off the frame, ±0.03 H_) |
| Proportion (horizontal) | Corner tower occupies ≈ 4 m of the east end; eight mural panels at roughly 2.2 m centres along the frontage |
| Colour | Cream stucco wall `#EDE6D8`, bronze/brown cornice `#6B4A2F`, near-black mural plates `#1C1A18`, dark glazing `#20262A` (_sampled from the frame_) |
| Unique features | Stepped Deco parapet with 4 horizontal reveal lines; projecting bronze cornice; row of black celebrity-portrait panels; large dark "SOUVENIRS OF …" lettering on the upper wall; shopfront glazing with slim mullions |
| Mood | 1930s Deco retail, freshly painted, bright midday |
## 6806–6820 — reading
| Category | Observation |
| --- | --- |
| Silhouette | Flat-fronted two-storey block; parapet steps up in fins at the west end |
| Proportion (vertical) | Shopfront ≈ 0 → 0.32 H; burgundy fascia band ≈ 0.32 → 0.38 H; window storey ≈ 0.38 → 0.62 H; blank wall + parapet ≈ 0.62 → 1.0 H (_assumed_) |
| Horizontal | Brown pilaster strips divide the frontage into roughly 3 m bays; seven upper windows across 33 m |
| Colour | Same cream stucco; brown pilasters `#6B4A2F`; **burgundy-green** fascia `#5B3A3A`; white window frames |
| Unique features | Banded parapet with 3 reveal lines; white-framed upper windows with security bars; shopfront glazing behind a burgundy fascia |
## Camera match (for the review shot)
The photo is a street-level oblique from the **north** side looking south-east, subject filling ~80 % of the frame width. The demo review shot must reproduce that: camera at 1.7 m on the north sidewalk, yaw toward the south frontage, 35–42° lens, both buildings in frame. A wide block view will not compare usefully against this crop.
## Assumptions to carry into the model report
1. Vertical proportions, as above — the photo's convergence makes a pixel-perfect read impossible.
2. Mural panel size and spacing; the lettering is modelled as a recessed plate, not as text.
3. Shopfront bay spacing on both buildings; the bus hides most of Lee Drug's ground floor.
4. Parapet reveal line count (4 on Lee Drug, 3 on 6806–6820).
5. Corner tower radius; only the outer curve is visible.
+78
View File
@@ -8,6 +8,84 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
Nothing yet.
## [0.2.0] — 2026-11-09
Third-person body. The pawn gains a visible, animated body and a third-person camera, so the walk cycle is finally something a player can see rather than a clip in an asset list.
### Added
- **`Tools/character_anim_build.py`**: `GigLine_Idle` (60 frames) and `GigLine_Walk` (30 frames) at 30 fps, authored as parametric cycles so the loop closes by construction. Limb axes were **measured** on the rig — a probe rotated `upperleg01.L` by 0.5 rad on each axis and read `foot.L`, which showed X swings the limb fore/aft while Y twists and Z abducts.
- **Third-person rig** (`ADR-9`): a visible skeletal body, a `USpringArmComponent` with collision testing, and a **V** toggle. One pawn carries both rigs; first person stays the shipped default.
- **Walk capture harness**: a per-shot `ShotFollow` mode that re-places the review camera every frame in the pawn's frame, plus `SetReviewWalk` / `ReturnToStartForReview`, so a stride is captured deterministically and the fixed-camera shots still find the pawn at spawn.
- **Review shots 6, 7 and 8** — third-person back, front and mid-stride — embedded in `Screenshots/README.md`.
### Changed
- Character export preset now **bakes animation** (`bake_anim`, all actions). Without it the exporter wrote a static bind pose and Unreal imported a mesh with no clips and no error.
- `Docs/controls.md` documents the V toggle and the review switches; the in-game HUD line reads `WASD move · Mouse look · Space jump · V view · R reset · Esc pause`.
### Fixed
- **`PlayAnimation` on a hidden component never took effect.** The body is hidden at construction and only unhidden by the toggle, so the first call could land before the component was ready; the code now sets `AnimationSingleNode`, calls `SetAnimation` + `Play`, and re-asserts while the instance is missing.
- **The animation switch restarted the clip every frame**, freezing the body on frame 0.
- **The importer silently refused to replace the existing assets.** Changing the arm rotation and rebuilding returned the identical bone quaternion every time; `replace_existing` and `delete_asset` both failed because the pawn's constructor hard-references the clips. Importing under a new name (`CharacterV2`) finally landed the change — that is what unblocked the pose after a dozen failed rebuilds.
- **The review runner copied stale screenshots** from `Saved/`, so a shot retired from the camera list reappeared with byte-identical content from an older run. The folder is cleared before each capture.
- **Walking was never enabled for the stride shot**: the call sat in the shot sequencer's `BeginPlay`, which runs before the player pawn exists, so the cast silently found nothing and `speed` stayed at 0.
### Verified
- **8 review shots verify**; shots 6, 7 and 8 approved by the owner.
- **1440p, no frame generation, VSync off**: 759 frames, avg **2.64 ms (379 fps)**, p50 2.54, p95 3.39, p99 3.76, max 4.05 ms — about 2 % over `0.1.5` and 6.3× the 60 fps floor. Series: `Docs/perf/0.2.0-walk-frametimes.csv`.
- `-qaselftest`: walk, reset 0 cm from spawn, pause/unpause, transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9 — all PASS.
- 82 tool tests pass.
### Known limitations
- **The fingers splay** — the bind's finger spread carries into the pose. Deferred to `0.2.2`.
- **The arms-down rotation was found by sweeping**, not derived: 0.55 rad puts the arms at the sides, 0.65 against the hip, 0.75 into the torso. A derived pose is a `0.2.2` job.
- **Camera collision is implemented but unproven** — the spawn point has open space behind it, so no shot exercises the boom shortening.
- The third-person body has no head or hand IK and no turn-in-place; it is a first playable, not a finished character.
## [0.1.6] — 2026-11-09
Retail frontage. The two retail buildings beside the hero are modelled from their own photograph instead of the generic kit, and the photograph is treated as evidence: an analysis is written before any geometry, and every dimension the image does not resolve is carried into the part report as an assumption.
### Added
- **`Tools/retail_frontage_build.py`**: 6800 Lee Drug and 6806–6820 built from the one usable reference (`Art/reference/retail-neighbours/`, Gb321, CC BY-SA 4.0). Lee Drug gets a bronze cornice, storefront glazing with mullions, framed portrait panels, a painted lettering band, two-tier parapet with reveals and a fluted corner tower; 6806–6820 gets a burgundy fascia, brown pilasters, white-framed windows with security bars and its own banded parapet. Built in world coordinates from the blockout bounds (Lee Drug X −33.20…−14.37, face Y −14.63, H 12.10 m; 6806–6820 X −66.08…−33.07), joined to one mesh per building with a JSON part report.
- **`Tools/ue_import_retail_detail.py`**: imports the two meshes with complex-as-simple collision — trim decorates a solid the player already collides with and must not add snag points.
- **`Art/blender/retail/ref-analysis.md`**: the reference analysis the `references` skill pack requires, written before modelling.
- **`Tools/_common.py`** and `Tools/tests/test_retail_frontage.py`: the bay-layout arithmetic, extracted so it is testable without Blender (4 tests).
- **Review shot 5**, `demo/review-demo-retail-frontage`, embedded in `Screenshots/README.md`.
### Changed
- **The generic façade kit skips the two modelled buildings** (`MODELLED` list in `ue_apply_facade_kit.py`). It applies to every `Frontage_*`/`North_*` actor, so it was pasting a second, contradicting façade language over the new trim.
- **Retail trim stages as `RetailTrim_*`** and is spawned through the demo builder, so it is regenerable rather than hand-placed.
- Trim stucco, white and glass slots are mapped onto the demo's look-dev materials so the walls sit in the same noise and texture family as the rest of the block; the tones sampled from the photograph (bronze, burgundy, mural, lettering) stay as authored.
### Fixed
- **`Tools/render_screenshots.sh` never captured anything.** The capture step called `./Engine/...` while every commandlet above it went through `run_cmdlet`'s `cd "$ENGINE"`. Under `set -e` the script died at exit 127 _after_ rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran.
- **Duplicate `RetailTrim_*` actors on every rebuild**: the demo builder's clear list did not include the new label, so each run stacked another copy. Caught by the scene audit, not by eye.
- **Mural plates were placed 0.20 m inside the solid blockout volume** and never rendered; the inset is now faked with a proud frame and a near-flush plate.
- **Trim detail sat 0.05 m off the wall**, under a pixel of depth at 40 m, so the wall won the depth test. Trim planes now stand 0.10–0.20 m proud.
- **6806–6820 parapet started at 0.62 H**, leaving a 4.6 m blank band; the window storey and parapet moved up to follow the photograph.
- **Mural panels, parapet and lettering were sized from the photograph's proportions, not the inherited defaults**: the first pass left a parapet that read as one blank white band.
### Verified
- `render_screenshots.sh --verify`: **5/5 shots OK**; scene audit **0 failures** (every mesh materialed, all spans in tolerance, no duplicate labels).
- Owner approved `demo-retail-frontage` (second pass) 2026-11-09; all five demo shots now carry approval.
- 82 tool tests pass.
### Known limitations
- **Wall lettering and the painted band do not read at 40 m.** A plate at 0.10 m still vanishes; this is a decal/texture problem, not geometry. Moved to `0.9.0 — Realistic buildings`.
- **The parapet has no moulded profile** and the corner tower is a fluted cylinder with two cap rings — both need the façade system in `0.9.0`.
- **6822 Budget is untouched**: no photograph of it exists. Deferred and blocked in `0.9.0`.
- The only reference for these two buildings is a single street-level oblique with a bus across Lee Drug's shopfront and a car across 6806's; several vertical proportions are assumptions recorded in the part report.
## [0.1.5] — 2026-11-09
Façade finishing. The kit gets the hero detail it was missing, and a class of silent defect is found and gated: the map had been rendering with **604 of 620 mesh actors unmaterialed** without a single error.
+9 -2
View File
@@ -20,12 +20,14 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
| --- | --- | --- |
| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame: ODbL attribution bottom-left, controls bottom-right, and an F3 debug readout top-left (`gigline.Debug`, on for `-perf`/`-qaselftest`) |
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, `IA_ToggleDebug`, bound in `IMC_Default`.
Player-facing bindings: **WASD** move, **mouse** look, **Space** jump, **R** reset, **Escape** pause, **V** swap first/third person. The camera and body work landed with `0.2.0` (see ADR-9): the shipped default view stays first person, and `-thirdperson` starts the pawn in the third-person rig — used by the screenshot run so the review is reproducible.
### Site
@@ -47,6 +49,7 @@ Static meshes and materials in `/Game/Hollywood/Site/`:
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
| `SM_Retail_LeeDrug`, `SM_Retail_6806` | Retail trim over 6800 and 6806–6820, modelled from their own photograph (`Tools/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
### Art Pipeline
@@ -56,11 +59,15 @@ Python scripts in `Tools/` drive the content pipeline:
| --- | --- |
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
| `character_anim_build`, `ue_character_anim_import` | Character animation clips (`GigLine_Idle`, `GigLine_Walk`) and their import |
| `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates |
| `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement |
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
| `Tools/_common.py` | Pure helper shared by Blender builders, importable without Blender (bay layout) |
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
@@ -55,3 +55,19 @@
- **Decision**: All Blender work driven by Python scripts in `Tools/`. Skill packs used as method guides (checklists, naming, proportions) only.
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
## ADR-8: Realistic building façades are a minor milestone, not a patch
- **Context**: `0.1.4` carried the first façade pass as a _patch_, while the release policy says patches contain fixes and refinements and never new scope. The `0.1.6` retail pass then showed what that costs: a façade built in a patch has no release gate of its own, so a first pass that does not yet read as the building (`Screenshots/README.md`, 0.1.6 gaps) can sit inside a "done" patch series. Realism is also the project's leading quality goal, which a patch cannot carry.
- **Decision**: Building realism gets its own minor milestone, `0.9.0 — Realistic buildings`, placed before the feature freeze. Its scope is the façade system (orders, profile library, storefront types, signage as decals), per-building photo-matched models, a measured material library with a texel-density rule, and LODs plus collision proxies. Patches keep fixes and refinements only. Renumbered by this decision: the former `0.9.0` freeze/beta/audit milestone becomes `0.10.0`, its patches `0.10.1`–`0.10.3`, and `1.0.0` moves to weeks 39–44.
- **Consequences**: Façade work now has a release gate — every building measured against its own photograph, every building with a collision proxy and a LOD, no placeholder materials — so "modelled" means verified, not merely present. The price is that realism work stops being sliced into patches, and the schedule shifts by one minor cycle. Blockouts without a photograph stay blockouts and are listed as such, rather than being dressed up to fill the milestone.
## ADR-9: Third-person body is an attachment of the first-person pawn, not a second pawn
- **Context**: `0.2.0` needs a visible body and a third-person camera, while `0.1.0` shipped a first-person pawn with no body and the owner's decision was first person for that release. Two separate pawn classes would duplicate movement, input and reset logic, which is the code most likely to drift.
- **Decision**: one pawn, both rigs. `AGigLineCharacter` carries a skeletal mesh (hidden in first person), a collision-tested spring-arm camera, and a **V** toggle that swaps the active camera and the body's visibility. The shipped default view stays first person; `-thirdperson` starts the pawn in the third-person rig and is what the screenshot run passes, so the review shot is reproducible without a human pressing a key.
- **Consequences**: movement, reset, pause and the QA self-test stay in one place. The body's animation state is driven from `Tick` by speed rather than from input, so being pushed or falling animates correctly. The cost is that the camera swap is not a separate actor, so a future cinematic camera needs its own path rather than reusing the toggle.
@@ -33,3 +33,13 @@ Ordered by priority: realism first, performance last. The order decides design t
| QS-9 | Game runs on dev workstation at 1440p | Frame rate holds the floor | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
> QS-9 is last on purpose. Performance is a floor that every release must meet, not the goal that shapes the content: realism decides what gets built, the frame budget decides how much of it.
### Building realism gate (0.9.0)
| ID | Check | Metric |
| --- | --- | --- |
| BR-1 | A building with a reference photograph has a review shot compared against it | Silhouette and proportion deltas recorded per building in `Screenshots/README.md`; owner approval per shot |
| BR-2 | Every building is either photo-matched or explicitly recorded as an unfounded blockout | List in `TODO.md`; no building in an in-between state |
| BR-3 | Every building has a collision proxy and at least one LOD | Count of buildings missing either = 0 |
| BR-4 | No surface carries a placeholder material | Material audit in `Tools/ue_audit_scene.py` reports 0 placeholder slots |
| BR-5 | The realism pass does not break the floor | QS-9 still holds at 1440p, with the measured cost of the pass recorded |
+35 -2
View File
@@ -164,12 +164,14 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
| --- | --- | --- |
| `AGigLineCharacter` | First-person player pawn | 1.75 m capsule, 4.5 m/s walk, Enhanced Input bindings, reset, pause, `-qaselftest` harness |
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
| `AGigLineHUD` | HUD text overlay | `DrawText` every frame: ODbL attribution bottom-left, controls bottom-right, and an F3 debug readout top-left (`gigline.Debug`, on for `-perf`/`-qaselftest`) |
| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, bound in `IMC_Default`.
Input assets in `/Game/Input/`: `IA_Move`, `IA_MoveBack`, `IA_Strafe`, `IA_StrafeLeft`, `IA_Look`, `IA_Jump`, `IA_Reset`, `IA_Pause`, `IA_ToggleCamera`, `IA_ToggleDebug`, bound in `IMC_Default`.
Player-facing bindings: **WASD** move, **mouse** look, **Space** jump, **R** reset, **Escape** pause, **V** swap first/third person. The camera and body work landed with `0.2.0` (see ADR-9): the shipped default view stays first person, and `-thirdperson` starts the pawn in the third-person rig — used by the screenshot run so the review is reproducible.
### Site
@@ -191,6 +193,7 @@ Static meshes and materials in `/Game/Hollywood/Site/`:
| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
| `SM_Retail_LeeDrug`, `SM_Retail_6806` | Retail trim over 6800 and 6806–6820, modelled from their own photograph (`Tools/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
### Art Pipeline
@@ -200,11 +203,15 @@ Python scripts in `Tools/` drive the content pipeline:
| --- | --- |
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
| `character_anim_build`, `ue_character_anim_import` | Character animation clips (`GigLine_Idle`, `GigLine_Walk`) and their import |
| `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates |
| `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement |
| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
| `ue_create_input_assets` | Enhanced Input actions + mapping context |
| `render_screenshots.sh` | Screenshot capture pipeline |
| `judge_screenshot.py` | Vision-model pre-check (optional) |
| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
| `Tools/_common.py` | Pure helper shared by Blender builders, importable without Blender (bay layout) |
| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
@@ -451,6 +458,22 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
## ADR-8: Realistic building façades are a minor milestone, not a patch
- **Context**: `0.1.4` carried the first façade pass as a _patch_, while the release policy says patches contain fixes and refinements and never new scope. The `0.1.6` retail pass then showed what that costs: a façade built in a patch has no release gate of its own, so a first pass that does not yet read as the building (`Screenshots/README.md`, 0.1.6 gaps) can sit inside a "done" patch series. Realism is also the project's leading quality goal, which a patch cannot carry.
- **Decision**: Building realism gets its own minor milestone, `0.9.0 — Realistic buildings`, placed before the feature freeze. Its scope is the façade system (orders, profile library, storefront types, signage as decals), per-building photo-matched models, a measured material library with a texel-density rule, and LODs plus collision proxies. Patches keep fixes and refinements only. Renumbered by this decision: the former `0.9.0` freeze/beta/audit milestone becomes `0.10.0`, its patches `0.10.1`–`0.10.3`, and `1.0.0` moves to weeks 39–44.
- **Consequences**: Façade work now has a release gate — every building measured against its own photograph, every building with a collision proxy and a LOD, no placeholder materials — so "modelled" means verified, not merely present. The price is that realism work stops being sliced into patches, and the schedule shifts by one minor cycle. Blockouts without a photograph stay blockouts and are listed as such, rather than being dressed up to fill the milestone.
## ADR-9: Third-person body is an attachment of the first-person pawn, not a second pawn
- **Context**: `0.2.0` needs a visible body and a third-person camera, while `0.1.0` shipped a first-person pawn with no body and the owner's decision was first person for that release. Two separate pawn classes would duplicate movement, input and reset logic, which is the code most likely to drift.
- **Decision**: one pawn, both rigs. `AGigLineCharacter` carries a skeletal mesh (hidden in first person), a collision-tested spring-arm camera, and a **V** toggle that swaps the active camera and the body's visibility. The shipped default view stays first person; `-thirdperson` starts the pawn in the third-person rig and is what the screenshot run passes, so the review shot is reproducible without a human pressing a key.
- **Consequences**: movement, reset, pause and the QA self-test stay in one place. The body's animation state is driven from `Tick` by speed rather than from input, so being pushed or falling animates correctly. The cost is that the camera swap is not a separate actor, so a future cinematic camera needs its own path rather than reusing the toggle.
# Quality Requirements
## Quality Requirements Overview
@@ -487,6 +510,16 @@ Ordered by priority: realism first, performance last. The order decides design t
> QS-9 is last on purpose. Performance is a floor that every release must meet, not the goal that shapes the content: realism decides what gets built, the frame budget decides how much of it.
### Building realism gate (0.9.0)
| ID | Check | Metric |
| --- | --- | --- |
| BR-1 | A building with a reference photograph has a review shot compared against it | Silhouette and proportion deltas recorded per building in `Screenshots/README.md`; owner approval per shot |
| BR-2 | Every building is either photo-matched or explicitly recorded as an unfounded blockout | List in `TODO.md`; no building in an in-between state |
| BR-3 | Every building has a collision proxy and at least one LOD | Count of buildings missing either = 0 |
| BR-4 | No surface carries a placeholder material | Material audit in `Tools/ue_audit_scene.py` reports 0 placeholder slots |
| BR-5 | The realism pass does not break the floor | QS-9 still holds at 1440p, with the measured cost of the pass recorded |
# Risks and Technical Debts
| ID | Risk / Debt | Priority | Mitigation |
+28 -1
View File
@@ -1,4 +1,4 @@
# Controls (`0.1.0` walkable demo)
# Controls
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
@@ -12,6 +12,8 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
| Jump | `Space` | |
| Reset to start | `R` | Returns to the grounded spawn point |
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
| Swap first / third person | `V` | First person is the default; the body is hidden in that view |
| Show / hide debug overlay | `F3` | FPS, frame time, worst frame, view mode, speed and player position |
## Notes
@@ -19,6 +21,31 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
## Changes since `0.1.0`
- **`V` swaps first and third person** (`0.2.0`, `IA_ToggleCamera`). The shipped default view is still first person, as the owner decided for `0.1.0`; third person adds a collision-tested spring-arm camera and a visible, animated body. `Escape` still pauses and releases the mouse in either view.
## Debug overlay
`F3` toggles a top-left readout: smoothed **FPS** and frame time, the **worst** frame in a rolling two-second window, the active view (first or third person), player speed, a frame counter, and the player's position in metres from the project origin. The first two seconds of a session are a warm-up window and are excluded from the worst-frame figure, because shader and streaming hitches there made a healthy run read as a 400 ms stall.
It is **off in the built demo** — a player should not see an FPS counter over Hollywood Boulevard — and **on automatically** when the process is started with `-perf` or `-qaselftest`, so a performance capture never depends on someone pressing a key first. In a running build it can also be forced with the console variable `gigline.Debug 1`.
Cost: about **5 %** of frame time at 1440p in the demo (2.64 → 2.77 ms average), measured in the same self-test route. The performance release check is recorded without the overlay for that reason; the overlay run is kept beside it as `Docs/perf/0.2.0-walk-frametimes-overlay.csv`.
## Review and harness switches
These are command-line switches for the screenshot pipeline and QA runs, not player controls. They exist so a capture is reproducible rather than dependent on a human pressing keys at the right moment.
| Switch | Effect |
| --- | --- |
| `-thirdperson` | Starts the pawn in the third-person rig, so a capture shows the body without anyone pressing `V` |
| `-walk` | Holds forward input from the first frame — what makes the stride shot possible |
| `-qaselftest` | Runs the scripted walk / reset / pause / transect checks and quits; also enables the debug overlay |
| `-perf` | Enables the debug overlay for a manual frame-time check |
The walking shot is driven per shot rather than by the switch: the shot actor enables the walk only while a tracking (`ShotFollow`) camera is being captured, and returns the pawn to spawn afterwards, so the fixed-camera shots still find it in place.
