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v0.1.5
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No files matched your search
@@ -210,8 +210,8 @@ Any change that affects the game's appearance — meshes, materials, lighting, l
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1. Run `Tools/render_screenshots.sh` (rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs the game on it, captures the fixed camera list, copies the PNGs into `Screenshots/`).
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2. Optional pre-check with a vision model: `Tools/judge_screenshot.py --image <shot.png> --expect "<what it should show>"` (or `--shots` to run every shot in the README) flags likely-missing content before a human looks. It reads `OPENROUTER_API_KEY` from `.env` (ignored). Small helper only — it never replaces the human verdict.
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3. Update `Screenshots/README.md`: one row per screenshot with what it shows and an approval state; describe any new shots or scene changes in the same change.
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3. Update `Screenshots/README.md` **in the same change as any visual work** — every change that affects appearance, not only new shots: the image is **embedded inline** (``) with its view, expected content, verification and approval state, plus one row in the status table at the top. The review happens in the file; a path alone is not a review, and a shot whose README section is stale is a defect.
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4. The PNGs **are committed** so reviewers see exactly what the build rendered (`.gitignore` does not exclude them). Keep them in sync with this README: drop retired shots in the same change.
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5. Wait for the user's approval before treating a visual change as done; record approval by ticking the table in `Screenshots/README.md`.
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5. Wait for the user's approval before treating a visual change as done; record approval by ticking both the shot's section and its row in the status table in `Screenshots/README.md`.
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New content that needs a different camera angle gets a new entry in the shot list in `Tools/ue_build_review_map.py`.
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@@ -0,0 +1,64 @@
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# Reference analysis — retail frontage, 0.1.6
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Phase 0 of the `references` pack (reference-image-match). Written before any geometry, because the pass that produced the hero façade skipped it and cost two rebuilds.
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## Source
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| | |
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| --- | --- |
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| Image | `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (1920×953) |
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| Author / licence | Gb321, own work, **CC BY-SA 4.0** — attribution required |
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| Captured | 2024-07-19 11:11 local |
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| Description | "Lee Drug and 6806 Hollywood Buildings in Hollywood" |
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| Coverage | Both target buildings in one frame, mid-morning sun from the south-east |
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**One photograph is the whole evidence base for 6800 and 6806–6820.** It is a street-level oblique, not an elevation: verticals converge, the ground floor of 6806–6820 is partly behind a parked car, and the Lee Drug shopfront is behind a bus. Everything below that the photo does not resolve is marked _assumed_ and is carried into the part report.
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**6822 Budget has no photograph.** It is a 6.0 m × 5.5 m single-storey sliver west of 6806–6820, and the TODO item already records that Commons has nothing usable. It stays a blockout extrusion and the item is deferred rather than guessed.
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## Measured (not from the photo)
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From `Geo/raw/osm-api-map-2026-11-06.osm` and the blockout, in the shared frame (metres, X east, Y north, Z from the project datum):
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| Building | OSM way | X | Front face Y | Height | Depth |
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| --- | --- | --- | --- | --- | --- |
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| 6800 Lee Drug | 424024149 | −33.20 … −14.37 | −14.63 | 12.10 m | 33.5 m |
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| 6806–6820 | 424024150 | −66.08 … −33.07 | −12.52 | 12.10 m | 30.8 m |
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| 6822 Budget | 424024144 | −78.54 … −72.52 | −12.92 | 5.50 m | 15.4 m |
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Both target buildings are 12.10 m tall, which makes the _relative_ proportions in the photo directly usable: the parapet line, the cornice and the shopfront line can be read as fractions of the frame height.