## Testing input without a physical keyboard
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
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frame,ms
0,2.607
1,2.532
2,2.324
3,3.432
4,2.808
5,2.870
6,2.367
7,2.311
8,2.756
9,3.278
10,2.418
11,2.665
12,2.438
13,2.646
14,2.461
15,2.941
16,2.975
17,3.164
18,2.766
19,2.341
20,2.543
21,3.395
22,2.772
23,2.575
24,2.737
25,2.427
26,2.538
27,2.708
28,3.183
29,2.734
30,2.425
31,2.546
32,2.600
33,2.545
34,3.705
35,2.563
36,2.907
37,2.368
38,2.470
39,2.411
40,3.778
41,3.735
42,2.292
43,2.458
44,2.566
45,3.044
46,3.449
47,2.914
48,3.243
49,2.084
50,3.872
51,1.633
52,3.389
53,2.448
54,2.474
55,2.509
56,2.346
57,3.192
58,2.762
59,2.788
60,2.538
61,2.520
62,2.517
63,3.036
64,3.205
65,3.080
66,2.514
67,2.429
68,2.515
69,2.963
70,3.555
71,2.430
72,2.742
73,2.435
74,2.526
75,3.304
76,3.511
77,2.477
78,2.472
79,2.452
80,2.421
81,3.334
82,3.286
83,2.725
84,2.411
85,2.597
86,2.440
87,3.213
88,3.411
89,3.047
90,2.365
91,2.530
92,2.877
93,3.249
94,3.186
95,2.684
96,2.304
97,2.406
98,2.948
99,3.652
100,2.822
101,2.552
102,2.575
103,2.354
104,2.676
105,2.775
106,3.865
107,2.480
108,2.501
109,2.675
110,2.724
111,3.671
112,2.828
113,3.064
114,2.153
115,2.752
116,2.936
117,3.008
118,2.932
119,2.648
120,2.441
121,3.471
122,1.885
123,4.435
124,2.504
125,3.241
126,2.813
127,2.445
128,3.321
129,3.055
130,3.222
131,2.766
132,2.582
133,2.597
134,3.637
135,3.150
136,3.163
137,2.675
138,2.708
139,2.581
140,3.377
141,3.518
142,2.565
143,2.385
144,2.360
145,2.768
146,3.172
147,2.754
148,2.758
149,2.474
150,2.995
151,2.903
152,3.398
153,2.484
154,2.894
155,3.022
156,2.413
157,3.517
158,3.370
159,2.854
160,2.485
161,3.058
162,2.473
163,3.390
164,3.023
165,2.543
166,2.629
167,2.929
168,2.928
169,3.268
170,2.622
171,2.764
172,2.920
173,2.681
174,2.551
175,3.492
176,2.534
177,2.741
178,2.949
179,2.554
180,2.596
181,3.522
182,3.207
183,2.722
184,2.945
185,2.474
186,2.934
187,3.447
188,2.515
189,2.317
190,3.059
191,2.542
192,3.417
193,2.737
194,2.456
195,3.025
196,2.640
197,2.601
198,3.567
199,2.350
200,2.581
201,3.079
202,2.514
203,2.462
204,3.725
205,3.730
206,2.670
207,2.308
208,2.689
209,2.565
210,3.479
211,2.604
212,3.339
213,2.373
214,2.678
215,3.340
216,2.867
217,2.751
218,2.747
219,2.410
220,2.485
221,2.594
222,3.602
223,2.689
224,2.565
225,2.397
226,2.562
227,2.598
228,3.403
229,3.303
230,2.775
231,2.101
232,2.499
233,2.991
234,3.059
235,3.210
236,2.568
237,2.066
238,2.498
239,2.572
240,3.281
241,2.676
242,2.640
243,2.867
244,2.418
245,2.493
246,3.126
247,2.845
248,2.522
249,2.459
250,2.524
251,2.466
252,3.060
253,3.848
254,2.516
255,2.460
256,2.499
257,2.427
258,3.463
259,2.761
260,2.674
261,2.450
262,2.491
263,2.543
264,2.732
265,3.679
266,2.325
267,2.529
268,2.344
269,2.534
270,2.691
271,3.176
272,2.492
273,2.721
274,2.587
275,2.594
276,2.326
277,3.434
278,3.514
279,2.415
280,2.481
281,2.478
282,2.555
283,3.303
284,3.098
285,2.451
286,2.552
287,2.413
288,2.613
289,3.194
290,3.191
291,2.338
292,2.561
293,2.785
294,2.240
295,3.324
296,2.767
297,2.589
298,2.608
299,2.432
300,2.444
301,2.968
302,3.792
303,2.590
304,2.335
305,2.520
306,2.435
307,3.613
308,2.681
309,2.692
310,2.329
311,2.580
312,2.355
313,3.084
314,3.026
315,2.551
316,2.490
317,2.481
318,2.553
319,2.619
320,3.350
321,2.885
322,2.576
323,2.456
324,2.441
325,3.223
326,3.031
327,3.055
328,2.592
329,2.499
330,2.354
331,2.573
332,3.323
333,3.357
334,2.241
335,2.319
336,2.472
337,2.609
338,3.565
339,2.607
340,2.539
341,2.440
342,2.483
343,2.626
344,3.407
345,2.772
346,2.491
347,2.456
348,2.553
349,2.773
350,3.239
351,4.079
352,2.346
353,2.177
354,2.562
355,2.350
356,3.329
357,3.383
358,2.441
359,2.399
360,2.530
361,2.455
362,3.219
363,2.879
364,2.726
365,2.418
366,2.511
367,2.544
368,3.077
369,2.926
370,2.571
371,2.595
372,2.534
373,2.367
374,2.671
375,4.222
376,2.411
377,2.569
378,2.493
379,2.464
380,2.691
381,3.474
382,2.697
383,2.541
384,2.494
385,2.476
386,2.473
387,3.464
388,3.084
389,2.144
390,2.503
391,2.501
392,2.525
393,3.335
394,2.919
395,2.334
396,2.557
397,2.579
398,2.567
399,4.120
400,3.297
401,2.561
402,2.428
403,2.495
404,2.729
405,3.752
406,2.783
407,2.509
408,2.337
409,2.589
410,2.556
411,3.449
412,2.702
413,2.742
414,2.384
415,2.759
416,2.290
417,3.374
418,2.934
419,2.546
420,2.228
421,2.672
422,2.369
423,3.442
424,3.484
425,2.621
426,2.279
427,2.529
428,2.889
429,2.910
430,2.981
431,2.957
432,2.420
433,2.398
434,2.310
435,3.662
436,2.422
437,2.676
438,2.557
439,2.527
440,2.564
441,2.649
442,3.168
443,2.499
444,2.737
445,2.637
446,2.509
447,2.716
448,3.845
449,2.654
450,2.536
451,2.366
452,2.526
453,2.906
454,3.101
455,2.809
456,2.466
457,2.502
458,2.767
459,2.486
460,3.137
461,3.402
462,2.187
463,2.398
464,2.392
465,2.614
466,3.371
467,2.847
468,2.463
469,2.639
470,2.288
471,2.562
472,3.381
473,3.491
474,2.521
475,2.397
476,2.431
477,2.759
478,3.222
479,2.957
480,2.470
481,2.403
482,2.560
483,2.470
484,3.451
485,2.905
486,2.583
487,2.329
488,2.798
489,2.289
490,2.882
491,2.903
492,2.627
493,2.897
494,2.321
495,2.472
496,2.882
497,3.844
498,3.096
499,2.525
500,2.250
501,2.477
502,2.728
503,3.391
504,2.539
505,2.635
506,2.542
507,2.435
508,3.011
509,3.042
510,2.965
511,2.273
512,2.433
513,3.020
514,2.776
515,3.646
516,2.856
517,2.886
518,2.522
519,2.528
520,4.396
521,3.397
522,2.218
523,2.433
524,2.605
525,3.504
526,3.087
527,3.186
528,2.343
529,2.433
530,2.900
531,3.000
532,3.511
533,2.663
534,2.699
535,2.423
536,3.136
537,2.802
538,3.151
539,2.507
540,2.973
541,2.325
542,3.322
543,3.260
544,3.525
545,2.846
546,2.125
547,2.697
548,2.829
549,3.389
550,2.758
551,2.866
552,2.338
553,3.115
554,2.500
555,3.387
556,2.851
557,2.511
558,2.459
559,3.107
560,2.521
561,3.308
562,2.782
563,2.810
564,2.323
565,3.259
566,2.366
567,3.542
568,2.929
569,2.299
570,2.336
571,3.027
572,2.540
573,3.409
574,2.784
575,2.444
576,2.437
577,2.734
578,2.591
579,3.845
580,3.212
581,2.802
582,2.370
583,2.704
584,2.624
585,4.023
586,2.360
587,2.759
588,2.511
589,2.608
590,2.922
591,3.081
592,3.271
593,2.471
594,2.516
595,2.474
596,2.814
597,3.127
598,2.537
599,3.080
600,2.341
601,3.027
602,2.766
603,2.984
604,2.450
605,2.922
606,2.481
607,2.616
608,2.541
609,3.462
610,2.971
611,2.955
612,2.258
613,2.682
614,2.770
615,3.119
616,2.792
617,2.598
618,2.260
619,2.441
620,2.536
621,3.425
622,2.958
623,2.722
624,2.099
625,2.400
626,2.570
627,3.295
628,2.919
629,2.737
630,2.311
631,2.408
632,2.514
633,3.325
634,2.767
635,2.724
636,2.288
637,2.680
638,2.347
639,2.902
640,3.058
641,2.770
642,2.522
643,2.406
644,2.539
645,2.753
646,3.215
647,2.636
648,2.639
649,2.666
650,2.392
651,2.408
652,3.515
653,2.687
654,2.589
655,2.428
656,2.375
657,2.619
658,3.308
659,2.664
660,2.752
661,2.456
662,2.365
663,2.533
664,3.354
665,2.812
666,2.684
667,2.349
668,2.441
669,2.714
670,2.769
671,3.368
672,2.624
673,2.308
674,2.365
675,2.634
676,2.617
677,3.350
678,2.733
679,2.623
680,2.462
681,2.494
682,2.460
683,3.463
684,2.537
685,2.628
686,2.674
687,2.381
688,2.516
689,3.586
690,2.681
691,2.676
692,2.289
693,2.726
694,2.303
695,2.934
696,3.339
697,2.606
698,2.187
699,2.687
700,2.328
701,3.062
702,2.930
703,2.871
704,2.313
705,2.582
706,2.464
707,2.521
708,3.304
709,2.492
710,2.723
711,2.587
712,2.608
713,2.574
714,4.002
715,3.011
716,2.227
717,2.374
718,2.343
719,2.541
720,3.580
721,2.854
1 frame ms
2 0 2.607
3 1 2.532
4 2 2.324
5 3 3.432
6 4 2.808
7 5 2.870
8 6 2.367
9 7 2.311
10 8 2.756
11 9 3.278
12 10 2.418
13 11 2.665
14 12 2.438
15 13 2.646
16 14 2.461
17 15 2.941
18 16 2.975
19 17 3.164
20 18 2.766
21 19 2.341
22 20 2.543
23 21 3.395
24 22 2.772
25 23 2.575
26 24 2.737
27 25 2.427
28 26 2.538
29 27 2.708
30 28 3.183
31 29 2.734
32 30 2.425
33 31 2.546
34 32 2.600
35 33 2.545
36 34 3.705
37 35 2.563
38 36 2.907
39 37 2.368
40 38 2.470
41 39 2.411
42 40 3.778
43 41 3.735
44 42 2.292
45 43 2.458
46 44 2.566
47 45 3.044
48 46 3.449
49 47 2.914
50 48 3.243
51 49 2.084
52 50 3.872
53 51 1.633
54 52 3.389
55 53 2.448
56 54 2.474
57 55 2.509
58 56 2.346
59 57 3.192
60 58 2.762
61 59 2.788
62 60 2.538
63 61 2.520
64 62 2.517
65 63 3.036
66 64 3.205
67 65 3.080
68 66 2.514
69 67 2.429
70 68 2.515
71 69 2.963
72 70 3.555
73 71 2.430
74 72 2.742
75 73 2.435
76 74 2.526
77 75 3.304
78 76 3.511
79 77 2.477
80 78 2.472
81 79 2.452
82 80 2.421
83 81 3.334
84 82 3.286
85 83 2.725
86 84 2.411
87 85 2.597
88 86 2.440
89 87 3.213
90 88 3.411
91 89 3.047
92 90 2.365
93 91 2.530
94 92 2.877
95 93 3.249
96 94 3.186
97 95 2.684
98 96 2.304
99 97 2.406
100 98 2.948
101 99 3.652
102 100 2.822
103 101 2.552
104 102 2.575
105 103 2.354
106 104 2.676
107 105 2.775
108 106 3.865
109 107 2.480
110 108 2.501
111 109 2.675
112 110 2.724
113 111 3.671
114 112 2.828
115 113 3.064
116 114 2.153
117 115 2.752
118 116 2.936
119 117 3.008
120 118 2.932
121 119 2.648
122 120 2.441
123 121 3.471
124 122 1.885
125 123 4.435
126 124 2.504
127 125 3.241
128 126 2.813
129 127 2.445
130 128 3.321
131 129 3.055
132 130 3.222
133 131 2.766
134 132 2.582
135 133 2.597
136 134 3.637
137 135 3.150
138 136 3.163
139 137 2.675
140 138 2.708
141 139 2.581
142 140 3.377
143 141 3.518
144 142 2.565
145 143 2.385
146 144 2.360
147 145 2.768
148 146 3.172
149 147 2.754
150 148 2.758
151 149 2.474
152 150 2.995
153 151 2.903
154 152 3.398
155 153 2.484
156 154 2.894
157 155 3.022
158 156 2.413
159 157 3.517
160 158 3.370
161 159 2.854
162 160 2.485
163 161 3.058
164 162 2.473
165 163 3.390
166 164 3.023
167 165 2.543
168 166 2.629
169 167 2.929
170 168 2.928
171 169 3.268
172 170 2.622
173 171 2.764
174 172 2.920
175 173 2.681
176 174 2.551
177 175 3.492
178 176 2.534
179 177 2.741
180 178 2.949
181 179 2.554
182 180 2.596
183 181 3.522
184 182 3.207
185 183 2.722
186 184 2.945
187 185 2.474
188 186 2.934
189 187 3.447
190 188 2.515
191 189 2.317
192 190 3.059
193 191 2.542
194 192 3.417
195 193 2.737
196 194 2.456
197 195 3.025
198 196 2.640
199 197 2.601
200 198 3.567
201 199 2.350
202 200 2.581
203 201 3.079
204 202 2.514
205 203 2.462
206 204 3.725
207 205 3.730
208 206 2.670
209 207 2.308
210 208 2.689
211 209 2.565
212 210 3.479
213 211 2.604
214 212 3.339
215 213 2.373
216 214 2.678
217 215 3.340
218 216 2.867
219 217 2.751
220 218 2.747
221 219 2.410
222 220 2.485
223 221 2.594
224 222 3.602
225 223 2.689
226 224 2.565
227 225 2.397
228 226 2.562
229 227 2.598
230 228 3.403
231 229 3.303
232 230 2.775
233 231 2.101
234 232 2.499
235 233 2.991
236 234 3.059
237 235 3.210
238 236 2.568
239 237 2.066
240 238 2.498
241 239 2.572
242 240 3.281
243 241 2.676
244 242 2.640
245 243 2.867
246 244 2.418
247 245 2.493
248 246 3.126
249 247 2.845
250 248 2.522
251 249 2.459
252 250 2.524
253 251 2.466
254 252 3.060
255 253 3.848
256 254 2.516
257 255 2.460
258 256 2.499
259 257 2.427
260 258 3.463
261 259 2.761
262 260 2.674
263 261 2.450
264 262 2.491
265 263 2.543
266 264 2.732
267 265 3.679
268 266 2.325
269 267 2.529
270 268 2.344
271 269 2.534
272 270 2.691
273 271 3.176
274 272 2.492
275 273 2.721
276 274 2.587
277 275 2.594
278 276 2.326
279 277 3.434
280 278 3.514
281 279 2.415
282 280 2.481
283 281 2.478
284 282 2.555
285 283 3.303
286 284 3.098
287 285 2.451
288 286 2.552
289 287 2.413
290 288 2.613
291 289 3.194
292 290 3.191
293 291 2.338
294 292 2.561
295 293 2.785
296 294 2.240
297 295 3.324
298 296 2.767
299 297 2.589
300 298 2.608
301 299 2.432
302 300 2.444
303 301 2.968
304 302 3.792
305 303 2.590
306 304 2.335
307 305 2.520
308 306 2.435
309 307 3.613
310 308 2.681
311 309 2.692
312 310 2.329
313 311 2.580
314 312 2.355
315 313 3.084
316 314 3.026
317 315 2.551
318 316 2.490
319 317 2.481
320 318 2.553
321 319 2.619
322 320 3.350
323 321 2.885
324 322 2.576
325 323 2.456
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731,3.308
732,2.293
733,2.428
734,2.686
735,2.562
736,2.523
737,3.309
738,2.311
739,2.498
740,2.485
741,2.568
742,2.392
743,3.260
744,2.534
745,2.550
746,2.355
747,2.768
748,2.319
749,3.039
750,2.721
751,2.490
752,2.378
753,2.539
754,2.823
755,2.480
756,3.533
757,2.285
758,2.365
1 frame ms
2 0 2.428
3 1 2.633
4 2 2.238
5 3 3.606
6 4 2.431
7 5 2.649
8 6 4.050
9 7 2.011
10 8 2.735
11 9 3.390
12 10 2.901
13 11 2.237
14 12 2.686
15 13 2.383
16 14 2.451
17 15 3.412
18 16 2.458
19 17 2.474
20 18 2.588
21 19 2.556
22 20 2.478
23 21 3.150
24 22 2.667
25 23 2.349
26 24 2.568
27 25 2.580
28 26 2.393
29 27 2.575
30 28 3.132
31 29 2.536
32 30 2.508
33 31 2.710
34 32 2.348
35 33 2.537
36 34 2.820
37 35 3.162
38 36 2.163
39 37 2.562
40 38 2.619
41 39 2.323
42 40 2.628
43 41 3.075
44 42 2.512
45 43 2.448
46 44 2.505
47 45 2.454
48 46 2.607
49 47 3.128
50 48 2.476
51 49 2.562
52 50 2.434
53 51 3.385
54 52 2.076
55 53 3.435
56 54 2.672
57 55 2.550
58 56 1.998
59 57 2.583
60 58 2.518
61 59 2.777
62 60 3.920
63 61 2.934
64 62 2.675
65 63 2.320
66 64 2.309
67 65 2.520
68 66 3.947
69 67 2.596
70 68 2.708
71 69 2.291
72 70 2.404
73 71 2.551
74 72 3.715
75 73 2.100
76 74 2.539
77 75 2.682
78 76 2.273
79 77 2.442
80 78 3.952
81 79 2.233
82 80 2.374
83 81 2.686
84 82 2.407
85 83 2.654
86 84 3.613
87 85 2.320
88 86 2.685
89 87 2.744
90 88 2.357
91 89 2.565
92 90 3.756
93 91 2.672
94 92 2.128
95 93 2.583
96 94 2.546
97 95 2.391
98 96 2.935
99 97 3.624
100 98 1.934
101 99 2.509
102 100 2.603
103 101 2.449
104 102 2.802
105 103 3.678
106 104 2.336
107 105 2.509
108 106 2.551
109 107 2.576
110 108 2.997
111 109 3.208
112 110 2.301
113 111 2.359
114 112 2.484
115 113 2.646
116 114 2.801
117 115 3.226
118 116 2.635
119 117 2.325
120 118 2.501
121 119 2.602
122 120 2.564
123 121 3.151
124 122 3.149
125 123 2.235
126 124 2.596
127 125 2.432
128 126 2.665
129 127 2.648
130 128 3.884
131 129 2.087
132 130 2.375
133 131 2.586
134 132 2.734
135 133 2.338
136 134 3.617
137 135 2.418
138 136 2.350
139 137 2.713
140 138 2.758
141 139 2.239
142 140 3.585
143 141 2.565
144 142 2.787
145 143 2.115
146 144 2.435
147 145 2.489
148 146 3.062
149 147 2.958
150 148 2.402
151 149 2.425
152 150 2.516
153 151 2.505
154 152 2.543
155 153 3.690
156 154 2.060
157 155 2.510
158 156 2.428
159 157 2.603
160 158 2.491
161 159 3.178
162 160 2.496
163 161 2.424
164 162 2.495
165 163 2.667
166 164 2.434
167 165 3.040
168 166 2.949
169 167 2.094
170 168 2.510
171 169 2.586
172 170 2.395
173 171 3.004
174 172 3.009
175 173 2.288
176 174 2.548
177 175 2.337
178 176 2.598
179 177 2.498
180 178 3.526
181 179 2.533
182 180 2.134
183 181 2.560
184 182 2.541
185 183 2.436
186 184 2.635
187 185 3.361
188 186 2.261
189 187 2.566
190 188 2.383
191 189 2.529
192 190 2.645
193 191 3.190
194 192 2.523
195 193 2.523
196 194 2.346
197 195 2.865
198 196 2.348
199 197 2.879
200 198 3.657
201 199 1.824
202 200 2.551
203 201 2.449
204 202 2.607
205 203 3.085
206 204 3.163
207 205 2.404
208 206 2.327
209 207 2.553
210 208 2.576
211 209 2.544
212 210 3.193
213 211 2.647
214 212 2.332
215 213 2.544
216 214 2.767
217 215 2.429
218 216 3.103
219 217 2.861
220 218 2.318
221 219 2.552
222 220 2.587
223 221 2.352
224 222 3.128
225 223 2.621
226 224 2.461
227 225 2.422
228 226 2.601
229 227 2.748
230 228 2.545
231 229 3.224
232 230 2.206
233 231 2.459
234 232 2.530
235 233 2.461
236 234 2.570
237 235 3.271
238 236 2.405
239 237 2.424
240 238 2.671
241 239 2.450
242 240 2.644
243 241 2.510
244 242 3.023
245 243 2.461
246 244 2.618
247 245 2.350
248 246 2.551
249 247 2.472
250 248 3.642
251 249 2.576
252 250 2.548
253 251 3.599
254 252 1.992
255 253 2.424
256 254 3.752
257 255 2.241
258 256 2.360
259 257 2.522
260 258 2.584
261 259 2.653
262 260 2.871
263 261 2.827
264 262 2.369
265 263 2.482
266 264 2.599
267 265 2.294
268 266 2.686
269 267 3.428
270 268 2.240
271 269 2.435
272 270 2.468
273 271 2.619
274 272 2.519
275 273 3.247
276 274 2.539
277 275 2.442
278 276 2.518
279 277 2.489
280 278 2.463
281 279 2.839
282 280 2.907
283 281 2.786
284 282 2.211
285 283 2.615
286 284 2.378
287 285 2.671
288 286 3.219
289 287 2.435
290 288 2.509
291 289 2.323
292 290 2.502
293 291 2.526
294 292 3.292
295 293 2.468
296 294 2.526
297 295 2.500
298 296 2.431
299 297 2.481
300 298 2.921
301 299 3.009
302 300 2.415
303 301 2.600
304 302 2.344
305 303 2.533
306 304 2.618
307 305 3.458
308 306 2.455
309 307 2.469
310 308 2.495
311 309 2.568
312 310 2.473
313 311 3.179
314 312 2.694
315 313 2.503
316 314 2.587
317 315 2.317
318 316 2.609
319 317 2.590
320 318 3.211
321 319 2.392
322 320 2.490
323 321 2.515
324 322 2.496
325 323 2.483
326 324 3.157
327 325 2.540
328 326 2.422
329 327 2.574
330 328 2.468
331 329 2.547
332 330 2.788
333 331 3.075
334 332 2.231
335 333 2.537
336 334 2.577
337 335 2.584
338 336 2.473
339 337 3.415
340 338 2.126
341 339 2.506
342 340 2.374
343 341 2.721
344 342 2.418
345 343 3.259
346 344 2.509
347 345 2.519
348 346 2.436
349 347 2.472
350 348 2.504
351 349 2.858
352 350 3.250
353 351 2.161
354 352 2.586
355 353 2.376
356 354 2.651
357 355 2.504
358 356 3.399
359 357 2.353
360 358 2.381
361 359 2.513
362 360 2.633
363 361 2.566
364 362 3.615
365 363 2.593
366 364 2.084
367 365 2.411
368 366 2.653
369 367 2.521
370 368 2.825
371 369 2.891
372 370 2.576
373 371 2.302
374 372 2.582
375 373 2.513
376 374 2.598
377 375 3.790
378 376 2.352
379 377 2.306
380 378 2.434
381 379 2.514
382 380 2.708
383 381 2.978
384 382 2.813
385 383 2.327
386 384 2.502
387 385 2.446
388 386 2.605
389 387 3.033
390 388 3.091
391 389 2.206
392 390 2.648
393 391 2.732
394 392 2.296
395 393 3.406
396 394 2.490
397 395 2.424
398 396 2.443
399 397 2.601
400 398 2.628
401 399 2.477
402 400 3.241
403 401 2.573
404 402 2.422
405 403 2.384
406 404 2.505
407 405 2.575
408 406 2.909
409 407 2.897
410 408 2.486
411 409 2.431
412 410 2.691
413 411 2.342
414 412 2.733
415 413 3.518
416 414 2.391
417 415 2.160
418 416 2.671
419 417 2.505
420 418 2.241
421 419 3.355
422 420 2.775
423 421 2.395
424 422 2.864
425 423 2.290
426 424 2.469
427 425 2.977
428 426 2.759
429 427 2.460
430 428 2.456
431 429 2.497
432 430 2.362
433 431 2.874
434 432 2.812
435 433 2.559
436 434 2.283
437 435 2.670
438 436 2.482
439 437 2.495
440 438 3.118
441 439 3.018
442 440 2.252
443 441 3.222
444 442 2.483
445 443 2.436
446 444 3.209
447 445 3.169
448 446 2.455
449 447 2.432
450 448 2.464
451 449 2.500
452 450 2.967
453 451 2.958
454 452 2.390
455 453 2.494
456 454 2.523
457 455 2.473
458 456 2.516
459 457 3.527
460 458 2.262
461 459 2.377
462 460 2.840
463 461 2.135
464 462 2.520
465 463 3.285
466 464 2.940
467 465 2.256
468 466 2.496
469 467 2.705
470 468 2.395
471 469 3.031
472 470 3.104
473 471 2.411
474 472 2.630
475 473 2.468
476 474 2.416
477 475 2.559
478 476 2.732
479 477 2.441
480 478 2.624
481 479 2.536
482 480 2.458
483 481 2.516
484 482 2.507
485 483 2.606
486 484 2.616
487 485 2.881
488 486 2.358
489 487 2.469
490 488 2.513
491 489 3.250
492 490 2.606
493 491 2.545
494 492 2.407
495 493 2.437
496 494 2.663
497 495 3.346
498 496 2.349
499 497 2.481
500 498 2.613
501 499 2.483
502 500 2.417
503 501 2.923
504 502 3.059
505 503 2.483
506 504 2.373
507 505 2.525
508 506 2.530
509 507 2.431
510 508 2.917
511 509 2.559
512 510 2.623
513 511 3.172
514 512 2.304
515 513 2.331
516 514 3.287
517 515 2.544
518 516 2.429
519 517 2.690
520 518 2.464
521 519 2.406
522 520 2.804
523 521 2.899
524 522 2.461
525 523 2.536
526 524 2.414
527 525 2.380
528 526 2.616
529 527 3.236
530 528 2.499
531 529 2.558
532 530 2.584
533 531 2.309
534 532 2.447
535 533 3.039
536 534 3.133
537 535 2.170
538 536 2.583
539 537 2.505
540 538 2.666
541 539 2.567
542 540 3.307
543 541 2.177
544 542 2.495
545 543 2.441
546 544 2.638
547 545 2.521
548 546 3.527
549 547 2.460
550 548 2.362
551 549 2.520
552 550 2.439
553 551 2.572
554 552 3.087
555 553 2.707
556 554 2.475
557 555 2.283
558 556 2.604
559 557 2.529
560 558 3.094
561 559 3.051
562 560 2.085
563 561 2.365
564 562 2.711
565 563 2.351
566 564 2.572
567 565 2.979
568 566 2.805
569 567 2.373
570 568 2.744
571 569 2.340
572 570 2.285
573 571 2.791
574 572 3.447
575 573 2.208
576 574 2.518
577 575 2.448
578 576 3.917
579 577 1.540
580 578 2.923
581 579 2.632
582 580 2.404
583 581 2.582
584 582 2.508
585 583 2.413
586 584 3.602
587 585 2.342
588 586 2.482
589 587 2.584
590 588 3.062
591 589 2.070
592 590 2.726
593 591 2.937
594 592 2.385
595 593 2.734
596 594 2.188
597 595 2.582
598 596 2.487
599 597 3.339
600 598 2.535
601 599 2.414
602 600 2.459
603 601 2.510
604 602 2.547
605 603 3.414
606 604 2.314
607 605 2.399
608 606 2.550
609 607 2.541
610 608 2.355
611 609 2.709
612 610 3.067
613 611 2.502
614 612 2.467
615 613 2.899
616 614 2.177
617 615 2.719
618 616 3.049
619 617 2.673
620 618 2.259
621 619 2.566
622 620 2.383
623 621 2.420
624 622 3.318
625 623 2.807
626 624 2.348
627 625 2.595
628 626 2.433
629 627 2.569
630 628 2.620
631 629 2.652
632 630 3.140
633 631 2.945
634 632 2.571
635 633 2.546
636 634 2.428
637 635 3.436
638 636 2.393
639 637 2.491
640 638 2.511
641 639 2.485
642 640 2.603
643 641 3.363
644 642 2.442
645 643 2.344
646 644 2.462
647 645 2.508
648 646 2.617
649 647 2.909
650 648 2.824
651 649 2.528
652 650 2.424
653 651 2.511
654 652 2.517
655 653 2.583
656 654 3.331
657 655 2.436
658 656 2.455
659 657 2.380
660 658 2.570
661 659 2.582
662 660 2.789
663 661 2.917
664 662 2.526
665 663 2.538
666 664 2.447
667 665 2.423
668 666 2.695
669 667 3.143
670 668 2.616
671 669 2.126
672 670 2.596
673 671 2.464
674 672 3.092
675 673 2.681
676 674 2.641
677 675 2.311
678 676 2.551
679 677 2.551
680 678 2.837
681 679 2.532
682 680 3.006
683 681 2.289
684 682 2.521
685 683 2.556
686 684 2.593
687 685 2.552
688 686 3.173
689 687 2.415
690 688 2.429
691 689 2.733
692 690 2.286
693 691 2.476
694 692 3.256
695 693 2.897
696 694 2.528
697 695 2.377
698 696 2.518
699 697 2.504
700 698 3.074
701 699 2.814
702 700 2.433
703 701 2.338
704 702 2.476
705 703 2.458
706 704 3.141
707 705 2.551
708 706 2.717
709 707 2.300
710 708 2.527
711 709 2.446
712 710 2.469
713 711 2.866
714 712 2.776
715 713 2.507
716 714 2.457
717 715 2.520
718 716 2.450
719 717 2.568
720 718 3.192
721 719 2.471
722 720 2.790
723 721 2.337
724 722 2.548
725 723 2.435
726 724 3.313
727 725 2.274
728 726 2.461
729 727 2.451
730 728 2.556
731 729 2.546
732 730 2.869
733 731 3.308
734 732 2.293
735 733 2.428
736 734 2.686
737 735 2.562
738 736 2.523
739 737 3.309
740 738 2.311
741 739 2.498
742 740 2.485
743 741 2.568
744 742 2.392
745 743 3.260
746 744 2.534
747 745 2.550
748 746 2.355
749 747 2.768
750 748 2.319
751 749 3.039
752 750 2.721
753 751 2.490
754 752 2.378
755 753 2.539
756 754 2.823
757 755 2.480
758 756 3.533
759 757 2.285
760 758 2.365
+4 -2
View File
@@ -42,8 +42,10 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
| `0.2.0` | 60 FPS at 1440p | PASS — 2.64 ms avg (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.2.0-walk-frametimes.csv` | 2026-11-09 |
| `0.2.0` | Debug overlay cost | PASS — same route with the F3 overlay drawn: 2.77 ms avg (361 fps), p50 2.64, p95 3.52, p99 3.87, max 4.43 ms; about **5 %** heavier, still 6× the floor. The overlay is on for `-perf`/`-qaselftest`, off in the built demo | `Docs/perf/0.2.0-walk-frametimes-overlay.csv` | 2026-11-09 |
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | measurement recorded 2026-11-08; the capture was removed from the repository 2026-11-09 | 2026-11-08 |
## `0.1.0` — Placement vs references — record (2026-11-08)
@@ -175,6 +177,6 @@ Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus how to test input headlessly.
- `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause".
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px (a single right-aligned line), attributed text bottom-left. Screenshot: `Docs/perf/0.1.0-packaged-hud-controls.png`.
- Measured in the packaged build on 2026-11-08: the bottom-right text bbox was 426×12 px (a single right-aligned line), attributed text bottom-left. The capture has since been removed from the repository, so the numbers stand as the record.
**Verdict: PASS.**
-80
View File
@@ -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`).
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@@ -1,6 +1,10 @@
#include "GigLineCharacter.h"
#include "Animation/AnimSequence.h"
#include "Animation/AnimSingleNodeInstance.h"
#include "Camera/CameraComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Components/CapsuleComponent.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
@@ -11,6 +15,7 @@
#include "Engine/World.h"
#include "TimerManager.h"
#include "Containers/Ticker.h"
#include "HAL/IConsoleManager.h"
#include "Kismet/GameplayStatics.h"
#include "Misc/CommandLine.h"
#include "Misc/Parse.h"
@@ -28,7 +33,7 @@ static TAutoConsoleVariable<int32> CVarGigLineSetupLogs(
AGigLineCharacter::AGigLineCharacter()
{
PrimaryActorTick.bCanEverTick = false;
PrimaryActorTick.bCanEverTick = true;
// 1.75 m tall, 0.42 m wide, human scale in Unreal units (1 m = 100 uu).
GetCapsuleComponent()->InitCapsuleSize(42.0f, 87.5f);
@@ -51,9 +56,59 @@ AGigLineCharacter::AGigLineCharacter()
FirstPersonCamera->SetRelativeLocation(FVector(0.0f, 0.0f, 72.5f)); // eye height 1.60 m
FirstPersonCamera->bUsePawnControlRotation = true;
// An eye-level mesh is not needed for 0.1.0; the body is a capsule with a camera.
GetMesh()->SetHiddenInGame(true);
// Visible body (0.2.0). The animated import carries its own skeleton, so the
// clips resolve without a retarget step; it is hidden while the first-person
// camera is active and shown in third person.
static ConstructorHelpers::FObjectFinder<USkeletalMesh> BodyFinder(
TEXT("/Game/Test/Character/CharacterV2.CharacterV2"));
if (BodyFinder.Succeeded())
{
GetMesh()->SetSkeletalMesh(BodyFinder.Object);
}
// The animated import carries no material of its own; without this the body is
// grey clay. The warm skin material was created by the character import.
static ConstructorHelpers::FObjectFinder<UMaterialInterface> SkinFinder(
TEXT("/Game/Test/Character/M_Character_Export.M_Character_Export"));
if (SkinFinder.Succeeded())
{
GetMesh()->SetMaterial(0, SkinFinder.Object);
}
static ConstructorHelpers::FObjectFinder<UAnimSequence> IdleFinder(
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Idle.CharacterV2Human_rig_GigLine_Idle"));
if (IdleFinder.Succeeded())
{
IdleAnimation = IdleFinder.Object;
}
static ConstructorHelpers::FObjectFinder<UAnimSequence> WalkFinder(
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Walk.CharacterV2Human_rig_GigLine_Walk"));
if (WalkFinder.Succeeded())
{
WalkAnimation = WalkFinder.Object;
}
GetMesh()->SetRelativeLocation(FVector(0.0f, 0.0f, -87.5f));
GetMesh()->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
GetMesh()->SetHiddenInGame(true);
// Third-person boom. bDoCollisionTest is the camera-collision feature: the arm
// shortens when something is between the pivot and the desired camera position.
ThirdPersonArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("ThirdPersonArm"));
ThirdPersonArm->SetupAttachment(GetCapsuleComponent());
ThirdPersonArm->SetRelativeLocation(FVector(0.0f, 0.0f, 60.0f));
ThirdPersonArm->TargetArmLength = ThirdPersonBoomLength;
ThirdPersonArm->bUsePawnControlRotation = true;
ThirdPersonArm->bDoCollisionTest = true;
ThirdPersonArm->ProbeSize = 12.0f;
ThirdPersonArm->ProbeChannel = ECollisionChannel::ECC_Camera;
ThirdPersonArm->bEnableCameraLag = true;
ThirdPersonArm->CameraLagSpeed = 8.0f;
ThirdPersonArm->SetAutoActivate(false);
ThirdPersonCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("ThirdPersonCamera"));
ThirdPersonCamera->SetupAttachment(ThirdPersonArm, USpringArmComponent::SocketName);
ThirdPersonCamera->bUsePawnControlRotation = false;
ThirdPersonCamera->SetAutoActivate(false);
ThirdPersonCamera->SetFieldOfView(90.0f);
// Hard-reference the Enhanced Input assets with ConstructorHelpers so the
// cooker always includes them and they load during CDO construction. Runtime
@@ -78,6 +133,10 @@ AGigLineCharacter::AGigLineCharacter()
TEXT("/Game/Input/IA_Jump.IA_Jump"));
static ConstructorHelpers::FObjectFinder<UInputAction> ResetF(
TEXT("/Game/Input/IA_Reset.IA_Reset"));
static ConstructorHelpers::FObjectFinder<UInputAction> DebugF(
TEXT("/Game/Input/IA_ToggleDebug.IA_ToggleDebug"));
static ConstructorHelpers::FObjectFinder<UInputAction> CamF(
TEXT("/Game/Input/IA_ToggleCamera.IA_ToggleCamera"));
static ConstructorHelpers::FObjectFinder<UInputAction> PauseF(
TEXT("/Game/Input/IA_Pause.IA_Pause"));
@@ -89,6 +148,8 @@ AGigLineCharacter::AGigLineCharacter()
LookAction = LookF.Object;
JumpAction = JumpF.Object;
ResetAction = ResetF.Object;
ToggleCameraAction = CamF.Object;
ToggleDebugAction = DebugF.Object;
PauseAction = PauseF.Object;
if (!MappingContext || !MoveAction || !MoveBackAction || !StrafeAction || !StrafeLeftAction
@@ -138,6 +199,23 @@ void AGigLineCharacter::BeginPlay()
StartLocation = GetActorLocation();
StartRotation = GetActorRotation();
// `-thirdperson` starts the pawn in the third-person rig. The first-person view
// stays the default (owner decision for 0.1.0), but the screenshot run needs the
// body visible without a human pressing V, so the review is reproducible.
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log,
TEXT("GigLine: BeginPlay thirdperson=%d body=%s idle=%s walk=%s"),
FParse::Param(FCommandLine::Get(), TEXT("thirdperson")) ? 1 : 0,
GetMesh()->GetSkeletalMeshAsset() ? TEXT("ok") : TEXT("nil"),
IdleAnimation ? TEXT("ok") : TEXT("nil"),
WalkAnimation ? TEXT("ok") : TEXT("nil"));
}
if (FParse::Param(FCommandLine::Get(), TEXT("thirdperson")))
{
ToggleCamera();
}
// The PlayerStart sits above grade so the capsule cannot spawn embedded, so
// the BeginPlay position is mid-air. Re-capture once the pawn has landed,
// otherwise Reset drops the player 1.4 m back into the air every press.
@@ -178,6 +256,51 @@ void AGigLineCharacter::BeginPlay()
{
StartQASelfTest();
}
// `-walk` holds forward input from the first frame. The screenshot run uses it
// with `-thirdperson` so a capture can show the walk clip mid-stride: an idle
// shot cannot prove the animation set, and a still cannot show a stride.
bWalkForever = FParse::Param(FCommandLine::Get(), TEXT("walk"));
// `-perf` starts the overlay on: the performance capture and any manual frame
// check should not depend on someone pressing F3 first. The built demo has
// neither switch, so the counter stays hidden for players.
if (FParse::Param(FCommandLine::Get(), TEXT("perf")) || FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
{
if (IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug")))
{
Var->Set(1, ECVF_SetByConsole);
}
}
}
void AGigLineCharacter::ToggleDebugOverlay()
{
static IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug"));
if (Var)
{
const bool bNowOn = Var->GetInt() == 0;
Var->Set(bNowOn ? 1 : 0, ECVF_SetByConsole);
UE_LOG(LogTemp, Log, TEXT("GigLine: debug overlay %s"), bNowOn ? TEXT("on") : TEXT("off"));
}
}
void AGigLineCharacter::SetReviewWalk(bool bEnable)
{
bWalkForever = bEnable;
}
void AGigLineCharacter::ReturnToStartForReview()
{
ResetToStart();
}
void AGigLineCharacter::WalkForever()
{
if (bWalkForever && GetCharacterMovement() && GetCharacterMovement()->IsMovingOnGround())
{
AddMovementInput(GetActorForwardVector(), 1.0f);
}
}
void AGigLineCharacter::StartQASelfTest()
@@ -557,6 +680,14 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
{
Input->BindAction(PauseAction, ETriggerEvent::Started, this, &AGigLineCharacter::TogglePause);
}
if (ToggleCameraAction)
{
Input->BindAction(ToggleCameraAction, ETriggerEvent::Started, this, &AGigLineCharacter::ToggleCamera);
}
if (ToggleDebugAction)
{
Input->BindAction(ToggleDebugAction, ETriggerEvent::Started, this, &AGigLineCharacter::ToggleDebugOverlay);
}
if (JumpAction)
{
Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump);
@@ -644,6 +775,87 @@ void AGigLineCharacter::Look(const FInputActionValue& Value)
AddControllerPitchInput(Axis.Y * LookSensitivity * (bInvertLookY ? -1.0f : 1.0f));
}
void AGigLineCharacter::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
// Speed-driven animation state: correct whether the player walked, was pushed,
// or fell, and independent of which input produced the movement.
WalkForever();
UpdateBodyAnimation();
}
void AGigLineCharacter::ToggleCamera()
{
// Both rigs exist from construction; the toggle only swaps which one is active
// and whether the body is drawn. Deactivating the other camera matters: with
// two active cameras the view is whichever was registered last.
bThirdPerson = !bThirdPerson;
FirstPersonCamera->SetActive(!bThirdPerson);
ThirdPersonCamera->SetActive(bThirdPerson);
GetMesh()->SetHiddenInGame(!bThirdPerson);
if (bThirdPerson)
{
UpdateBodyAnimation();
}
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log, TEXT("GigLine: camera %s"), bThirdPerson ? TEXT("third person") : TEXT("first person"));
}
}
void AGigLineCharacter::UpdateBodyAnimation()
{
if (!bThirdPerson || !GetMesh())
{
return;
}
const bool bMoving = GetVelocity().Size2D() > WalkAnimationThreshold;
UAnimSequence* Wanted = bMoving ? WalkAnimation.Get() : IdleAnimation.Get();
if (!Wanted)
{
static bool bWarnedMissingClip = false;
if (!bWarnedMissingClip)
{
bWarnedMissingClip = true;
UE_LOG(LogTemp, Warning,
TEXT("GigLine: body clip missing (idle=%s walk=%s) - body stays in bind pose"),
IdleAnimation ? TEXT("ok") : TEXT("nil"),
WalkAnimation ? TEXT("ok") : TEXT("nil"));
}
return;
}
if (Wanted != PlayingAnimation || GetMesh()->GetSingleNodeInstance() == nullptr)
{
// Only the mode setter is idempotent; calling SetAnimation unconditionally
// restarts the clip every frame, which freezes the body on frame 0 - that is
// why the walking capture showed a still figure with both legs together.
if (GetMesh()->GetAnimationMode() != EAnimationMode::AnimationSingleNode)
{
GetMesh()->SetAnimationMode(EAnimationMode::AnimationSingleNode);
}
if (Wanted != PlayingAnimation)
{
GetMesh()->SetAnimation(Wanted);
PlayingAnimation = Wanted;
GetMesh()->Play(true);
if (CVarGigLineSetupLogs.GetValueOnGameThread())
{
UE_LOG(LogTemp, Log, TEXT("GigLine: body clip %s, mode=%d"),
*Wanted->GetName(), static_cast<int32>(GetMesh()->GetAnimationMode()));
}
}
else
{
// Same clip but the instance was recreated after a mode change: resume it
// once rather than re-setting the animation.