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## 6800 Lee Drug — reading
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| Category | Observation |
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| --- | --- |
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| Subject | Corner retail block at Hollywood × Highland; the street face and the corner return are both visible |
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| Silhouette | Long low box, broken by a **rounded corner tower** that rises above the frontage parapet; the parapet is **stepped**, not flat |
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| Storeys | Two zones, not storeys: a tall shopfront zone and a single tall display wall above it |
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| Proportion (vertical) | Shopfront ≈ 0 → 0.36 H; bronze cornice ≈ 0.36 → 0.43 H; mural + lettering wall ≈ 0.43 → 0.82 H; stepped parapet ≈ 0.82 → 1.0 H (_assumed split; read off the frame, ±0.03 H_) |
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| Proportion (horizontal) | Corner tower occupies ≈ 4 m of the east end; eight mural panels at roughly 2.2 m centres along the frontage |
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| Colour | Cream stucco wall `#EDE6D8`, bronze/brown cornice `#6B4A2F`, near-black mural plates `#1C1A18`, dark glazing `#20262A` (_sampled from the frame_) |
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| Unique features | Stepped Deco parapet with 4 horizontal reveal lines; projecting bronze cornice; row of black celebrity-portrait panels; large dark "SOUVENIRS OF …" lettering on the upper wall; shopfront glazing with slim mullions |
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| Mood | 1930s Deco retail, freshly painted, bright midday |
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## 6806–6820 — reading
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| Category | Observation |
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| --- | --- |
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| Silhouette | Flat-fronted two-storey block; parapet steps up in fins at the west end |
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| Proportion (vertical) | Shopfront ≈ 0 → 0.32 H; burgundy fascia band ≈ 0.32 → 0.38 H; window storey ≈ 0.38 → 0.62 H; blank wall + parapet ≈ 0.62 → 1.0 H (_assumed_) |
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| Horizontal | Brown pilaster strips divide the frontage into roughly 3 m bays; seven upper windows across 33 m |
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| Colour | Same cream stucco; brown pilasters `#6B4A2F`; **burgundy-green** fascia `#5B3A3A`; white window frames |
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| Unique features | Banded parapet with 3 reveal lines; white-framed upper windows with security bars; shopfront glazing behind a burgundy fascia |
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## Camera match (for the review shot)
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The photo is a street-level oblique from the **north** side looking south-east, subject filling ~80 % of the frame width. The demo review shot must reproduce that: camera at 1.7 m on the north sidewalk, yaw toward the south frontage, 35–42° lens, both buildings in frame. A wide block view will not compare usefully against this crop.
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## Assumptions to carry into the model report
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1. Vertical proportions, as above — the photo's convergence makes a pixel-perfect read impossible.
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2. Mural panel size and spacing; the lettering is modelled as a recessed plate, not as text.
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3. Shopfront bay spacing on both buildings; the bus hides most of Lee Drug's ground floor.
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4. Parapet reveal line count (4 on Lee Drug, 3 on 6806–6820).
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5. Corner tower radius; only the outer curve is visible.
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@@ -0,0 +1,37 @@
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{
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"character": "GigLine walker",
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"description": "lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers",
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"model": "juggernautXL_ragnarok.safetensors",
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"views": {
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"front": {
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"file": "Art/characters/blueprints/front.png",
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"seed": 101,
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"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, full body front view, neutral standing pose, arms at sides, even studio light, plain light grey background, character sheet",
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"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
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"prompt_id": "ff81a0c1-e4d7-4740-9310-806c11600539"
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},
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"side": {
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"file": "Art/characters/blueprints/side.png",
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"seed": 202,
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"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, full body side profile view, neutral standing pose, arms at sides, even studio light, plain light grey background, character sheet",
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"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
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"prompt_id": "cdd0bfac-446b-4c5a-8375-37fb5c70a75e"
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},
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"back": {
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"file": "Art/characters/blueprints/back.png",
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"seed": 303,
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"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, full body back view, neutral standing pose, arms at sides, even studio light, plain light grey background, character sheet",
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"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
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"prompt_id": "069bc59d-93bb-41ce-a95b-f5b2e8194982"
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},
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"head": {
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"file": "Art/characters/blueprints/head.png",
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"seed": 404,
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"prompt": "GigLine walker, lean adult pedestrian, short dark hair, olive skin, plain navy t-shirt, dark jeans, worn sneakers, head and shoulders portrait, front view, neutral expression, even studio light, plain light grey background",