GetMesh()->Play(true);
}
}
}
void AGigLineCharacter::ResetToStart()
{
// Reset is a level-restart in miniature: put the body back where it spawned,
@@ -7,9 +7,11 @@
#include "InputActionValue.h"
#include "GigLineCharacter.generated.h"
class UAnimSequence;
class UCameraComponent;
class UInputAction;
class UInputMappingContext;
class USpringArmComponent;
/**
@@ -29,6 +31,7 @@ public:
virtual void BeginPlay() override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
virtual void Tick(float DeltaSeconds) override;
protected:
/** Loads the Enhanced Input assets from /Game/Input; called from BeginPlay. */
@@ -38,6 +41,34 @@ protected:
void ResetToStart();
void TogglePause();
public:
/** True while the third-person rig is the active view (for the debug overlay). */
bool IsThirdPerson() const { return bThirdPerson; }
/** Review harness: hold or release forward input from the screenshot actor. */
void SetReviewWalk(bool bEnable);
/** Review harness: put the pawn back where it spawned, after a walking capture. */
void ReturnToStartForReview();
protected:
/** Swaps between the first-person and third-person rigs (V). */
void ToggleCamera();
/**
* Plays the idle or walk clip on the visible body.
*
* Called from the movement tick rather than from input: an animation state
* driven by speed is correct whether the player walked, was pushed, or fell.
* Only switches when the clip changes, because PlayAnimation restarts a clip
* and calling it every frame would freeze the cycle at its first key.
*/
void UpdateBodyAnimation();
/** Velocity above which the walk clip plays, in cm/s (0.1 m/s tolerance). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
float WalkAnimationThreshold = 10.0f;
/**
* TEMP QA: scripted walk / reset / pause verification.
*
@@ -109,6 +140,52 @@ protected:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<UCameraComponent> FirstPersonCamera;
/**
* Third-person boom. Collision testing is on, which is what stops the camera
* from ending up inside a wall: the arm shortens until the camera is clear
* instead of clipping through geometry.
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<USpringArmComponent> ThirdPersonArm;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<UCameraComponent> ThirdPersonCamera;
/** Boom length in cm: far enough to see the body, close enough to read the street. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
float ThirdPersonBoomLength = 340.0f;
UPROPERTY()
TObjectPtr<UAnimSequence> IdleAnimation;
UPROPERTY()
TObjectPtr<UAnimSequence> WalkAnimation;
/** True while the third-person rig is the active view. */
UPROPERTY(BlueprintReadOnly, Category = "Camera")
bool bThirdPerson = false;
/** Clip currently playing on the body, so UpdateBodyAnimation can diff it. */
UPROPERTY()
TObjectPtr<UAnimSequence> PlayingAnimation;
/** True while `-walk` holds forward input for the screenshot run. */
bool bWalkForever = false;
/** Applies the `-walk` forward input when the flag is set and the pawn is grounded. */
void WalkForever();
/** Debug-overlay action (F3). */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> ToggleDebugAction;
/** Flips the gigline.Debug console variable that the HUD reads. */
void ToggleDebugOverlay();
/** Toggle-camera action (V). */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> ToggleCameraAction;
/** Degrees per second per unit of mouse input; defaults to Unreal's usual 45. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
float LookSensitivity = 45.0f;
@@ -2,11 +2,61 @@
#include "Engine/Canvas.h"
#include "Engine/Engine.h"
#include "GameFramework/PlayerController.h"
#include "GigLineCharacter.h"
#include "HAL/IConsoleManager.h"
#include "Kismet/GameplayStatics.h"
// Console variable so a packaged build can be checked without a rebuild:
// gigline.Debug 1
// The HUD reads it every frame; the F3 binding toggles it.
static TAutoConsoleVariable<int32> CVarGigLineDebug(
TEXT("gigline.Debug"),
0,
TEXT("Draw the performance and state overlay (0=off, 1=on). F3 toggles it."),
ECVF_Cheat);
void AGigLineHUD::UpdateFrameStats(float DeltaSeconds)
{
if (DeltaSeconds <= 0.0f)
{
return;
}
++FramesDrawn;
const float Ms = DeltaSeconds * 1000.0f;
if (WarmupSeconds > 0.0f)
{
WarmupSeconds -= DeltaSeconds;
SmoothedFrameMs = FMath::Lerp(SmoothedFrameMs, Ms, 0.1f);
WorstFrameMs = Ms;
WorstWindowSeconds = 0.0f;
return;
}
// A 0.9/0.1 EMA settles in a few frames and still reacts to a stall.
SmoothedFrameMs = FMath::Lerp(SmoothedFrameMs, Ms, 0.1f);
WorstFrameMs = FMath::Max(WorstFrameMs, Ms);
// Rolling worst-frame window: a spike stays visible for two seconds, so a
// hitch is not missed between glances (and not averaged away).
WorstWindowSeconds += DeltaSeconds;
if (WorstWindowSeconds >= 2.0f)
{
WorstWindowSeconds = 0.0f;
WorstFrameMs = Ms;
}
}
void AGigLineHUD::DrawHUD()
{
Super::DrawHUD();
// Console variable is authoritative; the UPROPERTY is the per-instance default
// for tests that set it before BeginPlay.
if (IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug")))
{
bShowDebug = Var->GetInt() != 0;
}
UpdateFrameStats(GetWorld() ? GetWorld()->GetDeltaSeconds() : 0.0f);
if (!Canvas || AttributionLine.IsEmpty())
{
return;
@@ -37,4 +87,35 @@ void AGigLineHUD::DrawHUD()
DrawText(ControlsLine, Shadow, CX + 1.0f, CY + 1.0f, nullptr, TextScale * 0.82f);
DrawText(ControlsLine, Ink, CX, CY, nullptr, TextScale * 0.82f);
}
if (!bShowDebug)
{
return;
}
// Performance and state readout, top-left. Everything here is cheap enough to
// leave on during a capture: four formatted lines and no additional passes.
const APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
const AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn);
const float Fps = SmoothedFrameMs > 0.0f ? 1000.0f / SmoothedFrameMs : 0.0f;
const FVector Where = Pawn ? Pawn->GetActorLocation() / 100.0f : FVector::ZeroVector;
const float Speed = Pawn ? Pawn->GetVelocity().Size2D() / 100.0f : 0.0f;
const FString Header = FString::Printf(TEXT("%.0f FPS %.2f ms worst %.2f ms"), Fps, SmoothedFrameMs, WorstFrameMs);
const FString State = FString::Printf(TEXT("%s %.2f m/s frames %lld"),
Character && Character->IsThirdPerson() ? TEXT("third person") : TEXT("first person"),
Speed, FramesDrawn);
const FString Place = FString::Printf(TEXT("x %.1f y %.1f z %.1f m"), Where.X, Where.Y, Where.Z);
const FString Hint = TEXT("F3 hide");
const FLinearColor DebugInk(0.85f, 1.0f, 0.55f, 0.95f);
const FLinearColor DebugShadow(0.0f, 0.0f, 0.0f, 0.6f);
const float DX = MarginPx;
float DY = MarginPx;
for (const FString& Line : { Header, State, Place, Hint })
{
DrawText(Line, DebugShadow, DX + 1.0f, DY + 1.0f, nullptr, TextScale * 0.9f);
DrawText(Line, DebugInk, DX, DY, nullptr, TextScale * 0.9f);
DY += 22.0f * TextScale * 0.9f;
}
}
+35 -1
View File
@@ -34,12 +34,25 @@ public:
* in-game"). Keep in sync with Docs/controls.md.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Controls")
FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 R reset \u00B7 Esc pause");
FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 V view \u00B7 R reset \u00B7 Esc pause");
/** Licence line, including where the licence can be read. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
FString LicenceLine = TEXT("Data \u00A9 OpenStreetMap contributors, ODbL 1.0 \u2014 openstreetmap.org/copyright");
/**
* Performance and state readout, top-left, off by default.
*
* Toggle in game with **F3**, or start with it on by passing `-perf` (the
* performance capture does). The built demo ships with it hidden so a player
* does not see an FPS counter over Hollywood Boulevard.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Debug")
bool bShowDebug = false;
/** Smoothed FPS and a rolling frame-time window, refreshed every frame. */
void UpdateFrameStats(float DeltaSeconds);
/** Screen-space margin in pixels. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
float MarginPx = 18.0f;
@@ -47,4 +60,25 @@ public:
/** Text scale relative to the default canvas font. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
float TextScale = 1.45f;
private:
/** Exponential moving average of frame time, in milliseconds. */
float SmoothedFrameMs = 16.7f;
/** Worst frame in the rolling window, so a hitch is visible without a log. */
float WorstFrameMs = 0.0f;
/** Seconds until the rolling worst-frame window resets. */
float WorstWindowSeconds = 0.0f;
/** Frames drawn, so the overlay can show that the counter is live. */
int64 FramesDrawn = 0;
/**
* Seconds left in the warm-up window. The first frames of a session include
* shader and streaming hitches of several hundred milliseconds; without this
* the "worst" figure read 400 ms for the whole first two seconds and made a
* healthy run look broken.
*/
float WarmupSeconds = 2.0f;
};
@@ -1,5 +1,8 @@
#include "GigLineShotActor.h"
#include "GigLineCharacter.h"
#include "Kismet/GameplayStatics.h"
#include "Camera/CameraActor.h"
#include "Camera/CameraComponent.h"
#include "Engine/World.h"
@@ -32,6 +35,12 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
if (bWaitingForSettle)
{
// A follow shot tracks the pawn while it settles, otherwise the subject
// walks out of the frame between placement and capture.
if (CurrentShot < ShotFollow.Num() && ShotFollow[CurrentShot])
{
UpdateFollowCamera();
}
SettleCountdown -= DeltaSeconds;
if (SettleCountdown <= 0.f)
{
@@ -53,11 +62,47 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
{
bWaitingForScreenshot = false;
UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: captured %s"), *FScreenshotRequest::GetFilename());
// Walking shots move the pawn; put it back before the fixed-camera shots run.
if (ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot])
{
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
{
Character->ReturnToStartForReview();
}
}
++CurrentShot;
NextShot();
}
}
void AGigLineShotActor::UpdateFollowCamera()
{
if (!CurrentCamera)
{
return;
}
APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
if (!Pawn)
{
return;
}
// Enable the walk here rather than only in NextShot: the sequencer's BeginPlay
// runs before the player pawn exists, so a one-shot cast there silently found
// nothing and the pawn never walked during its follow shot.
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn))
{
Character->SetReviewWalk(true);
}
// Offset in the pawn's frame: to its right, slightly above, looking at the
// pelvis. Right-of-pawn gives a profile view, which is where a stride reads.
const FVector Right = Pawn->GetActorRightVector();
const FVector Origin = Pawn->GetActorLocation();
const FVector CameraLocation = Origin + Right * 420.f + FVector(0.f, 0.f, 90.f);
const FVector Target = Origin + FVector(0.f, 0.f, 40.f);
CurrentCamera->SetActorLocation(CameraLocation);
CurrentCamera->SetActorRotation((Target - CameraLocation).Rotation());
}
void AGigLineShotActor::NextShot()
{
if (!PlayerController)
@@ -93,6 +138,20 @@ void AGigLineShotActor::NextShot()
Cam->SetFieldOfView(ShotFieldOfView[CurrentShot]);
}
}
// Follow shots ignore their recorded transform after this point: the camera is
// rebuilt from the pawn every frame until the capture. They also own the walking:
// the pawn only holds forward input while a follow shot is being taken, so the
// fixed-camera shots later in the list still find it at the spawn point.
const bool bFollowThisShot = ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot];
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
{
Character->SetReviewWalk(bFollowThisShot);
}
if (bFollowThisShot)
{
UpdateFollowCamera();
}
PlayerController->SetViewTarget(CurrentCamera);
SettleCountdown = SettleSeconds;
@@ -50,6 +50,18 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float SettleSeconds = 0.35f;
/**
* Optional per-shot "follow the player" flag, same index as ShotLocations.
*
* A fixed camera cannot photograph a walking pawn: at 4.5 m/s it covers the
* distance between two captures, so three attempts framed it at a different
* distance each run and two missed it entirely. With this flag the camera is
* re-placed every frame at a fixed offset in the pawn's frame, which is what
* makes a stride shot deterministic.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<bool> ShotFollow;
/** Quit the game after the last shot (disable to keep the game open). */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bQuitWhenDone = true;
@@ -57,6 +69,9 @@ public:
private:
void NextShot();
/** Re-places the active camera at the follow offset behind the player pawn. */
void UpdateFollowCamera();
UPROPERTY()
TObjectPtr<class APlayerController> PlayerController;
+48 -85
View File
@@ -417,109 +417,72 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
## 2026-11-09 — 0.1.4 signed off; 0.1.5 created for the carried geometry
- Owner reviewed the four demo captures locally and approved the set. Signoff recorded in `Docs/reviews/0.1.4-review.md` (7/7 items) and in the per-shot `Approved` column of `Screenshots/README.md`.
- Owner reviewed the four demo captures locally and approved the set (7/7 items at the time). The signoff lived in `Docs/reviews/0.1.4-review.md`, which was removed on 2026-11-09; the per-shot `Approved` column of `Screenshots/README.md` is now the only record and is authoritative.
- The three geometry items that `0.1.4` did not finish — retail neighbours from their own references, hero fluting/motto band, blockout cleaning — move to a new **`0.1.5` Façade finishing** patch rather than growing this one, plus a much-needed **1440p performance re-measure** (625 kit actors have never been measured; `0.1.0` measured 414 fps).
- Decision recorded because it sets a precedent: finish and sign off a version when its _stated_ scope is done, and carry leftover scope into the next patch — do not let a patch accumulate unmeasured geometry.
## 2026-11-09 — quality priority flipped: realism first, performance last
- Owner decision: realism leads; performance closes the quality list. Applied in
`Docs/Architecture/01_introduction_and_goals.md`, `10_quality_requirements.md`,
`04_solution_strategy.md`, the combined `architecture.md`, `Docs/release-checks.md`
(performance section now last, with the reason), `ROADMAP.md` (a "Quality priority"
section) and `AGENTS.md` (the tie-break rule next to the scope-cutting rule).
- Ordering used: 1 visual realism, 2 geographic fidelity, 3 walkability/usability,
4 build reproducibility/portability, 5 provenance, 6 performance.
- **Both revisions carry the same guard so the order cannot be used as an excuse:**
performance is a *floor*, not a preference — 60 FPS at 1440p without frame
generation must be met at every release, and if realism cannot fit, the realism
scope is cut deliberately and recorded in `CHANGELOG.md`, never the frame rate.
Walkability outranks realism in one direction: a block the player falls through is
not a demo.
- Owner decision: realism leads; performance closes the quality list. Applied in `Docs/Architecture/01_introduction_and_goals.md`, `10_quality_requirements.md`, `04_solution_strategy.md`, the combined `architecture.md`, `Docs/release-checks.md` (performance section now last, with the reason), `ROADMAP.md` (a "Quality priority" section) and `AGENTS.md` (the tie-break rule next to the scope-cutting rule).
- Ordering used: 1 visual realism, 2 geographic fidelity, 3 walkability/usability, 4 build reproducibility/portability, 5 provenance, 6 performance.
- **Both revisions carry the same guard so the order cannot be used as an excuse:** performance is a _floor_, not a preference — 60 FPS at 1440p without frame generation must be met at every release, and if realism cannot fit, the realism scope is cut deliberately and recorded in `CHANGELOG.md`, never the frame rate. Walkability outranks realism in one direction: a block the player falls through is not a demo.
## 2026-11-09 — 0.1.5 start: retail reference + kit layout maths
- Commons holds exactly **one** usable reference for the retail run:
`Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (Gb321, CC BY-SA
4.0, 1920×953) — 6800 Lee Drug **and** its neighbour at street level, shopfronts
and parapets visible (vision pre-check: yes). Nothing for 6822 or 6806–6820, so
those two façades still have no reference and stay blocked.
- **Kit layout was wrong for tall/wide buildings**, not just ugly: bays were
`round(width / 496)`, so 6922 (65.8 m wide, 37.1 m tall) got **13 bays** — a
window every 4.96 m across the whole frontage — and the storey count came out at
11 × 310 cm = 34.1 m against a 35.7 m window zone, leaving bare wall under the
cornice. Fixed: `MAX_BAYS = 9` (module widens instead of subdividing), and the
storey spread is derived from the available height (`usable / storeys`) so the top
band always lands inside the building. Result: 6922 9 × 11, theatre 8 × 6,
6806 7 × 3, 6800 4 × 3, TCL 9 × 5.
- Commons holds exactly **one** usable reference for the retail run: `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (Gb321, CC BY-SA 4.0, 1920×953) — 6800 Lee Drug **and** its neighbour at street level, shopfronts and parapets visible (vision pre-check: yes). Nothing for 6822 or 6806–6820, so those two façades still have no reference and stay blocked.
- **Kit layout was wrong for tall/wide buildings**, not just ugly: bays were `round(width / 496)`, so 6922 (65.8 m wide, 37.1 m tall) got **13 bays** — a window every 4.96 m across the whole frontage — and the storey count came out at 11 × 310 cm = 34.1 m against a 35.7 m window zone, leaving bare wall under the cornice. Fixed: `MAX_BAYS = 9` (module widens instead of subdividing), and the storey spread is derived from the available height (`usable / storeys`) so the top band always lands inside the building. Result: 6922 9 × 11, theatre 8 × 6, 6806 7 × 3, 6800 4 × 3, TCL 9 × 5.
## 2026-11-09 — hero fluting + motto band; and a silent placement divergence
- Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft
(120 pieces) rather than boolean cuts — the eye reads them in silhouette and
grazing light, booleans would cost far more for that. Motto band is now a real
recess: surround 6 cm proud, panel 12 cm behind (was an 8 cm dark stripe).
Hero 148 parts/3 044 tris -> 271/5 492, still 14.50 m.
- **The real find:** `ue_hero_facade_import.py` had its own hero position
`(-12024.5, -1450, 0)` — the pre-`0.1.0` value, before the frontage placement fix
moved the hero to `(-13336, +1307)`. Running the importer on its own therefore
teleported the hero **13 m east and onto the north side of the boulevard**, and
nothing complained: a displaced building still renders. The only symptom was the
reference score dropping 0.69 -> 0.56 with the 3x3 composition correlation
flipping +0.54 -> -0.08.
- Fix: `Tools/ue_placement.py` is now the single source of truth (hero position,
verified frontage spans, `span_error`/`describe_span_failure`). Both
`ue_hero_facade_import.py` and `ue_build_demo_map.py` import it, the import asserts
the staged span and logs `PLACEMENT ERROR` when it does not match, and tests assert
the stale literal cannot come back. Spawn-view score back to **0.72** (best yet).
- Lesson to keep: **duplicated placement constants drift silently.** The metric that
caught it was the composition correlation, not a visual review.
- Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft (120 pieces) rather than boolean cuts — the eye reads them in silhouette and grazing light, booleans would cost far more for that. Motto band is now a real recess: surround 6 cm proud, panel 12 cm behind (was an 8 cm dark stripe). Hero 148 parts/3 044 tris -> 271/5 492, still 14.50 m.
- **The real find:** `ue_hero_facade_import.py` had its own hero position `(-12024.5, -1450, 0)` — the pre-`0.1.0` value, before the frontage placement fix moved the hero to `(-13336, +1307)`. Running the importer on its own therefore teleported the hero **13 m east and onto the north side of the boulevard**, and nothing complained: a displaced building still renders. The only symptom was the reference score dropping 0.69 -> 0.56 with the 3x3 composition correlation flipping +0.54 -> -0.08.
- Fix: `Tools/ue_placement.py` is now the single source of truth (hero position, verified frontage spans, `span_error`/`describe_span_failure`). Both `ue_hero_facade_import.py` and `ue_build_demo_map.py` import it, the import asserts the staged span and logs `PLACEMENT ERROR` when it does not match, and tests assert the stale literal cannot come back. Spawn-view score back to **0.72** (best yet).
- Lesson to keep: **duplicated placement constants drift silently.** The metric that caught it was the composition correlation, not a visual review.
## 2026-11-09 — 1440p re-measured with the kit: 363 fps, ~12% cost
- 2560×1440, Epic preset, TSR, VSync off, no frame generation: **2.76 ms average
(363 fps)**, p50 2.73, p95 3.17, p99 3.64, max 4.62 — against `0.1.0`'s 2.42 ms
(414 fps). The 625 kit actors + 8 generated textures cost about **12 %** and leave
~6× the 60 fps floor.
- **Variance trap confirmed a third time:** runs reporting ~105 fps (9.5 ms) were
two overlapping game instances — an earlier launch had not exited. `pgrep -af
Binaries/Linux/GigLine` should show one wrapper + one binary; 363 fps reproduced
twice on a clean run. Always count instances before believing a perf number.
- Series committed at `Docs/perf/0.1.5-kit-walk-frametimes.csv`; comparison table in
`Docs/release-checks.md`.
- 2560×1440, Epic preset, TSR, VSync off, no frame generation: **2.76 ms average (363 fps)**, p50 2.73, p95 3.17, p99 3.64, max 4.62 — against `0.1.0`'s 2.42 ms (414 fps). The 625 kit actors + 8 generated textures cost about **12 %** and leave ~6× the 60 fps floor.
- **Variance trap confirmed a third time:** runs reporting ~105 fps (9.5 ms) were two overlapping game instances — an earlier launch had not exited. `pgrep -af Binaries/Linux/GigLine` should show one wrapper + one binary; 363 fps reproduced twice on a clean run. Always count instances before believing a perf number.
- Series committed at `Docs/perf/0.1.5-kit-walk-frametimes.csv`; comparison table in `Docs/release-checks.md`.
## 2026-11-09 — 604 unmaterialed actors: material rebuild was delete+recreate
- The "blockout cleaning pass" turned out to need **material and placement hygiene,
not more geometry**. `Tools/ue_audit_scene.py` (new) found **604 of 620 mesh actors
with no material**: kit pieces and theatre trim all untextured.
- **Cause:** `ensure_material` in `ue_build_demo_map.py` deleted and recreated each
`/Game/Hollywood/Site/M_*` asset every run ("so a look change cannot be masked by a
stale asset"). That orphane every reference: actors staged by other tools pointed at
deleted assets and fell back to the default material. The map looked only *slightly*
flat — no error, no warning.
- **Fix:** update the material **in place** — load it, `MaterialEditingLibrary.
delete_all_material_expressions(mat)`, rebuild the graph, recompile, save. Note
`Material.expressions` is protected from Python; use the library's deleter.
- **Ordering rule now documented and enforced:** the demo builder rebuilds materials,
so kit and theatre staging must run *after* it. `render_screenshots.sh` now runs
demo map → kit assembly → theatre trim → scene audit → shot cameras → capture, and
**fails on a non-zero audit count**.
- The "blockout cleaning pass" turned out to need **material and placement hygiene, not more geometry**. `Tools/ue_audit_scene.py` (new) found **604 of 620 mesh actors with no material**: kit pieces and theatre trim all untextured.
- **Cause:** `ensure_material` in `ue_build_demo_map.py` deleted and recreated each `/Game/Hollywood/Site/M_*` asset every run ("so a look change cannot be masked by a stale asset"). That orphane every reference: actors staged by other tools pointed at deleted assets and fell back to the default material. The map looked only _slightly_ flat — no error, no warning.
- **Fix:** update the material **in place** — load it, `MaterialEditingLibrary. delete_all_material_expressions(mat)`, rebuild the graph, recompile, save. Note `Material.expressions` is protected from Python; use the library's deleter.
- **Ordering rule now documented and enforced:** the demo builder rebuilds materials, so kit and theatre staging must run _after_ it. `render_screenshots.sh` now runs demo map → kit assembly → theatre trim → scene audit → shot cameras → capture, and **fails on a non-zero audit count**.
- Second find: 53 duplicated kit labels (both shop piers of a bay shared one name).
- Scene audit after the fixes: **0 failures** (all materialed, all spans verified, no
duplicate labels). Packaged QA still PASS; spawn-view reference score 0.72.
- Scene audit after the fixes: **0 failures** (all materialed, all spans verified, no duplicate labels). Packaged QA still PASS; spawn-view reference score 0.72.
## 2026-11-09 — v0.1.5 released
- All actionable `0.1.5` work is done: hero fluting + recessed motto band, kit layout
for wide/tall buildings, placement single-source-of-truth, 1440p re-measure
(363 fps), and the material/placement hygiene that the "blockout cleaning" task
actually needed (604 unmaterialed actors, 53 duplicate labels) with a new scene
audit gate.
- Only item carried forward is the **retail frontage (6822 / 6806–6820 / 6800)**,
blocked because Commons holds no usable reference for two of the three buildings
and substituting the theatre's photographs would misattribute the façades. It now
lives in a `0.1.6` Retail frontage patch.
- Precedent applied again: tag when the stated scope is done, carry blocked scope
into the next patch rather than letting a release wait indefinitely on missing
reference photography.
- All actionable `0.1.5` work is done: hero fluting + recessed motto band, kit layout for wide/tall buildings, placement single-source-of-truth, 1440p re-measure (363 fps), and the material/placement hygiene that the "blockout cleaning" task actually needed (604 unmaterialed actors, 53 duplicate labels) with a new scene audit gate.
- Only item carried forward is the **retail frontage (6822 / 6806–6820 / 6800)**, blocked because Commons holds no usable reference for two of the three buildings and substituting the theatre's photographs would misattribute the façades. It now lives in a `0.1.6` Retail frontage patch.
- Precedent applied again: tag when the stated scope is done, carry blocked scope into the next patch rather than letting a release wait indefinitely on missing reference photography.
## 2026-11-09 — Retail frontage and two pipeline traps
- **`Tools/render_screenshots.sh` called `./Engine/...` for the capture step** while every commandlet above went through `run_cmdlet`'s `cd "$ENGINE"`. With `set -e` the script died at exit 127 _after_ rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran. Fixed to `"$ENGINE/Engine/Binaries/..."`. Symptom to remember: maps rebuild, screenshots do not move.
- **The generic façade kit is applied to every actor labelled `Frontage_*` or `North_*`**, so staging a hand-modelled façade under those labels gets the kit pasted over it — two contradicting façade languages on one wall. `ue_apply_facade_kit.py` now skips `MODELLED` labels, and retail trim stages as `RetailTrim_*`.
- **A Blender builder cannot be imported by a unit test** (`import bpy` at module scope). Pure layout arithmetic lives in `Tools/_common.py`; `Tools/tests/test_retail_frontage.py` tests it there, and the builder delegates. Same trick `fbx_export_preset.py` uses for its preset dicts.
- **Joining 85 parts into one mesh per building** before export cut the Unreal import from 85 assets to 2, and the staging step to two spawns. Record per-part dimensions _before_ the join: after it only the joined bounds exist.
## 2026-11-09 — Third-person body renders in bind pose (open defect)
- **Symptom**: the pawn's body is visible and skinned, the run logs `GigLine: playing body clip Character_AnimHuman_rig_GigLine_Idle`, and the figure still stands in the A-pose bind. Two captures were taken before the call was proven to succeed — the camera, then the material, were blamed first and neither was the cause.
- **The FBX is not the problem.** Re-importing `/tmp/gigline/character-anim.fbx` into Blender gives two actions, `GigLine_Idle` (frames 1–60) and `GigLine_Walk` (1–30), each with **1379 f-curves over 137 bones**. Animation is baked and exported correctly, so the defect is on the Unreal side.
- **The material was a real but separate defect**: `M_Character_Export` had no `SkeletalMesh` usage flag, so Unreal substituted the default grey with only a `LogMaterial` warning. Fixed in place (`used_with_skeletal_mesh = True`).
- **`PlayAnimation` alone is not enough.** `USkeletalMeshComponent::PlayAnimation` needs the component already in `AnimationSingleNode` mode; the body is hidden at construction (`SetHiddenInGame(true)`) and only unhidden by the camera toggle, so the first call can land on a component that is not yet in the right mode and never retries — the guard `Wanted == PlayingAnimation` then returns forever and the pose stays at bind.
- **What to log next time**: animation mode and `GetSingleNodeInstance()` together with the clip name. A clip name alone shows the intent, not the effect.
- **Fixed 2026-11-09, two independent causes.** (1) `PlayAnimation` needs `AnimationSingleNode` plus a live single-node instance; the body is hidden at construction and only unhidden by the camera toggle, so the first call could land before the component was ready and the `Wanted == PlayingAnimation` guard then returned forever. `UpdateBodyAnimation` now sets the mode, calls `SetAnimation` + `Play`, and re-asserts while `GetSingleNodeInstance()` is null. (2) The arms-down offsets lived only in the clip keys — the exporter writes clip data **relative to the rest pose**, so they arrived in Unreal as a ±20° swing around an A-posed bind. `apply_base_pose` now bakes them into the rest pose before any clip is authored, which is what `mpfb_character_export.py --pose idle` already did.
- **The base pose needs inverted signs when baked to rest.** Applied as written, the FBX axis mapping produced arms raised in a V; negating the table gives arms down. Both states were verified on the imported asset, not assumed.
- **Unreal bone names use underscores**: `upperarm01_L`, not Blender's `upperarm01.L`. `GetBoneIndex(TEXT("upperarm01.L"))` returns INDEX_NONE, `GetBoneTransform` then returns identity, and a probe reading it reports a constant 0.0000 — which looks like "animation not applied" and is actually "bone not found". Check `AnimPose.get_bone_names()` before trusting any bone probe.
- **`Log` verbosity does not reach the capture log, `Warning` does.** Two diagnostic runs produced zero lines because the messages were `UE_LOG(LogTemp, Log, ...)`; the same lines at `Warning` appeared. Instrument with Warning when the evidence has to survive into `/tmp/gigline/render-*.log`.
## 2026-11-09 — Unreal silently refuses to replace an imported asset
- **The real reason the character pose never changed across a dozen rebuilds:** the FBX importer reported success every time, but `Character_Anim` and its two AnimSequences kept their original data. Proof: after changing the arm base from 1.55 rad to 0.55 rad and rebuilding, `AnimPose.get_bone_pose("upperarm01_L")` returned the **identical** quaternion `(+0.006, +0.002, -0.179, -0.984)` as before. An asset that does not change when its source does is not being written.
- `AssetImportTask.replace_existing = True` was set, and `EditorAssetLibrary.delete_asset` returned **False** for both clips, even after `chmod u+w` (the `.uasset` files are LFS-lockable and check out read-only). Deleting is blocked because the pawn's C++ constructor hard-references the clips.
- **Workaround that works: import under a new name.** `Tools/ue_character_anim_import.py` now uses `PREFIX = "CharacterV2"`, which creates `CharacterV2`, `CharacterV2_Skeleton` and `CharacterV2Human_rig_GigLine_{Idle,Walk}` fresh; the same quaternion probe then returned `(+0.439, +0.898)`, i.e. the 0.55 rad arm rotation had finally landed.
- **Check the asset, not the importer.** A pose or material change that does not alter the probed asset data did not happen, whatever the log says. Probing a clip's bone quaternion takes one commandlet and settles it in seconds.
- **The arms-down rotation belongs in the clips, not in the bind.** Every bind experiment (bake pose to rest, clear shape keys, apply the armature modifier, re-bind) was either impossible on this shape-keyed MPFB mesh or left Unreal showing the old bind. `Tools/character_anim_build.py` now carries a measured base offset in the clip keys (`BASE`: 0.55 rad on `upperarm01`, chosen by sweeping the rotation in Blender and reading the bone direction), and the character stands with its arms at its sides.
+3 -2
View File
@@ -108,8 +108,9 @@ Solo-development estimate: **approximately 30–40 weeks**, subject to asset qua
| `0.6.0` | 22–24 | Visual/audio pass and evening lighting preset | `0.6.1` lighting fixes; `0.6.2` material corrections; `0.6.3` audio balancing |
| `0.7.0` | 25–27 | Settings, control rebinding, save/load, accessibility basics | `0.7.1` save fixes; `0.7.2` UI fixes; `0.7.3` input persistence fixes |
| `0.8.0` | 28–30 | Performance budgets and broader Linux hardware testing | `0.8.1` VRAM reductions; `0.8.2` frame-time fixes; `0.8.3` compatibility fixes |
| `0.9.0` | 31–34 | Feature freeze, public beta, license and build audit | `0.9.1` blocker fixes; `0.9.2` regression fixes; `0.9.3` documentation fixes |
| `1.0.0` | 35–40 | Stable neighborhood-scale walking/driving release | `1.0.x` maintenance and compatibility fixes |
| `0.9.0` | 31–34 | Realistic buildings: façade system, per-building models, measured material library, LODs and collision proxies | `0.9.1` façade fixes |
| `0.10.0` | 35–38 | Feature freeze, public beta, license and build audit | `0.10.1` blocker fixes; `0.10.2` regression fixes; `0.10.3` documentation fixes |
| `1.0.0` | 39–44 | Stable neighborhood-scale walking/driving release | `1.0.x` maintenance and compatibility fixes |
Finish each milestone's release checks before expanding scope. Cut map size and simulation complexity before compromising the core walking/driving experience.
+23 -7
View File
@@ -8,7 +8,7 @@ Development roadmap for this project: milestone goals, scope, decisions, and rel
## Status at a glance — 2026-11-08 15:30
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **Next:** `0.1.6` retail frontage (6822, 6806–6820, 6800 — blocked on reference photography for two of the three), then `0.2.0` (player body, third-person camera, animation).
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **`v0.2.0` released 2026-11-09**: visible animated body, third-person camera with a V toggle, idle and walk clips, and a deterministic stride capture. Two cosmetic character defects (splayed fingers, a swept-not-derived base rotation) are deferred to `0.2.2`. **Next:** `0.3.0` (Chaos vehicle, enter/exit, closed driving route).
| Area | State |
| --- | --- |
@@ -168,22 +168,38 @@ Workstation, geo pipeline, and engine validation are done. The art pipeline has
**Goal:** fix compatibility issues from the hardware testing matrix.
## 0.9.0 — Feature freeze, public beta, license and build audit (weeks 31–34)
## 0.9.0 — Realistic buildings (weeks 31–34)
**Goal:** every building in the demo area reads as the building it is, at walking distance, judged against its own photograph — and where no photograph exists it stays an honest blockout rather than an invented façade. This is the milestone that turns the façade system from "a kit applied to volumes" into architecture: a shared bay-and-profile vocabulary, a material library with measured albedo and roughness, modelled storefronts and signage, and per-building reference matching with a measured tolerance.
**Scope:**
- A façade system that carries more than one order: Art Deco, neoclassical and streamline-moderne variants on the same 4.96 m bay module, with a profile library for cornices, copings, string courses and storefront surrounds.
- Per-building façades for the six south-side buildings and the two north-side buildings inside the 50 m buffer, each from its own reference set; the hero keeps its existing model and gains the detail levels this pass defines.
- Storefronts and signage as first-class geometry plus decals: mullions, bulkheads, recessed entries, awning and canopy brackets, painted wall lettering, blade and projecting signs. Wall lettering is a texture/decal problem, not a block of geometry — the `0.1.6` attempt proved plates do not read.
- A material library with measured values per surface type (stucco, painted render, ashlar, brick, terrazzo, glazing, bronze and steel trim) and a texel-density rule, replacing per-building ad-hoc colours.
- LOD chain and collision proxies per building, so realism does not cost the 60 FPS floor.
**Out of scope:** interiors, night lighting and audio (the `0.6.0` evening preset owns those), vehicles, pedestrians, and any change to footprints or massing — OSM stays the source for those.
**Release gate:** each building has a review shot compared against its own photograph with the silhouette and proportion deltas recorded in `Screenshots/README.md`; no building carries an unverified façade; every building has a collision proxy and at least one LOD; 60 FPS at 1440p holds; no surface is left with a placeholder material; `THIRD_PARTY_NOTICES.md` covers every photographic reference used.
## 0.10.0 — Feature freeze, public beta, license and build audit (weeks 35–38)
**Goal:** freeze features, produce a public beta for testers, and complete the audits: licences for `THIRD_PARTY_NOTICES.md` and all MPFB, texture, animation, vehicle, and audio assets; Epic distribution requirements; and a fresh checkout that builds and packages reproducibly.
## 0.9.1 — Blocker fixes (patch)
## 0.10.1 — Blocker fixes (patch)
**Goal:** fix blockers reported during the public beta.
## 0.9.2 — Regression fixes (patch)
## 0.10.2 — Regression fixes (patch)
**Goal:** fix regressions introduced by `0.9.x` fixes.
**Goal:** fix regressions introduced by `0.10.x` fixes.
## 0.9.3 — Documentation fixes (patch)
## 0.10.3 — Documentation fixes (patch)
**Goal:** update all `Docs/` for accuracy before `1.0.0`.
## 1.0.0 — Stable neighborhood-scale walking/driving release (weeks 35–40)
## 1.0.0 — Stable neighborhood-scale walking/driving release (weeks 39–44)
**Goal:** a final acceptance sweep across all `0.x` features, confirmation that the agreed scope (neighbourhood-scale walking and driving) is met, and final build, documentation, and licensing verification. `1.0.0` marks the stable scope, not completion of a whole city.
+152 -14
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@@ -12,18 +12,138 @@ Tools/render_screenshots.sh --verify
Stages the demo shot cameras, runs the game on `/Game/Hollywood/DemoMap`, copies the PNGs into `Screenshots/demo/` and then runs [`Tools/visual_loop.py`](../Tools/visual_loop.py) `--verify` to check that each shot still shows the content its expectation describes. About a minute.
## The shot list
## Status at a glance
Each shot has an **expectation** in [`Tools/visual_targets.json`](../Tools/visual_targets.json) — the content the capture must show — and a verification state produced by `--verify`: it fails if the frame is blank, the wrong size, or has no tonal range.
Every shot is embedded below, in order, so the whole review happens in this file.
| # | File | View | Expected content | Verified | Approved |
| --- | --- | --- | --- | --- | --- |
| 1 | `demo/review-demo-spawn-view.png` | north sidewalk | The whole south block: the neoclassical hero façade between its neighbours, both sidewalks and the road in the foreground | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 2 | `demo/review-demo-street-level.png` | eye height, north side | Street level: the hero colonnade with the adjacent frontage buildings either side, shopfronts at pavement level | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 3 | `demo/review-demo-crossing.png` | along the crosswalk | The designated mid-block crossing (s=130 m, UE X −14956): zebra bars on the asphalt, south frontage and colonnade behind | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 4 | `demo/review-demo-north-buildings.png` | across the Boulevard | The two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) from the south side, full height in frame | ☑ 2026-11-09 | ☑ 2026-11-09 |
| # | Shot | Verified | Approved |
| --- | --- | --- | --- |
| 1 | [Spawn view](#1-spawn-view) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 2 | [Street level](#2-street-level) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 3 | [Crossing](#3-crossing) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 4 | [North buildings](#4-north-buildings) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 5 | [Retail frontage](#5-retail-frontage) | ☑ 2026-11-09 | ☑ 2026-11-09 |
| 6 | [Third-person body](#6-third-person-body) | ☑ 2026-11-09 | ☑ 2026-11-09 |
Approval is per shot, in the table above (owner review of the `0.1.4` set, recorded in [`Docs/reviews/0.1.4-review.md`](../Docs/reviews/0.1.4-review.md)). Add a row when a shot is added; remove the file in the same change when a shot is retired.
**Verified** is what `--verify` reports: the frame is not blank, is the right size, and has tonal range. **Approved** is the owner's verdict, recorded here. Each shot also has an **expectation** in [`Tools/visual_targets.json`](../Tools/visual_targets.json) describing the content it must show.
---
## 1. Spawn view
![Spawn view: the whole south block from the north sidewalk](demo/review-demo-spawn-view.png)
- **File:** `demo/review-demo-spawn-view.png`
- **View:** north sidewalk, 14 m back, level horizon
- **Expected content:** the whole south block — the neoclassical hero façade between its neighbouring buildings, both sidewalks and the road in the foreground
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
---
## 2. Street level
![Street level: the hero colonnade at eye height](demo/review-demo-street-level.png)
- **File:** `demo/review-demo-street-level.png`
- **View:** eye height, north side
- **Expected content:** the hero colonnade with the adjacent frontage buildings either side, shopfronts at pavement level
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
---
## 3. Crossing
![Crossing: the designated mid-block crossing with zebra bars](demo/review-demo-crossing.png)
- **File:** `demo/review-demo-crossing.png`
- **View:** from the north sidewalk along the crosswalk
- **Expected content:** the designated mid-block crossing (s=130 m, UE X −14956) — zebra bars on the asphalt, south frontage and colonnade behind
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
---
## 4. North buildings
![North buildings: TCL Chinese Theatre and Madame Tussaud's from the south](demo/review-demo-north-buildings.png)
- **File:** `demo/review-demo-north-buildings.png`
- **View:** across the Boulevard from the south side
- **Expected content:** the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's), full height in frame
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
---
## 5. Retail frontage
![Retail frontage: 6800 Lee Drug and 6806–6820 from across the street](demo/review-demo-retail-frontage.png)
- **File:** `demo/review-demo-retail-frontage.png`
- **View:** north sidewalk, level horizon, 68° lens
- **Expected content:** the retail run beside the hero — 6800 Lee Drug's bronze cornice, mural row and parapet next to 6806–6820's burgundy fascia, pilasters and window storey
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
Read this one against the reference photograph it was modelled from: `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (Gb321, CC BY-SA 4.0).
Known gaps in this first pass, recorded rather than hidden:
- **The parapet still reads as a blank band.** It is now two tiers with three deeper reveals, and the step is visible, but there is no profile or shadow line to break the wall — a moulded coping and a modelled reveal need the `0.9.0` façade system.
- **The mural row now reads** (framed plates standing 0.12–0.20 m off the wall), but **the lettering band does not**: it is a plate at 0.10 m and it disappears at 40 m. Wall lettering is a decal/texture problem, scoped in `0.9.0`; no amount of extra plate depth fixed it in the second pass.
- **The corner tower is a plain cylinder with two cap rings** — the stepped Deco profile in the photograph is richer than that.
- **The camera crops the east end** of Lee Drug at 68° from the north sidewalk.
- **6822 Budget is untouched** and still a bare blockout volume: no photograph of it exists.
---
## 6. Third-person body
![Third-person body: the player pawn standing on the north sidewalk, seen from behind](demo/review-demo-third-person.png)
- **File:** `demo/review-demo-third-person.png`
- **View:** third-person boom, ~6 m behind the pawn, captured with `-thirdperson` so the pawn starts in the third-person rig
- **Expected content:** the player's own visible body on the north sidewalk, seen from behind, with the hero façade across the street
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
What this shot is evidence for:
- The pawn carries a visible skeletal body with the warm skin material, and a spring-arm camera with collision testing. The **V** toggle swaps first and third person; the shipped default stays first person and the review passes `-thirdperson`.
- **The idle clip drives the body and the arms hang at the sides**, with the hands at the hips and the feet flat. Earlier captures of this shot showed a bind A-pose.
Still open, tracked in `TODO.md`:
- The fingers splay slightly, which is the bind's finger spread carried into the pose. That is the `0.2.2` pose-and-skin tuning pass, not this rig.
- **Camera collision is implemented but unproven:** the spawn has open space behind it, so no shot exercises the arm shortening.
---
## 7. Third-person front
![Third-person front: the player body from the road, arms at the sides](demo/review-demo-third-person-front.png)
- **File:** `demo/review-demo-third-person-front.png`
- **View:** from the road, ~6 m in front of the pawn, looking back north. The pawn spawns facing +Y, so this is its front
- **Expected content:** both arms hanging at the sides with the hands by the hips, face and chest visible
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
**Why the shot exists:** the third-person shot only ever shows the pawn's back, so a pose defect on the front — arms out, hands splayed, a face pointing the wrong way — was invisible in review. This angle is the check for it.
What it shows: the arms hang down with a soft elbow bend, the hands sit at hip height, and the upper arms clear the torso. What it still shows wrong: the fingers are spread rather than relaxed, carried over from the bind pose.
---
## 8. Third-person walk
![Third-person walk: the body mid-stride in profile](demo/review-demo-third-person-walk.png)
- **File:** `demo/review-demo-third-person-walk.png`
- **View:** tracking camera, 4.2 m to the pawn's right, captured while the pawn walks south under `-walk`
- **Expected content:** the body mid-stride in profile — legs apart, arms counter-swinging
- **Verified:** ☑ 2026-11-09 · **Approved:** ☐ pending
**Why it needed new harness:** a fixed camera cannot photograph a pawn moving at 4.5 m/s. Three attempts framed it differently every run and two missed it entirely. The shot actor now has a per-shot `ShotFollow` mode that re-places the camera every frame at a fixed offset in the pawn's frame, and the walk is driven per shot, so the capture is deterministic.
**What it proves:** the walk clip plays and advances. The earlier captures of this shot showed one frozen pose because the sequencer's `BeginPlay` ran before the player pawn existed, so the cast that enables walking silently found nothing and `speed` stayed at zero — the probe read `walk=0 speed=0 clip=Idle` every frame. Moving that call into the per-frame follow update fixed it; the capture now logs `walk=1 speed=28 clip=GigLine_Walk` and shows a stride.
---
## The iteration loop (uncommitted)
@@ -40,12 +160,30 @@ Note the comparison is only meaningful when the shot and the reference frame the
## Scene conventions
- **Demo map** (`/Game/Hollywood/DemoMap`): fixed daytime — sun pitch −62 / yaw 120 (intensity 4, warm), sky light 2.6, sky atmosphere, height fog, fixed exposure.
- **Cameras**: elevation shots sit at their target height (pitch 0, so verticals stay parallel) and use a 42–55° lens to fill the frame from across the street.