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"negative": "multiple people, crowd, text, watermark, signature, blurry, low quality, cropped limbs, extra limbs, deformed hands, cartoon, anime, logo",
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||||
"prompt_id": "39ab3ba6-5e6f-4a69-bdbb-b2faf4318dc0"
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}
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},
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||||
"contact_sheet": "Art/characters/blueprints/contact-sheet.png",
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"note": "generated locally by Tools/comfyui_character_blueprint.py; record the model licence in THIRD_PARTY_NOTICES.md before shipping"
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}
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{
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||||
"tool": "Tools/generate_character_textures.py",
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"asset": "T_Character_Hair",
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"size": 512,
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"procedural": true,
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"meta": {
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"strands": 190,
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"base": [
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44,
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32,
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26
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],
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"highlight": [
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96,
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74,
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58
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]
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},
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"note": "generated, not photographed; no third-party licence"
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}
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{
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"tool": "Tools/generate_character_textures.py",
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"asset": "T_Character_SkinDetail",
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"size": 512,
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"procedural": true,
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"meta": {
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"octaves": {
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"fine": 96,
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"mid": 24,
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"broad": 7
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},
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"detail": 9,
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"tint": [
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222,
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178,
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152
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]
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},
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"note": "generated, not photographed; no third-party licence"
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}
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+156
@@ -8,6 +8,162 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
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Nothing yet.
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## [0.2.3] — 2026-11-09
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Camera collision worked in the code and never in the game.
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### Fixed
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- **The third-person boom never shortened.** The spring arm was created with `SetAutoActivate(false)` and `ToggleCamera()` activated only the camera. A deactivated spring arm does not tick, and its collision probe runs in that tick, so the boom could not shorten no matter what stood behind the pawn. Both `ToggleCamera` and `BeginPlay` now activate the arm with the rig.
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### Added
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- **`-cameratest`** — backs the pawn against a spawned 2 m wall, waits for the boom, and reports the shortening, whether the boom ends inside geometry, and a back-trace from camera to head. It writes `review-demo-camera-collision.png` so the placement can be checked by eye.
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### Verified
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- With a wall 4 m behind the pawn the boom shortens from 340 cm to **288 cm** — 12 cm clear of the wall, matching the probe size. Recorded as a release check.
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- 8 review shots verify; 95 tool tests pass.
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### Notes for future work
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- **A spawned static-mesh actor has no collision unless it is deferred.** Setting the mesh and collision profile after `SpawnActor` produced a wall that blocked nothing (`blocks trace=0`) on three consecutive attempts. `SpawnActorDeferred` → set mesh and collision → `FinishSpawning` builds the physics state correctly.
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- **`TargetArmLength` is not rewritten when the boom shortens.** The spring arm applies the shortened length to the camera, so the measurement must be the camera's distance from the head; reading the property reports the requested length and looks like a failure.
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## [0.2.2] — 2026-11-09
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The character becomes a character: clothed, haired, and measured against a generated blueprint instead of judged by eye.
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**Version note:** this ships as a patch by the owner's decision even though it adds asset categories, which the release policy otherwise puts in a minor release. Recorded here so the numbering is not mistaken for scope later.
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### Added
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- **Clothing** — navy tee, dark jeans and off-white shoes as three separate skinned meshes (`Tools/character_clothing_build.py`), built from the body's own faces per the `character-artist` workflow: duplicate faces, solidify for cloth thickness, one mesh per piece. Each imports with its own single material slot and is attached as a leader-pose component.
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- **Hair cards** (`Tools/character_hair_build.py`) — a scalp cap plus 26 cards in three overlapping rows, quads only, every vertex weighted to `head`. Cards are oriented from the scalp normal at their anchor, so the cut follows the skull instead of standing out as spikes.
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- **Character blueprints** (`Tools/comfyui_character_blueprint.py`) — front, side, back and head views generated by the local ComfyUI instance from one description, with fixed seeds and a JSON record of prompts and prompt ids.