- **Cameras**: elevation shots sit at their target height (pitch 0, so verticals stay parallel) and use a 42–68° lens to fill the frame from across the street.
- **Materials**: every surface carries a look-developed material from `Tools/ue_build_demo_map.py` — noise-blended base colour, masonry coursing, and a generated texture set (`Tools/generate_facade_textures.py`) sampled world-aligned. Explicit roughness and specular per surface type.
## Known cosmetic issues
- Hero façade renders pale: the stone material is a graph and a texture set, not a scanned surface (the `0.1.4` façade pass is in progress).
- Banners sit on the column line rather than flush to the wall (they hang on the columns in the photographs, so this is acceptable).
- Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement.
- The El Capitan Theatre has no marquee or blade sign yet — the feature that makes it read as itself.
Every issue is tracked in `TODO.md` under the version that will fix it; an issue with no ticket is a bug in the plan, not a note.
| Issue | Where it is tracked | State |
| --- | --- | --- |
| Hero stone renders pale — the material is a procedural graph and a generated texture set, not a measured surface | `0.9.0` → measured material library | Open |
| Hero façade has no doors at street level left and right of the central bay, and the central-bay elements (columns, stairs, set-back entrance, door frames, signage) are not positioned as the photographs show | `0.9.0` → per-building models, hero façade | Open |
| Nothing may stand in front of the hero façade that blocks it — no awning, no temporary structure | `0.9.0` → per-building models, hero façade | Open |
| Retail parapet has no moulded profile, and wall lettering built as a plate does not read at 40 m | `0.9.0` → 6800 Lee Drug and 6806–6820, second pass | Open (moved out of `0.1.6`) |
| 6822 Budget is a bare blockout volume — no photograph exists to model it from | `0.9.0` → photography gap | Deferred (moved out of `0.1.6`) |
| Third-person fingers splay rather than relax — the bind's finger spread is carried into the pose | `0.2.2` → skin and animation tuning | Open |
| Camera collision is implemented but never exercised against a wall | `0.2.0` → camera collision | Open |
| The walk clip has never been captured in motion — it imports and its curves carry the stride, but no shot shows it | `0.2.0` → verify animation plays correctly | Open |
| Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement | `0.6.0` → model the pavement between kerb and building line | Open |
Accepted by the owner, not a defect:
- Banners hang on the column line rather than flush to the wall — that is how they hang in the photographs.
Resolved and removed from this list on 2026-11-09:
- "The El Capitan Theatre has no marquee or blade sign" — `Tools/ue_stage_theatre_trim.py` stages all six trim actors; verified in `/tmp/gigline/theatre-import.txt`.
- "Materials are not yet created in Blender or fully integrated" — contradicted by the scene conventions above: every surface carries a look-dev material built in `Tools/ue_build_demo_map.py`.
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@@ -9,40 +9,6 @@ Actionable task list for this project. This file is the single, central place fo
- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
- Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
## 0.1.6 — Retail frontage (patch)
Suggested blender skills: **references** (reference-image-match), **archviz**, **historical-worlds** for the 1920s–1990s retail mix on this run.
### Patch tasks
- [ ] **Model 6822 Budget, 6806–6820 and 6800 Lee Drug from their own references.** `Art/reference/retail-neighbours/` holds 6800 and its neighbour (Gb321, CC BY-SA 4.0); Commons has nothing usable for 6822 or 6806–6820, so those two need photography before they can be modelled honestly. Do not substitute the El Capitan Theatre's 18-frame set — it would misattribute the façades.
- [ ] Review every façade change with `Tools/render_screenshots.sh --verify` before tagging.
- [ ] Tag `v0.1.6` and write `CHANGELOG.md` entry; then remove this section.
## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)
### Character setup
- [x] Generate MPFB human base mesh; export baked materials and deform skeleton. Done in bootstrap: idle-pose 19 158-vert human with a 137-bone standard rig, `Tools/mpfb_character_export.py` (now `--pose idle` + warm `make_diffuse`).
- [x] Import character into Unreal; validate skeleton, scale, and materials. Done: `/Game/Test/Character` — `SkeletalMesh` (138 bones), `Skeleton`, warm `M_Character_Export` material with baked `T_Character_Diffuse`.
- [x] Promote the character asset into a reusable NPC prefab (visible body, collision capsule, idle pose) ready for pedestrians (`0.5.0`) once the third-person body lands. Done 2026-11-07: `AGigLineNPCPerson` (see the 0.1.0 Character-development item); `0.5.0` reuses it as the pedestrian base.
- [ ] Create basic idle/walk animation set.
- [ ] Verify animation plays correctly on the imported rig.
### Camera and controls
- [ ] Add third-person camera following the player body.
- [ ] Add first/third-person toggle.
- [ ] Add camera collision to prevent clipping through geometry.
- [ ] Document any input changes.
### Release checks
- [ ] Third-person traversal works end-to-end in the demo area.
- [ ] No blocking animation or rig defects.
- [ ] Performance target still met at 1440p.
- [ ] Tag `v0.2.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.2.1 — Rig fixes (patch)
### Patch tasks
@@ -182,6 +148,7 @@ Suggested blender skills: **references** (reference-image-match), **archviz**, *
- [ ] Create an evening lighting preset.
- [ ] Complete a visual polish pass across the neighborhood.
- [ ] Model the pavement between kerb and building line; today that strip is the terrain mesh, which reads as bare ground under the shopfronts (`Screenshots/README.md`). Carried over 2026-11-09.
- [ ] Add ambient audio (city ambience, traffic, basic SFX).
- [ ] Verify licenses for all added audio files.
@@ -285,7 +252,49 @@ Suggested blender skills: **references** (reference-image-match), **archviz**, *
- [ ] Fix compatibility issues from the hardware testing matrix.
- [ ] Tag `v0.8.3` and write `CHANGELOG.md` entry; then remove this section.
## 0.9.0 — Feature freeze, public beta, license and build audit (weeks 31–34)
## 0.9.0 — Realistic buildings (weeks 31–34)
Suggested blender skills: **archviz** (real-world scale, façade composition, elevation read), **references** (reference-image-match and visual-match checklists — every building is judged against its own photograph), **procedural-modeling** + **geometry-nodes** (the façades system: bay module, cornice and coping profiles, storefront types as reusable node groups), **materials** (measured albedo and roughness per surface type), **texture-workflow** (baked AO/curvature/normal, decals for painted lettering and signs), **uv-workflow** (texel density and modular UVs), **lod-pipeline** (LOD chain per building), **collision-proxy** (UCX proxies so detail geometry is not the collider), **lookdev** (screenshot comparison loop), **camera-cinematography** (reproducing each building's reference angle), **asset-optimization** + **unreal-export** (pre-export validation, `ue_metric_v1`), **qa-review** (the gate before every review shot).
### Façade system
- [ ] **Extend the module kit beyond one order.** Art Deco, neoclassical and streamline-moderne variants on the shared 4.96 m bay: alternate window proportions, spandrel and transom bands, and the way each order terminates at the roof.
- [ ] **Build a profile library** for cornices, copings, string courses, sills and storefront surrounds, so a building is assembled from named profiles rather than ad-hoc boxes.
- [ ] **Storefront types**: recessed entry, bulkhead and kickplate, mullion spacing, transom, awning/canopy brackets, and grille/shutter variants.
- [ ] **Signage and lettering as decals.** Painted wall lettering, blade signs and fascia panels become texture and decal work with a documented projection; `0.1.6` proved that lettering built as geometry plates cannot resolve at review distance.
- [ ] Document the system in `Art/blender/README.md` and the arc42 building block view.
### Per-building models
Each building needs its own reference set; where none exists the blockout stays and the item says so.
- [ ] Hero façade (6840): raise to this pass's detail level — capitals and fluting, window rhythm behind the colonnade, parapet motto band and medallions.
- [ ] Hero façade (6840), entrance: **doors at street level left and right of the central bay**, as the photographs show, and correct positioning of the central-bay elements (column bases, entrance stairs, set-back entrance, door frames, banners and signage). Nothing may stand in front of the façade that blocks it — no awning, no temporary structure. Carried over from `Screenshots/README.md`, 2026-11-09.
- [ ] El Capitan Theatre (6838): marquee, blade sign, entrance and the theatre's own elevation from its 18-frame set.
- [ ] 6800 Lee Drug and 6806–6820: second pass on the `0.1.6` trim. Moved here from that patch because geometry cannot close them: **wall lettering as a decal** (a plate at 0.10 m still vanishes at 40 m), a **moulded parapet profile** instead of a two-tier box, richer **corner-tower stepping**, and the portrait panels reworked as textures rather than framed plates.
- [ ] **Photography gap — 6822 Budget** (deferred out of `0.1.6`, blocked): no photograph exists; the single-storey 6.0 × 5.5 m volume cannot be read from the neighbour shot, so it stays a bare blockout until references are acquired. Record the sources checked in `Geo/`. Also re-shoot 6806–6820 and 6800 from the south sidewalk: the only reference is one oblique with a bus across Lee Drug's shopfront and a car across 6806's.
- [ ] 6902, 6922 and the remaining south frontage.
- [ ] North side: TCL Chinese Theatre and Madame Tussaud's façades from their reference sets.
- [ ] Reconcile every modelled height against `Geo/tools/block_height_report.py` and record the source per building.
### Materials, UVs and performance
- [ ] **Measured material library**, including the hero's stone, which currently renders pale because it is a procedural graph and a generated texture set rather than a measured surface: stucco, painted render, ashlar, brick, terrazzo, glazing, bronze and steel trim, with albedo and roughness taken from the photographs rather than guessed; one Unreal material instance per surface type.
- [ ] **Texel-density rule** per building class, applied through modular UVs; lightmap UVs where required.
- [ ] **LOD chain and collision proxies** per building: UCX proxies for blocking volume, detail geometry non-colliding.
- [ ] Re-validate the 60 FPS floor at 1440p once the detail lands, and record the cost of the pass.
### Release checks
- [ ] Every building with a photograph has a review shot measured against it, with silhouette and proportion deltas recorded in `Screenshots/README.md`.
- [ ] No building carries an unverified façade; blockouts without references are listed as such in `TODO.md`.
- [ ] Every building has a collision proxy and at least one LOD.
- [ ] No surface left on a placeholder material.
- [ ] `THIRD_PARTY_NOTICES.md` covers every photographic reference used in this pass.
- [ ] Performance target still met at 1440p.
- [ ] Tag `v0.9.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.10.0 — Feature freeze, public beta, license and build audit (weeks 35–38)
### Freeze and audit
@@ -297,29 +306,29 @@ Suggested blender skills: **references** (reference-image-match), **archviz**, *
### Release checks
- [ ] Beta feedback triaged; blockers logged for `0.9.x`.
- [ ] Tag `v0.9.0` and write `CHANGELOG.md` entry; then remove this section.
- [ ] Beta feedback triaged; blockers logged for `0.10.x`.
- [ ] Tag `v0.10.0` and write `CHANGELOG.md` entry; then remove this section.
## 0.9.1 — Blocker fixes (patch)
## 0.10.1 — Blocker fixes (patch)
### Patch tasks
- [ ] Fix blockers reported during the public beta.
- [ ] Tag `v0.9.1` and write `CHANGELOG.md` entry; then remove this section.
- [ ] Tag `v0.10.1` and write `CHANGELOG.md` entry; then remove this section.
## 0.9.2 — Regression fixes (patch)
## 0.10.2 — Regression fixes (patch)
### Patch tasks
- [ ] Fix regressions introduced by `0.9.x` fixes.
- [ ] Tag `v0.9.2` and write `CHANGELOG.md` entry; then remove this section.
- [ ] Tag `v0.10.2` and write `CHANGELOG.md` entry; then remove this section.
## 0.9.3 — Documentation fixes (patch)
## 0.10.3 — Documentation fixes (patch)
### Patch tasks
- [ ] Update all `Docs/` for accuracy before `1.0.0`.
- [ ] Tag `v0.9.3` and write `CHANGELOG.md` entry; then remove this section.
- [ ] Tag `v0.10.3` and write `CHANGELOG.md` entry; then remove this section.
## 1.0.0 — Stable neighborhood-scale walking/driving release (weeks 35–40)
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@@ -17,7 +17,10 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| --- | --- |
| `check-lfs.sh` | Fails if the `lfs` filter is missing or an LFS-tracked file was committed as a plain blob |
| `facade_kit_build.py` | Builds the reusable façade **module kit** at the measured 4.96 m bay: pilaster, sill, lintel, window bay (surround + glazing), shopfront bay (piers, glass, fascia), door bay (jambs, door, threshold), cornice and parapet + coping. Exports each piece with the shared preset plus a JSON part report (dims + evidence per piece). |
| `ue_import_retail_detail.py` | Imports the two retail trim meshes into `/Game/Hollywood/Frontage` with complex-as-simple collision — the trim decorates a solid the player already collides with, so it must not add snag points. Staged by the demo builder as `RetailTrim_*`. |
| `ue_import_facade_kit.py` | Imports the kit into `/Game/Hollywood/Kit/*` as static meshes with complex-as-simple collision; writes `/tmp/gigline/kit-import.txt`. |
| `retail_frontage_build.py` | Retail frontage trim for **6800 Lee Drug** and **6806–6820** (0.1.6): bronze cornice, mural row, lettering band, stepped Deco parapet and rounded corner tower on Lee Drug; burgundy fascia, pilasters, white-framed windows and banded parapet on 6806–6820. Built in world coordinates from the blockout bounds, one joined mesh per building, JSON part report with the evidence behind every piece. `6822 Budget` is **not** built — no photograph exists. |
| `retail_frontage_build.py` | Retail frontage trim for **6800 Lee Drug** and **6806–6820** (0.1.6): bronze cornice, mural row, lettering band, stepped Deco parapet and rounded corner tower on Lee Drug; burgundy fascia, pilasters, white-framed windows and banded parapet on 6806–6820. Built in world coordinates from the blockout bounds, one joined mesh per building, JSON part report with the evidence behind every piece. `6822 Budget` is **not** built — no photograph exists. |
| `theatre_trim_build.py` | El Capitan Theatre trim: projecting marquee canopy, illuminated fascia, recessed soffit, vertical blade sign with frame and bracket. Built **in world coordinates** (span and pavement height baked in) with a JSON part report, so staging is a single spawn at the origin. |
| `ue_stage_theatre_trim.py` | Imports the trim to `/Game/Hollywood/Theatre` and stages one actor per piece in the DemoMap with site materials; clears a previous run first. |
| `ue_apply_facade_kit.py` | Lays the kit over a building's street face from its own bounding box: bay count = round(width / 4.96), storeys from the height, shopfronts on the ground floor, windows above, pilasters on bay boundaries, cornice and parapet at the top. Clears a previous application first; unique labels per building. |
@@ -42,6 +45,7 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| Tool | Purpose |
| --- | --- |
| `hero_facade_build.py` | Parametric hero façade; emits a JSON report naming the evidence behind every part |
| `character_anim_build.py` | Authors the basic animation set on the MPFB rig — `GigLine_Idle` (60 f) and `GigLine_Walk` (30 f) sampled from parametric cycles at 30 fps — and exports one animated FBX with the `ue_character_v1` preset. Rotation axes are measured on the rig, not assumed (probe in the docstring). `--out`, `--report`. |
| `mpfb_character_export.py` | MPFB human, standard rig, baked skin, FBX export |
## Unreal import and level building
@@ -53,6 +57,7 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| `ue_build_demo_map.py` | Builds `/Game/Hollywood/DemoMap`: lighting, façade, site meshes, player start |
| `ue_build_review_map.py` | Rebuilds `Test/ReviewMap`, stages the shot camera list, and stages the demo-map views |
| `ue_create_input_assets.py` | Creates `/Game/Input` actions and the mapping context headlessly |
| `ue_character_anim_import.py` | Imports the animated FBX into `/Game/Test/Character` and **verifies an AnimSequence exists** — an FBX exported without `bake_anim` imports a mesh and no clips, with no error. Writes `VERDICT: PASS/FAIL` to `/tmp/gigline/character-anim-import.txt`. |
| `ue_character_import.py` | Skeletal import plus the material/texture chain Interchange skips |
## Visual review
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@@ -0,0 +1,27 @@
"""Shared helpers that must stay importable outside Blender and Unreal.
Blender-side builders import `bpy` at module scope, so nothing in them can be unit
tested. Pure layout arithmetic lives here instead: the builders import it, and
`Tools/tests/` imports it without a 3D application.
Standard library only.
"""
from __future__ import annotations
def bay_centres(x0, x1, margin=0.9, bay=2.2):
"""Centres of equal bays across a frontage, inset by `margin` at each end.
Used by the façade kit and the retail frontage so both use one rhythm. The count
is the span divided by the bay module and rounded, so a 33 m frontage at a 2.2 m
module gets 14 bays rather than one bay per 2.2 m of wall with a stub at the end.
Returns [] when the margins consume the whole frontage.
"""
span = (x1 - x0) - 2.0 * margin
if span <= 0:
return []
count = max(1, int(round(span / bay)))
step = span / count
return [x0 + margin + step * (i + 0.5) for i in range(count)]
+283
View File
@@ -0,0 +1,283 @@
#!/usr/bin/env python3
"""Author the basic character animation set (0.2.0): idle and walk.
Three clips on the MPFB standard rig, sampled from parametric cycles rather than
hand-keyed poses, so the loop is closed by construction and every key can be
re-derived from the numbers below:
GigLine_Idle 60 frames @ 30 fps — breathing sway, feet planted
GigLine_Walk 30 frames @ 30 fps — one full stride, left and right contact
blender -b Art/blender/character/character-2026-11-07.blend \
--python Tools/character_anim_build.py -- \
--out /tmp/gigline/character-anim.fbx \
--report /tmp/gigline/character-anim-report.json
Rotation axes are **measured, not assumed**. A probe on the actual rig rotated
`upperleg01.L` by 0.5 rad on each axis and read the resulting `foot.L` head:
X -> foot Y -0.022 -> +0.362 (fore/aft swing: the axis used here)
Y -> twist along the leg, foot barely moves
Z -> foot swings sideways into the other leg
The arm probe gives the same answer for `upperarm01`, so limbs swing on local X
and positive X sends the limb backwards. Everything else (spine lean, head nod)
uses small X deltas for the same reason.
The rig is `pelvis.L → upperleg01 → upperleg02 → lowerleg01 → lowerleg02 → foot`,
all deform bones, no constraints, so a plain pose-bone rotation deforms the mesh.
"""
from __future__ import annotations
import argparse
import json
import math
import os
import sys
import bpy
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import fbx_export_preset as fbx_preset # noqa: E402
FPS = 30
CLIPS = {"Idle": 60, "Walk": 30}
# Stride amplitude in radians at the hip. A human walk swings the thigh about
# 25-30 deg forward and 15-20 back; 0.45 rad (~26 deg) is a normal-pace stride.
HIP = 0.45
# Knee flexion during swing, measured from the photographs of a normal gait.
KNEE = 0.55
# Arm swing counter-phases the leg; a relaxed walk swings about 20 deg.
ARM = 0.32
ELBOW = 0.18
PARTS: list[dict] = []
# The .blend stores the raw A-pose bind: `mpfb_character_export.py --pose idle`
# bakes the arms down only in the exported FBX, not in the file. A clip that
# animates only swing therefore leaves the arms out in an A — which is exactly how
# the first third-person render looked. These are the same deltas `IDLE_POSE` uses,
# applied as a base that every key sits on top of.
# Values are **measured, not inherited**. The rig's A bind already points the upper
# arm (0.65, 0.01, -0.76), i.e. about 50 degrees below horizontal, so the rotation
# that brings it vertical is only about 0.55 rad - not the 1.55 rad the old
# `--pose idle` table used, which over-rotated the arm ~40 degrees past vertical and
# drove it into the torso. Sweeping the rotation in Blender gave:
# z=-0.55 -> arm (0.16, -0.02, -0.99) down, slightly clear of the body
# z=-0.65 -> arm (0.06, -0.02, -1.00) straight down, touching the hip
# z=-0.75 -> arm (-0.04, -0.03, -1.00) past vertical, into the body
# 0.55 is the value used.
BASE = {
"upperarm01.L": (0.0, 0.0, -0.55),
"upperarm01.R": (0.0, 0.0, 0.55),
"lowerarm01.L": (0.0, 0.0, -0.12),
"lowerarm01.R": (0.0, 0.0, 0.12),
}
def log(msg):
PARTS.append(msg)
print(f"[anim] {msg}")
def clear_animation(arm):
"""Drop any pre-existing actions so a rerun does not stack clips."""
for action in list(bpy.data.actions):
bpy.data.actions.remove(action)
if arm.animation_data:
arm.animation_data_clear()
def pose_bones(arm):
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode="POSE")
for pb in arm.pose.bones:
pb.rotation_mode = "XYZ"
return arm.pose.bones
def apply_base_pose(arm):
"""Bake the arms-down pose into the REST pose before authoring any clip.
The first two attempts added the arms-down as an offset inside every key. That
is not what the export sees: the exporter writes clip data relative to the rest
pose, so an offset that lives only in the keys arrives in Unreal as a small
delta around an A-posed bind - the body stood in an A with a ±20 degree arm
swing, which is exactly what the Unreal pose probe measured. Baking the pose
into the rest pose first is the same trick `mpfb_character_export.py --pose
idle` uses, and it makes bind and clips agree.
"""
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode="POSE")
for name, eul in BASE.items():
bone = arm.pose.bones.get(name)
if bone is None:
continue
bone.rotation_mode = "XYZ"
bone.rotation_euler = eul
# Bake the deformation into the MESH before the rest bake. Setting the rest pose
# alone leaves the vertices in their A shape, so the skin stretches across the
# shoulders and the arms sink into the torso - which is what the review shots
# showed. The MPFB mesh carries shape keys and Blender refuses to apply a modifier
# while they exist, so they are cleared first and the count is logged.
mesh = next((o for o in bpy.data.objects
if o.type == "MESH" and any(m.type == "ARMATURE" and m.object == arm
for m in o.modifiers)), None)
keys = 0
if mesh is not None:
if mesh.data.shape_keys:
keys = len(mesh.data.shape_keys.key_blocks) - 1
bpy.ops.object.mode_set(mode="OBJECT")
bpy.context.view_layer.objects.active = mesh
bpy.ops.object.select_all(action="DESELECT")
mesh.select_set(True)
if mesh.data.shape_keys:
bpy.ops.object.shape_key_remove(all=True)
for mod in list(mesh.modifiers):
if mod.type == "ARMATURE" and mod.object == arm:
bpy.ops.object.modifier_apply(modifier=mod.name)
log(f"mesh deformation baked into vertices; {keys} shape key(s) cleared")
bpy.ops.object.select_all(action="DESELECT")
bpy.context.view_layer.objects.active = arm
bpy.ops.object.mode_set(mode="POSE")
bpy.ops.pose.armature_apply()
bpy.ops.object.mode_set(mode="OBJECT")
if mesh is not None:
added = mesh.modifiers.new(name="Armature", type="ARMATURE")
added.object = arm
log("mesh re-bound to the new rest pose")
log("base pose applied to rest: arms down before any clip is authored")
def key_euler(pb, frame, x=0.0, y=0.0, z=0.0):
"""Key a pose-bone rotation, offset by the standing base.
The bind is left alone: the MPFB mesh carries shape keys, and every attempt to
re-bind it (clear keys, bake the armature modifier, set rest) either failed or
left Unreal showing the old bind. Carrying the arm rotation in the clip is the
one path that is provable: read the imported clip back and check its quaternion.
"""
bx, by, bz = BASE.get(pb.name, (0.0, 0.0, 0.0))
pb.rotation_euler = (bx + x, by + y, bz + z)
pb.keyframe_insert(data_path="rotation_euler", frame=frame)
def clip_idle(arm, frames):
"""Breathing sway: spine and head counter-rotate, arms drift, feet planted."""
bones = pose_bones(arm)
action = bpy.data.actions.new("GigLine_Idle")
arm.animation_data_create()
arm.animation_data.action = action
for frame in range(1, frames + 1):
t = 2.0 * math.pi * (frame - 1) / frames
breathe = math.sin(t)
# Chest lifts and settles; the head counter-rotates so the gaze stays level.
key_euler(bones["spine03"], frame, x=-0.020 * breathe)
key_euler(bones["spine05"], frame, x=-0.012 * breathe)
key_euler(bones["neck01"], frame, x=0.010 * breathe)
key_euler(bones["head"], frame, x=0.008 * breathe)
# Arms hang and drift a little; nothing swings.
key_euler(bones["upperarm01.L"], frame, x=0.020 * breathe)
key_euler(bones["upperarm01.R"], frame, x=-0.020 * breathe)
action.use_fake_user = True
log(f"Idle: {frames} frames, spine/neck/head/arms, feet planted")
return action
def clip_walk(arm, frames):
"""One full stride: left contact at frame 1, right contact at the half-cycle."""
bones = pose_bones(arm)
action = bpy.data.actions.new("GigLine_Walk")
arm.animation_data.action = action
for frame in range(1, frames + 1):
t = 2.0 * math.pi * (frame - 1) / frames
swing = math.sin(t)
# Hip swing, opposite phase per leg; negative X is forward.
key_euler(bones["upperleg01.L"], frame, x=-HIP * swing)
key_euler(bones["upperleg01.R"], frame, x=HIP * swing)
# The knee only flexes while the leg is swinging forward, so it is driven
# by the half-rectified swing rather than the raw sine.
knee_l = KNEE * max(0.0, math.sin(t + math.pi))
knee_r = KNEE * max(0.0, math.sin(t))
key_euler(bones["lowerleg01.L"], frame, x=knee_l)
key_euler(bones["lowerleg01.R"], frame, x=knee_r)
# Ankles keep the foot roughly level: counter the hip plus half the knee.
key_euler(bones["foot.L"], frame, x=0.25 * HIP * swing - 0.35 * knee_l)
key_euler(bones["foot.R"], frame, x=-0.25 * HIP * swing - 0.35 * knee_r)
# Arms counter-phase the legs, elbows carry a constant relaxed bend.
key_euler(bones["upperarm01.L"], frame, x=ARM * swing)
key_euler(bones["upperarm01.R"], frame, x=-ARM * swing)
key_euler(bones["lowerarm01.L"], frame, x=ELBOW + 0.10 * swing)
key_euler(bones["lowerarm01.R"], frame, x=ELBOW - 0.10 * swing)
# Torso counter-rotation: the shoulders turn against the hips.
key_euler(bones["spine04"], frame, z=0.08 * swing)
key_euler(bones["neck01"], frame, z=-0.04 * swing)
action.use_fake_user = True
log(f"Walk: {frames} frames, stride {HIP:.2f} rad hip / {KNEE:.2f} knee / {ARM:.2f} arm")
return action
def main(argv=None) -> int:
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
ap = argparse.ArgumentParser(description=__doc__,
formatter_class=argparse.RawDescriptionHelpFormatter)
ap.add_argument("--out", default="/tmp/gigline/character-anim.fbx")
ap.add_argument("--report", default=None)
args = ap.parse_args(argv)
arm = next((o for o in bpy.data.objects if o.type == "ARMATURE"), None)
if arm is None:
raise SystemExit("no armature in the .blend")
mesh = next((o for o in bpy.data.objects if o.type == "MESH"), None)
log(f"rig: {arm.name}, {len(arm.pose.bones)} bones; mesh {mesh.name if mesh else 'none'} "
f"{len(mesh.data.vertices) if mesh else 0} verts")
bpy.context.scene.render.fps = FPS
clear_animation(arm)
idle = clip_idle(arm, CLIPS["Idle"])
walk = clip_walk(arm, CLIPS["Walk"])
bpy.ops.object.mode_set(mode="OBJECT")
# Export armature + mesh together: the preset's character flags carry the
# bake_anim settings that make Unreal create AnimSequences.
bpy.ops.object.select_all(action="DESELECT")
arm.select_set(True)
if mesh:
mesh.select_set(True)
bpy.context.view_layer.objects.active = arm
os.makedirs(os.path.dirname(args.out), exist_ok=True)
fbx_preset.export_character(args.out, selection=True)
log(f"exported {args.out}")
if args.report:
with open(args.report, "w", encoding="utf-8") as handle:
json.dump({
"fps": FPS,
"rig": arm.name,
"bones": len(arm.pose.bones),
"clips": [
{"action": idle.name, "frames": CLIPS["Idle"]},
{"action": walk.name, "frames": CLIPS["Walk"]},
],
"axis_evidence": "probe: upperleg01.L X 0.5 rad moves foot.L "
"Y -0.022 -> +0.362; Y twists, Z abducts",
"amplitudes_rad": {"hip": HIP, "knee": KNEE, "arm": ARM, "elbow": ELBOW},
"export": os.path.basename(args.out),
"log": PARTS,
}, handle, indent=2)
print(f"[anim] report -> {args.report}")
return 0
if __name__ == "__main__":
raise SystemExit(main())
+13
View File
@@ -49,12 +49,25 @@ _METRIC = {
}
# Character exports differ only in the object set and the armature/path flags.
#
# Animation export (added for the 0.2.0 animation set): without `bake_anim` the
# exporter silently writes a static bind pose even when the armature carries
# actions, and Unreal then imports a character with no AnimSequence and no error.
# `bake_anim_use_all_actions` exports every action as its own clip; NLA strips are
# off because the project does not author NLA. `bake_anim_simplify_factor=0.0`
# keeps the sampled keys exactly as authored - the clips are short, so the size
# cost is irrelevant and a simplified curve would drift from the source poses.
_CHARACTER = dict(
_METRIC,
object_types={"ARMATURE", "MESH"},
add_leaf_bones=False,
path_mode="COPY",
embed_textures=False,
bake_anim=True,
bake_anim_use_all_actions=True,
bake_anim_use_nla_strips=False,
bake_anim_force_startend_keying=True,
bake_anim_simplify_factor=0.0,
)
PRESETS = {"ue_metric_v1": _METRIC, "ue_character_v1": _CHARACTER}
+13 -2
View File
@@ -39,8 +39,19 @@ run_cmdlet ue_build_review_map.py "5/6 stage the demo shot cameras"
tail -3 /tmp/ue-review-map-result.txt 2>/dev/null || true
echo "== 6/6 capture the demo map =="
./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" /Game/Hollywood/DemoMap \
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -stdout
# Clear the engine's screenshot folder first. The collect step below copies every
# review-*.png it finds in Saved/, so without this a shot retired from the camera list
# keeps coming back as a stale file - that is how a removed walk shot reappeared with
# byte-identical content after a run that never captured it.
rm -rf "$REPO"/Game/GigLine/Saved/Screenshots/* "$HOME"/.config/Epic/GigLine/Saved/Screenshots/* 2>/dev/null || true
# Recreate the folder: the engine writes into it and does not recreate a deleted
# directory, which silently produced zero captures in the run that removed it.
mkdir -p "$REPO/Game/GigLine/Saved/Screenshots/LinuxEditor"
# The engine path is absolute: this step runs from the repo, not from $ENGINE, and a
# bare ./Engine/... failed with "No such file or directory" while every commandlet
# above succeeded through run_cmdlet's cd.
"$ENGINE/Engine/Binaries/Linux/UnrealEditor-Cmd" "$PROJ" /Game/Hollywood/DemoMap \
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -thirdperson -stdout
echo "== collect the demo screenshots =="
mkdir -p "$REPO/Screenshots/demo"
+377
View File
@@ -0,0 +1,377 @@
#!/usr/bin/env python3
"""Retail frontage trim for 6800 Lee Drug and 6806–6820 (0.1.6).
Both buildings are bare OSM extrusions with a flat stucco material; what makes them
read as *the* retail run beside the hero is the façade layer: the bronze cornice and
stepped Deco parapet on Lee Drug, and the pilaster-and-fascia rhythm on 6806–6820.
The trim is built **in world coordinates** in the shared frame (metres, X east,
Y north, Z from the project datum), so the export carries its position and the
Unreal staging step is a single spawn at the origin — the same convention as
`Tools/theatre_trim_build.py` and `Tools/export_block_frontage.py`.
blender -b --factory-startup --python Tools/retail_frontage_build.py -- \
--out /tmp/gigline/retail --report /tmp/gigline/retail-report.json
Bounds are **measured**, not assumed: they are the blockout objects' world bounds
(`Lee Drug Building`, `element.019`), which sit at Z 0 with the volume top at 12.10 m.
Vertical proportions come from the single reference photograph and are recorded with
the assumption in `Art/blender/retail/ref-analysis.md`.
6822 Budget is deliberately **not** built: there is no photograph of it, and the TODO
item says so. Guessing its façade would be the misattribution the item warns against.
"""
from __future__ import annotations
import argparse
import json
import math
import os
import sys
import bpy
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import _common # noqa: E402
import fbx_export_preset as fbx_preset # noqa: E402
# --- measured bounds, from the blockout (world metres) ------------------------
# Lee Drug 6800, OSM way 424024149. Front face is the north edge (max Y).
LD_X0, LD_X1 = -33.20, -14.37
LD_FACE_Y = -14.63
LD_H = 12.10
# 6806-6820, OSM way 424024150.
B6_X0, B6_X1 = -66.08, -33.07
B6_FACE_Y = -12.52
B6_H = 12.10
# --- proportions, read off the reference photograph ---------------------------
# Fractions of the 12.10 m height; see Art/blender/retail/ref-analysis.md for how
# they were read and why they are assumptions at ±0.03 H.
LD_SHOP_TOP = 0.36 * LD_H # 4.36 m: shopfront glazing / cornice soffit
LD_CORNICE_TOP = 0.43 * LD_H # 5.20 m: top of the bronze band
LD_MURAL_Z = (0.49 * LD_H, 0.61 * LD_H)
LD_LETTER_Z = (0.65 * LD_H, 0.76 * LD_H)
LD_PARAPET_Z = 0.82 * LD_H # 9.92 m: bottom of the stepped parapet
B6_SHOP_TOP = 0.32 * B6_H # 3.87 m
B6_FASCIA_TOP = 0.38 * B6_H # 4.60 m
B6_WINDOW_Z = (0.47 * B6_H, 0.64 * B6_H)
B6_PARAPET_Z = 0.74 * B6_H # 8.95 m (first pass used 0.62 and left a 4.6 m blank band)
BAY = 2.20 # mural / bay rhythm on Lee Drug, assumed
PROJECT = 0.55 # bronze cornice projection, assumed
TOWER_R = 2.10 # Lee Drug corner tower radius, assumed
PARTS: list[dict] = []
def make_material(name, rgb, rough=0.6, metallic=0.0):
"""Principled material with an explicit colour; the export preset carries it as a slot."""
mat = bpy.data.materials.new(name)
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
bsdf.inputs["Base Color"].default_value = (rgb[0], rgb[1], rgb[2], 1.0)
bsdf.inputs["Roughness"].default_value = rough
bsdf.inputs["Metallic"].default_value = metallic
return mat
def clear_scene():
bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.delete(use_global=False)
for mesh in list(bpy.data.meshes):
if mesh.users == 0:
bpy.data.meshes.remove(mesh)
def cube(name, x, y, z, dx, dy, dz, material):
bpy.ops.mesh.primitive_cube_add(size=1.0, location=(x, y, z))
obj = bpy.context.active_object
obj.name = name
obj.scale = (dx, dy, dz)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
obj.data.materials.append(material)
return obj
def cylinder(name, x, y, z, radius, height, material, vertices=28):
bpy.ops.mesh.primitive_cylinder_add(vertices=vertices, radius=radius, depth=height,
location=(x, y, z))
obj = bpy.context.active_object
obj.name = name
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
obj.data.materials.append(material)
return obj
def bay_centres(x0, x1, margin=0.9, bay=BAY):
"""Bay centres; the arithmetic lives in `_common` so it is testable without Blender."""
return _common.bay_centres(x0, x1, margin=margin, bay=bay)
def note(obj, evidence):
PARTS.append({
"object": obj.name,
"asset": "SM_" + obj.name,
"dims_m": [round(d, 3) for d in obj.dimensions],
"location_m": [round(c, 3) for c in obj.location],
"evidence": evidence,
})
print(f"[retail] {obj.name:26} {obj.dimensions.x:6.2f} x {obj.dimensions.y:5.2f} "
f"x {obj.dimensions.z:5.2f} m ({evidence})")
def build_lee_drug(mats):
"""6800 Lee Drug: bronze cornice, mural row, lettering band, stepped Deco parapet,
rounded corner tower."""
stucco, bronze, mural, glass, white = (mats["stucco"], mats["bronze"], mats["mural"],
mats["glass"], mats["white"])
lettering, reveal = mats["lettering"], mats["reveal"]
parts = []
cx = (LD_X0 + LD_X1) / 2.0
width = LD_X1 - LD_X0
# Bronze cornice: the strongest horizontal line on the building.
cornice = cube("LD_Cornice", cx, LD_FACE_Y + PROJECT / 2.0,
(LD_SHOP_TOP + LD_CORNICE_TOP) / 2.0,
width + 0.4, PROJECT, LD_CORNICE_TOP - LD_SHOP_TOP, bronze)
parts.append((cornice, "photographs: projecting bronze cornice over the shopfront; "
f"{PROJECT:.2f} m projection assumed"))
# Shopfront glazing, recessed behind the face, one panel per bay.
for i, bx in enumerate(bay_centres(LD_X0, LD_X1, margin=1.2), start=1):
panel = cube(f"LD_ShopGlass_{i}", bx, LD_FACE_Y + 0.12, LD_SHOP_TOP / 2.0,
BAY - 0.30, 0.10, LD_SHOP_TOP - 0.55, glass)
parts.append((panel, "photographs: full-height shopfront glazing; bay width and "
"the 0.55 m kickplate are assumed (a bus hides this zone)"))
mullion = cube(f"LD_Mullion_{i}", bx - (BAY - 0.30) / 2.0, LD_FACE_Y - 0.02,
LD_SHOP_TOP / 2.0, 0.10, 0.16, LD_SHOP_TOP - 0.55, bronze)
parts.append((mullion, "assumption: slim mullion at each bay boundary"))
# Celebrity-portrait panels, one per bay, in the band above the cornice.
#
# First pass modelled these as a shallow plate on the wall plane and they vanished
# at review distance: no shadow, no edge. Now each panel is a near-black plate set
# 0.14 m back inside a stucco frame that stands 0.10 m proud, so the sun casts a
# shadow line down one side and the row reads as a row of pictures.
z0, z1 = LD_MURAL_Z
for i, bx in enumerate(bay_centres(LD_X0, LD_X1, margin=1.2), start=1):
frame = cube(f"LD_MuralFrame_{i}", bx, LD_FACE_Y + 0.20, (z0 + z1) / 2.0,
BAY - 0.55, 0.12, (z1 - z0) + 0.30, white)
parts.append((frame, "photographs: stucco frame around each portrait panel; "
"0.30 m border assumed"))
panel = cube(f"LD_Mural_{i}", bx, LD_FACE_Y + 0.12, (z0 + z1) / 2.0,
BAY - 0.85, 0.06, (z1 - z0), mural)
parts.append((panel, "photographs: row of black-framed portrait panels; count and "
"size assumed from the visible row"))
# Lettering band: the photographs show dark letters painted straight on the stucco,
# so this is a slightly proud plate in a mid-dark tone rather than a black recess.
# The words themselves remain a decal job; the plate only reserves the band.
lz0, lz1 = LD_LETTER_Z
letter = cube("LD_LetterBand", cx, LD_FACE_Y + 0.10, (lz0 + lz1) / 2.0,
width - 3.6, 0.10, lz1 - lz0, lettering)
parts.append((letter, "photographs: large dark lettering across the upper wall; "
"modelled as a painted band, the text itself is a decal job"))
# Stepped Deco parapet. A single 2.18 m wall with 0.10 m reveals read as one blank
# white band, so it is now two tiers with a 0.10 m step between them, and the
# reveals are 0.22 m tall and cut 0.16 m deep - deep enough to hold a shadow.
tier_h = (LD_H - LD_PARAPET_Z) / 2.0
lower = cube("LD_ParapetLower", cx, LD_FACE_Y + 0.14, LD_PARAPET_Z + tier_h / 2.0,
width + 0.2, 0.34, tier_h, stucco)
parts.append((lower, "photographs: parapet lower tier above the frontage wall; "
"thickness assumed"))
upper = cube("LD_ParapetUpper", cx, LD_FACE_Y + 0.24, LD_PARAPET_Z + tier_h * 1.5,
width - 3.2, 0.30, tier_h, stucco)
parts.append((upper, "photographs: parapet upper tier, stepped back from the lower "
"one; setback and length assumed"))
for i, (z, span) in enumerate(((LD_PARAPET_Z + tier_h * 0.45, width + 0.2),
(LD_PARAPET_Z + tier_h * 1.30, width + 0.2),
(LD_H - 0.14, width - 3.2)), start=1):
groove = cube(f"LD_ParapetReveal_{i}", cx, LD_FACE_Y - 0.02, z,
span, 0.16, 0.22, reveal)
parts.append((groove, "photographs: horizontal reveal lines in the parapet; "
"count read off the frame"))
# Rounded corner tower at the east end, stepped twice at the top. The centre
# sits INSIDE the footprint so the tower projects 0.35 m from the face instead of
# bulging 4 m into the pavement, which the first run did.
tower_y = LD_FACE_Y - TOWER_R + 0.35
tower = cylinder("LD_CornerTower", LD_X1 - TOWER_R, tower_y,
(LD_H - 0.9) / 2.0, TOWER_R, LD_H - 0.9, stucco)
parts.append((tower, "photographs: rounded Deco corner tower rising above the "
f"frontage; {TOWER_R:.2f} m radius assumed"))
# Vertical fins around the curve: the photograph's tower is fluted, not a smooth
# drum. Twelve ribs at this radius are legible from the street.
for i in range(12):
ang = math.pi * (i + 0.5) / 12.0
fx = (LD_X1 - TOWER_R) + math.cos(ang) * (TOWER_R + 0.06)
fy = tower_y + math.sin(ang) * (TOWER_R + 0.06)
fin = cube(f"LD_TowerFin_{i + 1}", fx, fy, (LD_H - 0.9) / 2.0,
0.16, 0.16, LD_H - 0.9, white)
parts.append((fin, "photographs: fluted fins on the corner tower; count assumed"))
# Cap rings stack exactly to the measured 12.10 m top: 11.20 -> 11.75 -> 12.10.
cap_z = LD_H - 0.9
for i, (dh, radius) in enumerate(((0.55, TOWER_R - 0.35), (0.35, TOWER_R - 0.70)), start=1):
cap = cylinder(f"LD_TowerCap_{i}", LD_X1 - TOWER_R, tower_y,
cap_z + dh / 2.0, radius, dh, white)
parts.append((cap, "photographs: two stepped cap rings on the tower"))
cap_z += dh
return parts
def build_6806(mats):
"""6806–6820: burgundy fascia, brown pilasters, white-framed windows, banded parapet."""
stucco, bronze, glass, white, burgundy = (mats["stucco"], mats["bronze"], mats["glass"],
mats["white"], mats["burgundy"])
reveal = mats["reveal"]
parts = []
cx = (B6_X0 + B6_X1) / 2.0
width = B6_X1 - B6_X0
fascia = cube("B6_Fascia", cx, B6_FACE_Y - 0.02,
(B6_SHOP_TOP + B6_FASCIA_TOP) / 2.0, width, 0.22,
B6_FASCIA_TOP - B6_SHOP_TOP, burgundy)
parts.append((fascia, "photographs: dark fascia band over the shopfront; colour "
"sampled, height assumed"))
centres = bay_centres(B6_X0, B6_X1, margin=1.0)
for i, bx in enumerate(centres, start=1):
panel = cube(f"B6_ShopGlass_{i}", bx, B6_FACE_Y + 0.12, B6_SHOP_TOP / 2.0,
BAY - 0.25, 0.10, B6_SHOP_TOP - 0.45, glass)
parts.append((panel, "photographs: framed shopfront glazing behind the fascia"))
# Brown pilaster on every second bay boundary, as the photo shows.
if i % 2 == 1:
pil = cube(f"B6_Pilaster_{i}", bx, B6_FACE_Y - 0.10,
(B6_FASCIA_TOP + B6_PARAPET_Z) / 2.0, 0.40, 0.22,
B6_PARAPET_Z - B6_FASCIA_TOP, bronze)
parts.append((pil, "photographs: brown pilaster strips dividing the frontage"))
wz0, wz1 = B6_WINDOW_Z
for i, bx in enumerate(centres, start=1):
frame = cube(f"B6_WindowFrame_{i}", bx, B6_FACE_Y - 0.08, (wz0 + wz1) / 2.0,
1.70, 0.18, wz1 - wz0, white)
parts.append((frame, "photographs: white-framed upper windows with security bars; "
"count and size assumed"))
pane = cube(f"B6_WindowGlass_{i}", bx, B6_FACE_Y + 0.04, (wz0 + wz1) / 2.0,
1.46, 0.08, wz1 - wz0 - 0.24, glass)
parts.append((pane, "photographs: dark glazing inside each frame"))
# Security bars: three thin verticals per window, the detail that stops the
# upper storey reading as a row of black rectangles.
for b in (-1, 0, 1):
bar = cube(f"B6_WindowBar_{i}_{b + 2}", bx + b * 0.40, B6_FACE_Y - 0.15,
(wz0 + wz1) / 2.0, 0.06, 0.06, wz1 - wz0 - 0.30, white)
parts.append((bar, "photographs: vertical security bars on the upper windows"))
# Two-tier parapet with deep reveals, as on Lee Drug: one flat band with hairlines
# disappeared at review distance.
tier_h = (B6_H - B6_PARAPET_Z) / 2.0
para = cube("B6_Parapet", cx, B6_FACE_Y + 0.12, B6_PARAPET_Z + tier_h / 2.0,
width + 0.2, 0.30, tier_h, stucco)
parts.append((para, "photographs: parapet lower tier above the window storey; "
"thickness assumed"))
upper = cube("B6_ParapetUpper", cx, B6_FACE_Y + 0.20, B6_PARAPET_Z + tier_h * 1.5,
width - 2.4, 0.26, tier_h, stucco)
parts.append((upper, "photographs: parapet upper tier stepped back; length assumed"))
for i, (z, span) in enumerate(((B6_PARAPET_Z + tier_h * 0.45, width + 0.2),
(B6_PARAPET_Z + tier_h * 1.30, width + 0.2),
(B6_H - 0.12, width - 2.4)), start=1):
groove = cube(f"B6_ParapetReveal_{i}", cx, B6_FACE_Y - 0.02, z,
span, 0.14, 0.18, reveal)
parts.append((groove, "photographs: reveal lines in the parapet; count assumed"))
return parts
def join_parts(parts, name):
"""Join one building's parts into a single mesh so Unreal imports one asset.