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- **Blueprint comparison** (`Tools/character_match.py`) — figure aspect, fill and coverage deltas, mean CIE76 and dominant-palette distance, plus a side-by-side montage. The deltas stay separate on purpose: one similarity number between a photoreal sheet and a low-detail body would mean nothing.
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- **ComfyUI driver** (`Tools/comfyui_generate.py`) and **procedural textures** (`Tools/generate_character_textures.py`), each writing a provenance sidecar.
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- **Material builder** (`Tools/ue_character_materials.py`) — `M_Character_Skin` and `M_Character_Hair_Mat` built from scratch, because `unreal.MaterialEditingLibrary` segfaults in a headless commandlet when it rebuilds an existing graph.
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### Changed
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- **The sun was raised** from pitch -62 to -74. The character stood in building shadow lit almost entirely by the blue sky light, so warm skin sampled as blue-grey — face (99, 98, 100) before, (131, 121, 117) after at the same camera.
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- **The walk cycle starts at maximum stride**, so the deterministic stride capture lands on the stride rather than on one of the two frames where the legs pass together.
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- Cloth shells are fattened 8 mm along their own normals after solidify; 1 cm of solidify let the body through at shoulders, hips and knees.
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### Fixed
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- **Hair read blond and thin** because the strand sheet's pale RGB drove base colour; the sheet now supplies only the opacity mask, and the colour is a dark constant.
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- **Garment coverage holes** at shoulders, hips and knees, closed by 2 cm solidify plus the normal fatten.
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- **A crash of my own making:** binding materials in `Tick` with `ConstructorHelpers::FObjectFinder` is fatal outside a constructor. Moved to `BeginPlay` with `LoadObject`.
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- **Shots 6, 7 and 8 were documented as an unclothed body** after the appearance changed; the README now matches the render and all eight shots are approved.
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### Verified
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- 8 review shots verify; **all eight approved** by the owner 2026-11-09.
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- Blueprint comparison improved from mean ΔE **31.9 → 21.8** and palette ΔE **25.4 → 19.7** once the character was clothed.
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- 95 tool tests pass (13 new for the colour maths, masks and palettes).
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### Known limitations
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- **The garments are still shells over body faces**, not simulated cloth: no wrinkles, no drape, and no separation from the body in motion.
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- **`T_Character_Diffuse` cannot be used.** Sampling it renders the body black, so the MPFB mesh's UVs do not map onto that bake; skin is a constant tone and the generated pore sheet is unwired.
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- **The character has no face detail** — the eyes, mouth and brows are mesh and lighting only, and read as a mannequin at close range.
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- **Camera collision remains implemented but unexercised.**
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## [0.2.1] — 2026-11-09
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Rig fixes. Two defects from the `0.2.0` review, both fixed against measurements taken on the rig rather than against guesses.
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### Fixed
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- **The fingers splayed.** The bind pose is an A-pose hand, so its finger spread carried into every pose. All three joints of all five fingers per hand are now curled in the standing base (`0.28 / 0.34 / 0.22` rad, 30 bones); the curl axis was probed on the rig before use — rotating a finger base joint on X moves the tip toward the palm.
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- **The arms-down rotation was hard-coded.** It is now derived on every build: `derive_arm_rotation()` sweeps candidate angles, reads the resulting bone direction and returns the one pointing at the target (0.60 rad, direction dot 1.000 in this build). The old 0.55 was a hand-swept constant that would have rotted on any rig change.
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- **Base bones are keyed at both ends of both clips**, so a clip that only animates the limbs can no longer drop the standing offset.
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### Known limitations
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- **The stride capture regressed.** After the finger-curl and derived-arm change, `demo-third-person-walk` shows a standing pose again. The probe had recorded the walk clip playing (`speed=28 clip=GigLine_Walk`) before the change, and pinning the clip to a quarter cycle did not restore the stride, so the cause is still open. The shot is retired rather than shipped broken — seven shots verify, and the walk evidence stands on the earlier capture plus the probe.
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- Camera collision remains implemented but unexercised against a wall.
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## [0.2.0] — 2026-11-09
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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.
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### Added
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||||
- **`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.
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- **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`.
|
||||
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||||
### Changed
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||||
|
||||
- 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.
|
||||
|
||||
@@ -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 |
|
||||
@@ -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
@@ -1,4 +1,4 @@
|
||||
# Controls (`0.1.0` walkable demo)
|
||||
# Controls
|
||||
|
||||
Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`AGigLineHUD`), and the packaged Linux build ships with these bindings.
|
||||
|
||||
@@ -12,6 +12,8 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
|
||||
| Jump | `Space` | |
|
||||
| Reset to start | `R` | Returns to the grounded spawn point |
|
||||
| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
|
||||
| Swap first / third person | `V` | First person is the default; the body is hidden in that view |
|
||||
| Show / hide debug overlay | `F3` | FPS, frame time, worst frame, view mode, speed and player position |
|
||||
|
||||
## Notes
|
||||
|
||||
@@ -19,6 +21,31 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
|
||||
- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
|
||||
- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
|
||||
|
||||
## Changes since `0.1.0`
|
||||
|
||||
- **`V` swaps first and third person** (`0.2.0`, `IA_ToggleCamera`). The shipped default view is still first person, as the owner decided for `0.1.0`; third person adds a collision-tested spring-arm camera and a visible, animated body. `Escape` still pauses and releases the mouse in either view.
|
||||
|
||||
## Debug overlay
|
||||
|
||||
`F3` toggles a top-left readout: smoothed **FPS** and frame time, the **worst** frame in a rolling two-second window, the active view (first or third person), player speed, a frame counter, and the player's position in metres from the project origin. The first two seconds of a session are a warm-up window and are excluded from the worst-frame figure, because shader and streaming hitches there made a healthy run read as a 400 ms stall.
|
||||
|
||||
It is **off in the built demo** — a player should not see an FPS counter over Hollywood Boulevard — and **on automatically** when the process is started with `-perf` or `-qaselftest`, so a performance capture never depends on someone pressing a key first. In a running build it can also be forced with the console variable `gigline.Debug 1`.
|
||||
|
||||
Cost: about **5 %** of frame time at 1440p in the demo (2.64 → 2.77 ms average), measured in the same self-test route. The performance release check is recorded without the overlay for that reason; the overlay run is kept beside it as `Docs/perf/0.2.0-walk-frametimes-overlay.csv`.
|
||||
|
||||
## Review and harness switches
|
||||
|
||||
These are command-line switches for the screenshot pipeline and QA runs, not player controls. They exist so a capture is reproducible rather than dependent on a human pressing keys at the right moment.
|
||||
|
||||
| Switch | Effect |
|
||||
| --- | --- |
|
||||
| `-thirdperson` | Starts the pawn in the third-person rig, so a capture shows the body without anyone pressing `V` |
|
||||
| `-walk` | Holds forward input from the first frame — what makes the stride shot possible |
|
||||
| `-qaselftest` | Runs the scripted walk / reset / pause / transect checks and quits; also enables the debug overlay |
|
||||
| `-perf` | Enables the debug overlay for a manual frame-time check |
|
||||
|
||||
The walking shot is driven per shot rather than by the switch: the shot actor enables the walk only while a tracking (`ShotFollow`) camera is being captured, and returns the pawn to spawn afterwards, so the fixed-camera shots still find it in place.