The per-part dimensions and evidence are recorded before this runs, so joining
loses nothing from the report. Materials survive as separate slots.
"""
bpy.ops.object.select_all(action="DESELECT")
for obj, _text in parts:
obj.select_set(True)
bpy.context.view_layer.objects.active = parts[0][0]
bpy.ops.object.join()
joined = bpy.context.active_object
joined.name = name
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
return joined
def export_objects(objects, out_dir):
count = 0
for obj in objects:
bpy.ops.object.select_all(action="DESELECT")
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
fbx_preset.export_static(os.path.join(out_dir, "SM_" + obj.name + ".fbx"),
selection=True)
count += 1
return count
def main(argv=None) -> int:
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
ap = argparse.ArgumentParser(description=__doc__,
formatter_class=argparse.RawDescriptionHelpFormatter)
ap.add_argument("--out", default="/tmp/gigline/retail")
ap.add_argument("--report", default=None)
args = ap.parse_args(argv)
os.makedirs(args.out, exist_ok=True)
clear_scene()
mats = {
"stucco": make_material("M_Retail_Stucco", (0.86, 0.83, 0.76), rough=0.72),
"bronze": make_material("M_Retail_Bronze", (0.20, 0.11, 0.06), rough=0.45, metallic=0.35),
"mural": make_material("M_Retail_Mural", (0.035, 0.032, 0.030), rough=0.55),
"glass": make_material("M_Retail_Glass", (0.035, 0.045, 0.055), rough=0.15),
"white": make_material("M_Retail_White", (0.90, 0.88, 0.84), rough=0.60),
"burgundy": make_material("M_Retail_Burgundy", (0.20, 0.09, 0.09), rough=0.55),
# Painted lettering and shadow reveals: same value family as the wall so they
# read as paint and shadow, not as black holes.
"lettering": make_material("M_Retail_Lettering", (0.30, 0.27, 0.24), rough=0.65),
"reveal": make_material("M_Retail_Reveal", (0.42, 0.38, 0.34), rough=0.70),
}
ld_parts = build_lee_drug(mats)
b6_parts = build_6806(mats)
for obj, text in ld_parts + b6_parts:
note(obj, text)
# One mesh per building: 85 separate actors over the frontage would cost more
# draw calls than the trim is worth, and the staging step stays two spawns.
joined = [join_parts(ld_parts, "Retail_LeeDrug"), join_parts(b6_parts, "Retail_6806")]
for obj in joined:
print(f"[retail] joined {obj.name}: {len(obj.data.vertices)} verts, "
f"{len(obj.data.materials)} material slot(s), "
f"X {min(v.co.x for v in obj.data.vertices):.2f}.."
f"{max(v.co.x for v in obj.data.vertices):.2f}")
exported = export_objects(joined, args.out)
print(f"[retail] exported {exported} object(s) to {args.out}")
if args.report:
with open(args.report, "w", encoding="utf-8") as handle:
json.dump({
"scope": ["6800 Lee Drug (way 424024149)", "6806-6820 (way 424024150)"],
"deferred": ["6822 Budget (way 424024144): no photograph, not modelled"],
"bounds_m": {
"lee_drug": [LD_X0, LD_X1, LD_FACE_Y, LD_H],
"b6806": [B6_X0, B6_X1, B6_FACE_Y, B6_H],
},
"reference": "Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg "
"(Gb321, CC BY-SA 4.0)",
"analysis": "Art/blender/retail/ref-analysis.md",
"parts": PARTS,
}, handle, indent=2)
print(f"[retail] report -> {args.report}")
return 0
if __name__ == "__main__":
raise SystemExit(main())
+18
View File
@@ -52,6 +52,24 @@ class CharacterPresetTest(unittest.TestCase):
self.assertEqual(kwargs["mesh_smooth_type"], "FACE")
class CharacterAnimationTest(unittest.TestCase):
"""The animation flags are the difference between a clip and a silent bind pose."""
def test_bakes_animation(self):
kwargs = preset.preset_kwargs("ue_character_v1")
self.assertTrue(kwargs["bake_anim"], "without bake_anim Unreal imports no AnimSequence")
self.assertTrue(kwargs["bake_anim_use_all_actions"])
self.assertFalse(kwargs["bake_anim_use_nla_strips"])
def test_does_not_simplify_authored_keys(self):
kwargs = preset.preset_kwargs("ue_character_v1")
self.assertEqual(kwargs["bake_anim_simplify_factor"], 0.0)
def test_static_preset_stays_animation_free(self):
kwargs = preset.preset_kwargs("ue_metric_v1")
self.assertNotIn("bake_anim", kwargs)
class OverrideTest(unittest.TestCase):
def test_overrides_win(self):
kwargs = preset.preset_kwargs(mesh_smooth_type="OFF")
+32
View File
@@ -0,0 +1,32 @@
"""Tests for the pure layout helper in Tools/retail_frontage_build.py.
The builder itself needs Blender; `bay_centres` does not, so the bay rhythm the
façade depends on is checkable without starting Blender or Unreal.
"""
import unittest
from Tools._common import bay_centres
class BayCentreTests(unittest.TestCase):
def test_centres_stay_inside_the_margins(self):
centres = bay_centres(-33.20, -14.37, margin=1.2)
self.assertGreaterEqual(min(centres), -33.20 + 1.2 - 1e-9)
self.assertLessEqual(max(centres), -14.37 - 1.2 + 1e-9)
def test_bays_are_evenly_spaced(self):
centres = bay_centres(-66.08, -33.07, margin=1.0)
steps = {round(b - a, 6) for a, b in zip(centres, centres[1:])}
self.assertEqual(len(steps), 1, f"uneven bay spacing: {steps}")
def test_bay_count_is_the_round_of_span_over_bay(self):
# 33.01 m frontage, 1.0 m margin each end -> 31.01 m -> 14 bays at 2.2 m.
self.assertEqual(len(bay_centres(-66.08, -33.07, margin=1.0)), 14)
def test_degenerate_frontage_returns_nothing(self):
self.assertEqual(bay_centres(0.0, 1.0, margin=1.0), [])
if __name__ == "__main__":
unittest.main()
+10 -2
View File
@@ -235,9 +235,17 @@ def main() -> None:
removed += 1
log(f"cleared {removed} previous kit actors")
# The kit is the fallback for buildings that have nothing but a blockout. These
# two are modelled from their own photograph in 0.1.6
# (Tools/retail_frontage_build.py); pasting the generic kit over them put a
# second, contradicting facade language on the same wall.
MODELLED = ("Frontage_SM_LeeDrug_6800", "Frontage_SM_Hollywood_6806")
targets = [a for a in unreal.EditorLevelLibrary.get_all_level_actors()
if a.get_actor_label().startswith(("Frontage_", "North_"))]
log(f"frontage actors: {len(targets)}")
if a.get_actor_label().startswith(("Frontage_", "North_"))
and a.get_actor_label() not in MODELLED]
skipped = [a.get_actor_label() for a in unreal.EditorLevelLibrary.get_all_level_actors()
if a.get_actor_label() in MODELLED]
log(f"frontage actors: {len(targets)} (kit skipped on modelled facades: {skipped})")
total = 0
for actor in targets:
total += apply_to_actor(actor, kit, materials)
+33 -1
View File
@@ -305,7 +305,8 @@ def build():
log(f"could not create {MAP}")
return
removed = clear(("Demo_", "PlayerStart", "Hero_Facade", "Frontage_", "ShotSequencer"))
removed = clear(("Demo_", "PlayerStart", "Hero_Facade", "Frontage_", "RetailTrim_",
"ShotSequencer"))
log(f"cleared {removed} previous demo actors")
# --- lighting: fixed daytime ------------------------------------------
@@ -597,6 +598,37 @@ def build():
staged_frontage += 1
log(f"staged {staged_frontage} frontage buildings")
# --- retail frontage trim (0.1.6) -------------------------------------
# The two retail buildings beside the hero are modelled from their own
# photograph (Art/reference/retail-neighbours/); the trim is laid over the
# blockout volume, so it keeps the trim's own sampled materials rather than a
# look-dev override. 6822 Budget has no photograph and stays a bare volume.
for asset_name, label in (("SM_Retail_LeeDrug", "6800 Lee Drug trim"),
("SM_Retail_6806", "6806-6820 trim")):
mesh = unreal.EditorAssetLibrary.load_asset(f"/Game/Hollywood/Frontage/{asset_name}")
if mesh is None:
log(f"MISSING trim {asset_name} — run Tools/ue_import_retail_detail.py")
continue
# RetailTrim_ rather than Frontage_ so the kit assembler leaves it alone.
actor = spawn(unreal.StaticMeshActor, unreal.Vector(0, 0, 0), f"RetailTrim_{asset_name}")
if actor:
comp = actor.static_mesh_component
comp.set_static_mesh(mesh)
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
# Map the trim's own slots onto the look-dev materials where the surface
# type matches, so the walls sit in the same noise/texture family as the
# rest of the block. The trim's colour slots (bronze, burgundy, mural,
# lettering) stay as authored: those tones came from the photograph.
TRIM_LOOK = {"M_Retail_Stucco": "M_Stucco", "M_Retail_White": "M_Stucco",
"M_Retail_Glass": "M_FacadeGlass"}
mapped = 0
for index, slot in enumerate(mesh.get_editor_property("static_materials")):
target = TRIM_LOOK.get(str(slot.get_editor_property("material_slot_name")))
if target and target in built:
comp.set_material(index, built[target])
mapped += 1
log(f"staged: {label} ({mapped} slot(s) onto look materials)")
# --- player start: north sidewalk, facing the hero frontage -------------
# Signs were measured from the imported meshes rather than assumed: the FBX
# preset flips north, so in Unreal the road spans Y -1382..+1047, the NORTH
+21
View File
@@ -288,6 +288,7 @@ try:
# the colonnade's underside.
# Level horizon for the same reason: a block elevation is read by its
# verticals, and a pitched camera makes them lean.
("demo-third-person-walk", unreal.Vector(-12940, -980, 560), unreal.Vector(-13336, -980, 500), 55.0),
("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620), 48.0),
# Street level, from the north sidewalk: the old camera sat at Y -400,
# inside the facade body (which spans Y -1457..-200), so it looked at
@@ -300,6 +301,12 @@ try:
# on the north sidewalk looking along the crosswalk itself, which is
# the pedestrian's view and shows the zebra bars as bars.
("demo-crossing", unreal.Vector(-15250, -2500, 400), unreal.Vector(-14956, 400, 150)),
# 0.1.6 retail frontage: 6800 Lee Drug (X -3340..-1417, face Y +1467)
# and 6806-6820 (X -6618..-3297, face Y +1252). Stand on the north
# sidewalk at 2 m, look south with a level horizon so the parapets and
# the cornice line read as horizontals. 68 deg covers both frontages at
# this distance; the ends crop rather than the elevation leaning.
("demo-retail-frontage", unreal.Vector(-4700, -2600, 210), unreal.Vector(-4700, 1400, 620), 66.0),
# the two north-side background buildings (TCL, Tussaud's) seen from
# the south across Hollywood Blvd. Probed world-space (2026-11-08):
# TCL bbox X -22889..-18442, Y -9431..-1802; Tussaud's X -27071..
@@ -308,6 +315,16 @@ try:
# (X -22750) and look NORTH toward the mass. The old camera was at
# X -22800 Y +2600 aiming at its own X, giving an 85%-sky frame.
("demo-north-buildings", unreal.Vector(-22750, 1600, 500), unreal.Vector(-22750, -5200, 350)),
# 0.2.0 third-person body. Stands where the pawn's own boom camera sits —
# 3.4 m behind the spawn point, 1 m above it — and looks at the pawn, so
# the visible body and its idle clip are what the shot is for.
# Demo_PlayerStart is at (-13336, -1150, 600), yaw 90 (facing +Y).
("demo-third-person", unreal.Vector(-13336, -1750, 780), unreal.Vector(-13336, -1150, 560), 58.0),
# Front view of the same pawn: the third-person shot only ever shows its
# back, so a pose defect there is invisible. The pawn spawns facing +Y
# (yaw 90), so the camera stands on the road side and looks back north.
("demo-third-person-front", unreal.Vector(-13336, -520, 700), unreal.Vector(-13336, -1150, 540), 55.0),
]
seq = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
if seq:
@@ -315,6 +332,10 @@ try:
seq.set_editor_property("shot_rotations",
[unreal.MathLibrary.find_look_at_rotation(c[1], c[2]) for c in demo_shots])
seq.set_editor_property("shot_names", [c[0] for c in demo_shots])
# No follow shots in the current list: the stride capture was retired
# because the walk clip does not visibly advance in game (see TODO.md).
# The follow flag stays wired for when it does.
seq.set_editor_property("shot_follow", [True] + [False] * (len(demo_shots) - 1))
seq.set_editor_property(
"shot_field_of_view",
[float(c[3]) if len(c) > 3 else 0.0 for c in demo_shots])
+96
View File
@@ -0,0 +1,96 @@
# Import the character animation clips into Unreal (0.2.0).
#
# blender -b Art/blender/character/character-2026-11-07.blend \
# --python Tools/character_anim_build.py -- --out /tmp/gigline/character-anim.fbx
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_character_anim_import.py -nullrhi -unattended -nopause -stdout
#
# Imports the animated FBX next to the existing character assets and verifies the
# result rather than assuming it: an FBX whose export omitted `bake_anim` imports
# without error and produces a skeletal mesh but no AnimSequence, which is exactly
# the failure this tool must catch.
#
# Destination: /Game/Test/Character. Result file: /tmp/gigline/character-anim-import.txt
import glob
import os
import unreal
SRC = "/tmp/gigline/character-anim.fbx"
DEST = "/Game/Test/Character"
PREFIX = "CharacterV2"
RESULT = "/tmp/gigline/character-anim-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def main():
if not os.path.exists(SRC):
log(f"missing {SRC}; run Tools/character_anim_build.py first")
return
task = unreal.AssetImportTask()
task.filename = SRC
task.destination_path = DEST
task.destination_name = PREFIX
task.automated = True
task.save = True
task.replace_existing = True
ui = unreal.FbxImportUI()
ui.import_mesh = True
ui.import_as_skeletal = True
ui.import_animations = True
ui.import_materials = True
ui.import_textures = False
# UE 5.8 has no SKELETON_ONLY content type (FBXICT_ALL/GEOMETRY/SKINNING_WEIGHTS
# only), so the clips come in with the mesh and the verification below decides
# whether that worked. The mesh is replaced at the same path by design.
ui.skeletal_mesh_import_data.import_uniform_scale = 1.0
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
# Verify: the clips are the deliverable, not the mesh.
registry = unreal.AssetRegistryHelpers.get_asset_registry()
found = []
for asset in registry.get_assets_by_path(DEST, recursive=False):
name = str(asset.asset_name)
if not name.startswith(PREFIX):
continue
obj = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
if isinstance(obj, unreal.AnimSequence):
length = obj.get_play_length()
# UE 5.8 exposes only play length and sequence length here; the sampled
# frame count is derived so the report still states the clip duration.
frames = round(length * 30.0)
found.append(name)
log(f"AnimSequence {name:34} {length:.3f} s (~{frames} frames at 30 fps)")
elif isinstance(obj, unreal.SkeletalMesh):
skeleton = obj.get_editor_property("skeleton")
log(f"SkeletalMesh {name:34} skeleton={'ok' if skeleton else 'MISSING'}")
if not found:
log("FAILED: no AnimSequence was created — the FBX carried no baked animation")
lines.append("VERDICT: FAIL")
return
log(f"{len(found)} AnimSequence(s) imported: {', '.join(sorted(found))}")
lines.append("VERDICT: PASS")
try:
main()
except Exception as exc: # noqa: BLE001
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
lines.append("VERDICT: FAIL")
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
os.makedirs(os.path.dirname(RESULT), exist_ok=True)
with open(RESULT, "w", encoding="utf-8") as handle:
handle.write("\n".join(lines) + "\n")
+9 -1
View File
@@ -127,6 +127,14 @@ def build():
ia_reset.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
save(ia_reset)
ia_debug = fresh("IA_ToggleDebug", unreal.InputAction, unreal.InputAction_Factory)
ia_debug.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
save(ia_debug)
ia_cam = fresh("IA_ToggleCamera", unreal.InputAction, unreal.InputAction_Factory)
ia_cam.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
save(ia_cam)
ia_pause = fresh("IA_Pause", unreal.InputAction, unreal.InputAction_Factory)
ia_pause.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
save(ia_pause)
@@ -136,7 +144,7 @@ def build():
(ia_move, "Gamepad_LeftY"), (ia_strafe, "Gamepad_LeftX"),
(ia_look, "MouseX"), (ia_look, "MouseY"), (ia_look, "Gamepad_Right2D"),
(ia_jump, "SpaceBar"), (ia_jump, "Gamepad_FaceButton_Bottom"),
(ia_reset, "R"), (ia_pause, "Escape"),
(ia_reset, "R"), (ia_pause, "Escape"), (ia_cam, "V"), (ia_debug, "F3"),
]
mappings = []
+94
View File
@@ -0,0 +1,94 @@
# Import the retail frontage trim (6800 Lee Drug, 6806–6820) into Unreal.
#
# blender -b --factory-startup --python Tools/retail_frontage_build.py -- \
# --out /tmp/gigline/retail --report /tmp/gigline/retail-report.json
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_import_retail_detail.py -nullrhi -unattended -nopause -stdout
#
# Two meshes arrive, one per building, each already at its world position in the
# project frame (the FBX carries the offset), so staging spawns at the origin.
# Destination: /Game/Hollywood/Frontage/<name> — same folder as the block frontage
# so the demo builder stages them together.
#
# Result file: /tmp/gigline/retail-import.txt
import glob
import os
import unreal
SRC = "/tmp/gigline/retail"
DEST = "/Game/Hollywood/Frontage"
RESULT = "/tmp/gigline/retail-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def import_fbx(path, name):
task = unreal.AssetImportTask()
task.filename = path
task.destination_path = DEST
task.destination_name = name
task.automated = True
task.save = True
task.replace_existing = True
ui = unreal.FbxImportUI()
ui.import_mesh = True
ui.import_materials = True
ui.import_textures = False
ui.import_as_skeletal = False
smd = ui.static_mesh_import_data
smd.import_uniform_scale = 1.0
smd.combine_meshes = True
smd.convert_scene_unit = False
smd.force_front_x_axis = False
smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
if mesh is None:
log(f"MISSING after import: {DEST}/{name}")
return None
# Trim is decoration on a solid the player already collides with: no collision
# of its own, otherwise the cornice and mullions become snag points.
try:
body = mesh.get_editor_property("body_setup")
body.set_editor_property("collision_trace_flag",
unreal.CollisionTraceFlag.CTF_USE_COMPLEX_AS_SIMPLE)
mesh.set_editor_property("body_setup", body)
except Exception as exc: # noqa: BLE001
log(f"{name}: collision flag not set ({exc!r})")
box = mesh.get_bounding_box()
mn, mx = box.min, box.max
log(f"{name:22} X {mn.x:8.0f}..{mx.x:8.0f} Y {mn.y:7.0f}..{mx.y:7.0f} "
f"Z {mn.z:5.0f}..{mx.z:5.0f} slots {len(mesh.get_editor_property('static_materials'))}")
return mesh
def main():
files = sorted(glob.glob(os.path.join(SRC, "*.fbx")))
if not files:
log(f"no FBX in {SRC}; run Tools/retail_frontage_build.py first")
return
for path in files:
import_fbx(path, os.path.splitext(os.path.basename(path))[0])
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
try:
main()
except Exception as exc: # noqa: BLE001
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
with open(RESULT, "w") as f:
f.write("\n".join(lines) + "\n")
+49 -1
View File
@@ -48,6 +48,54 @@
"Art/reference/north-chinese/01-grauman-s-chinese-theatre-by-carol-highsmith.jpg"
],
"expect": "The two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) seen from across Hollywood Boulevard, full height in frame, daylight"
},
{
"name": "demo-retail-frontage",
"shot": "Screenshots/demo/review-demo-retail-frontage.png",
"size": [
1920,
1080
],
"references": [
"Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg"
],
"expect": "The retail run beside the hero from across the street: 6800 Lee Drug's bronze cornice, mural row and stepped parapet next to 6806-6820's pilasters and window storey, daylight"
},
{
"name": "demo-third-person",
"shot": "Screenshots/demo/review-demo-third-person.png",
"size": [
1920,
1080
],
"references": [
"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
],
"expect": "Third-person view of the player body standing on the north sidewalk, full figure visible from behind, the hero facade across the street, daylight"
},
{
"name": "demo-third-person-front",
"shot": "Screenshots/demo/review-demo-third-person-front.png",
"size": [
1920,
1080
],
"references": [
"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
],
"expect": "Front view of the player body from the road: both arms hanging at the sides, hands down by the hips, face and chest visible, hero facade behind the camera"
},
{
"name": "demo-third-person-walk",
"shot": "Screenshots/demo/review-demo-third-person-walk.png",
"size": [
1920,
1080
],
"references": [
"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
],
"expect": "The player body mid-stride in profile: legs apart, arms counter-swinging, walking along the sidewalk"
}
]
}
}