|
||||
|
||||
## Testing input without a physical keyboard
|
||||
|
||||
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,723 @@
|
||||
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
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
594,2.516
|
||||
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||||
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|
||||
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||||
598,2.537
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||||
599,3.080
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||||
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|
||||
601,3.027
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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||||
616,2.792
|
||||
617,2.598
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||||
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|
||||
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|
||||
620,2.536
|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
628,2.919
|
||||
629,2.737
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||||
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|
||||
631,2.408
|
||||
632,2.514
|
||||
633,3.325
|
||||
634,2.767
|
||||
635,2.724
|
||||
636,2.288
|
||||
637,2.680
|
||||
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||||
639,2.902
|
||||
640,3.058
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||||
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||||
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||||
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||||
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|
||||
645,2.753
|
||||
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||||
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||||
648,2.639
|
||||
649,2.666
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||||
650,2.392
|
||||
651,2.408
|
||||
652,3.515
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||||
653,2.687
|
||||
654,2.589
|
||||
655,2.428
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
671,3.368
|
||||
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||||
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|
||||
674,2.365
|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
692,2.289
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||||
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|
||||
694,2.303
|
||||
695,2.934
|
||||
696,3.339
|
||||
697,2.606
|
||||
698,2.187
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||||
699,2.687
|
||||
700,2.328
|
||||
701,3.062
|
||||
702,2.930
|
||||
703,2.871
|
||||
704,2.313
|
||||
705,2.582
|
||||
706,2.464
|
||||
707,2.521
|
||||
708,3.304
|
||||
709,2.492
|
||||
710,2.723
|
||||
711,2.587
|
||||
712,2.608
|
||||
713,2.574
|
||||
714,4.002
|
||||
715,3.011
|
||||
716,2.227
|
||||
717,2.374
|
||||
718,2.343
|
||||
719,2.541
|
||||
720,3.580
|
||||
721,2.854
|
||||
|
@@ -0,0 +1,760 @@
|
||||
frame,ms
|
||||
0,2.428
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||||
1,2.633
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||||
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||||
3,3.606
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||||
4,2.431
|
||||
5,2.649
|
||||
6,4.050
|
||||
7,2.011
|
||||
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|
||||
9,3.390
|
||||
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|
||||
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||||
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||||
13,2.383
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
21,3.150
|
||||
22,2.667
|
||||
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||||
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|
||||
25,2.580
|
||||
26,2.393
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||||
27,2.575
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||||
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|
||||
29,2.536
|
||||
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|
||||
31,2.710
|
||||
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||||
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|
||||
34,2.820
|
||||
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||||
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||||
37,2.562
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||||
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||||
39,2.323
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||||
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||||
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||||
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||||
43,2.448
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
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|
||||
331,3.075
|
||||
332,2.231
|
||||
333,2.537
|
||||
334,2.577
|
||||
335,2.584
|
||||
336,2.473
|
||||
337,3.415
|
||||
338,2.126
|
||||
339,2.506
|
||||
340,2.374
|
||||
341,2.721
|
||||
342,2.418
|
||||
343,3.259
|
||||
344,2.509
|
||||
345,2.519
|
||||
346,2.436
|
||||
347,2.472
|
||||
348,2.504
|
||||
349,2.858
|
||||
350,3.250
|
||||
351,2.161
|
||||
352,2.586
|
||||
353,2.376
|
||||
354,2.651
|
||||
355,2.504
|
||||
356,3.399
|
||||
357,2.353
|
||||
358,2.381
|
||||
359,2.513
|
||||
360,2.633
|
||||
361,2.566
|
||||
362,3.615
|
||||
363,2.593
|
||||
364,2.084
|
||||
365,2.411
|
||||
366,2.653
|
||||
367,2.521
|
||||
368,2.825
|
||||
369,2.891
|
||||
370,2.576
|
||||
371,2.302
|
||||
372,2.582
|
||||
373,2.513
|
||||
374,2.598
|
||||
375,3.790
|
||||
376,2.352
|
||||
377,2.306
|
||||
378,2.434
|
||||
379,2.514
|
||||
380,2.708
|
||||
381,2.978
|
||||
382,2.813
|
||||
383,2.327
|
||||
384,2.502
|
||||
385,2.446
|
||||
386,2.605
|
||||
387,3.033
|
||||
388,3.091
|
||||
389,2.206
|
||||
390,2.648
|
||||
391,2.732
|
||||
392,2.296
|
||||
393,3.406
|
||||
394,2.490
|
||||
395,2.424
|
||||
396,2.443
|
||||
397,2.601
|
||||
398,2.628
|
||||
399,2.477
|
||||
400,3.241
|
||||
401,2.573
|
||||
402,2.422
|
||||
403,2.384
|
||||
404,2.505
|
||||
405,2.575
|
||||
406,2.909
|
||||
407,2.897
|
||||
408,2.486
|
||||
409,2.431
|
||||
410,2.691
|
||||
411,2.342
|
||||
412,2.733
|
||||
413,3.518
|
||||
414,2.391
|
||||
415,2.160
|
||||
416,2.671
|
||||
417,2.505
|
||||
418,2.241
|
||||
419,3.355
|
||||
420,2.775
|
||||
421,2.395
|
||||
422,2.864
|
||||
423,2.290
|
||||
424,2.469
|
||||
425,2.977
|
||||
426,2.759
|
||||
427,2.460
|
||||
428,2.456
|
||||
429,2.497
|
||||
430,2.362
|
||||
431,2.874
|
||||
432,2.812
|
||||
433,2.559
|
||||
434,2.283
|
||||
435,2.670
|
||||
436,2.482
|
||||
437,2.495
|
||||
438,3.118
|
||||
439,3.018
|
||||
440,2.252
|
||||
441,3.222
|
||||
442,2.483
|
||||
443,2.436
|
||||
444,3.209
|
||||
445,3.169
|
||||
446,2.455
|
||||
447,2.432
|
||||
448,2.464
|
||||
449,2.500
|
||||
450,2.967
|
||||
451,2.958
|
||||
452,2.390
|
||||
453,2.494
|
||||
454,2.523
|
||||
455,2.473
|
||||
456,2.516
|
||||
457,3.527
|
||||
458,2.262
|
||||
459,2.377
|
||||
460,2.840
|
||||
461,2.135
|
||||
462,2.520
|
||||
463,3.285
|
||||
464,2.940
|
||||
465,2.256
|
||||
466,2.496
|
||||
467,2.705
|
||||
468,2.395
|
||||
469,3.031
|
||||
470,3.104
|
||||
471,2.411
|
||||
472,2.630
|
||||
473,2.468
|
||||
474,2.416
|
||||
475,2.559
|
||||
476,2.732
|
||||
477,2.441
|
||||
478,2.624
|
||||
479,2.536
|
||||
480,2.458
|
||||
481,2.516
|
||||
482,2.507
|
||||
483,2.606
|
||||
484,2.616
|
||||
485,2.881
|
||||
486,2.358
|
||||
487,2.469
|
||||
488,2.513
|
||||
489,3.250
|
||||
490,2.606
|
||||
491,2.545
|
||||
492,2.407
|
||||
493,2.437
|
||||
494,2.663
|
||||
495,3.346
|
||||
496,2.349
|
||||
497,2.481
|
||||
498,2.613
|
||||
499,2.483
|
||||
500,2.417
|
||||
501,2.923
|
||||
502,3.059
|
||||
503,2.483
|
||||
504,2.373
|
||||
505,2.525
|
||||
506,2.530
|
||||
507,2.431
|
||||
508,2.917
|
||||
509,2.559
|
||||
510,2.623
|
||||
511,3.172
|
||||
512,2.304
|
||||
513,2.331
|
||||
514,3.287
|
||||
515,2.544
|
||||
516,2.429
|
||||
517,2.690
|
||||
518,2.464
|
||||
519,2.406
|
||||
520,2.804
|
||||
521,2.899
|
||||
522,2.461
|
||||
523,2.536
|
||||
524,2.414
|
||||
525,2.380
|
||||
526,2.616
|
||||
527,3.236
|
||||
528,2.499
|
||||
529,2.558
|
||||
530,2.584
|
||||
531,2.309
|
||||
532,2.447
|
||||
533,3.039
|
||||
534,3.133
|
||||
535,2.170
|
||||
536,2.583
|
||||
537,2.505
|
||||
538,2.666
|
||||
539,2.567
|
||||
540,3.307
|
||||
541,2.177
|
||||
542,2.495
|
||||
543,2.441
|
||||
544,2.638
|
||||
545,2.521
|
||||
546,3.527
|
||||
547,2.460
|
||||
548,2.362
|
||||
549,2.520
|
||||
550,2.439
|
||||
551,2.572
|
||||
552,3.087
|
||||
553,2.707
|
||||
554,2.475
|
||||
555,2.283
|
||||
556,2.604
|
||||
557,2.529
|
||||
558,3.094
|
||||
559,3.051
|
||||
560,2.085
|
||||
561,2.365
|
||||
562,2.711
|
||||
563,2.351
|
||||
564,2.572
|
||||
565,2.979
|
||||
566,2.805
|
||||
567,2.373
|
||||
568,2.744
|
||||
569,2.340
|
||||
570,2.285
|
||||
571,2.791
|
||||
572,3.447
|
||||
573,2.208
|
||||
574,2.518
|
||||
575,2.448
|
||||
576,3.917
|
||||
577,1.540
|
||||
578,2.923
|
||||
579,2.632
|
||||
580,2.404
|
||||
581,2.582
|
||||
582,2.508
|
||||
583,2.413
|
||||
584,3.602
|
||||
585,2.342
|
||||
586,2.482
|
||||
587,2.584
|
||||
588,3.062
|
||||
589,2.070
|
||||
590,2.726
|
||||
591,2.937
|
||||
592,2.385
|
||||
593,2.734
|
||||
594,2.188
|
||||
595,2.582
|
||||
596,2.487
|
||||
597,3.339
|
||||
598,2.535
|
||||
599,2.414
|
||||
600,2.459
|
||||
601,2.510
|
||||
602,2.547
|
||||
603,3.414
|
||||
604,2.314
|
||||
605,2.399
|
||||
606,2.550
|
||||
607,2.541
|
||||
608,2.355
|
||||
609,2.709
|
||||
610,3.067
|
||||
611,2.502
|
||||
612,2.467
|
||||
613,2.899
|
||||
614,2.177
|
||||
615,2.719
|
||||
616,3.049
|
||||
617,2.673
|
||||
618,2.259
|
||||
619,2.566
|
||||
620,2.383
|
||||
621,2.420
|
||||
622,3.318
|
||||
623,2.807
|
||||
624,2.348
|
||||
625,2.595
|
||||
626,2.433
|
||||
627,2.569
|
||||
628,2.620
|
||||
629,2.652
|
||||
630,3.140
|
||||
631,2.945
|
||||
632,2.571
|
||||
633,2.546
|
||||
634,2.428
|
||||
635,3.436
|
||||
636,2.393
|
||||
637,2.491
|
||||
638,2.511
|
||||
639,2.485
|
||||
640,2.603
|
||||
641,3.363
|
||||
642,2.442
|
||||
643,2.344
|
||||
644,2.462
|
||||
645,2.508
|
||||
646,2.617
|
||||
647,2.909
|
||||
648,2.824
|
||||
649,2.528
|
||||
650,2.424
|
||||
651,2.511
|
||||
652,2.517
|
||||
653,2.583
|
||||
654,3.331
|
||||
655,2.436
|
||||
656,2.455
|
||||
657,2.380
|
||||
658,2.570
|
||||
659,2.582
|
||||
660,2.789
|
||||
661,2.917
|
||||
662,2.526
|
||||
663,2.538
|
||||
664,2.447
|
||||
665,2.423
|
||||
666,2.695
|
||||
667,3.143
|
||||
668,2.616
|
||||
669,2.126
|
||||
670,2.596
|
||||
671,2.464
|
||||
672,3.092
|
||||
673,2.681
|
||||
674,2.641
|
||||
675,2.311
|
||||
676,2.551
|
||||
677,2.551
|
||||
678,2.837
|
||||
679,2.532
|
||||
680,3.006
|
||||
681,2.289
|
||||
682,2.521
|
||||
683,2.556
|
||||
684,2.593
|
||||
685,2.552
|
||||
686,3.173
|
||||
687,2.415
|
||||
688,2.429
|
||||
689,2.733
|
||||
690,2.286
|
||||
691,2.476
|
||||
692,3.256
|
||||
693,2.897
|
||||
694,2.528
|
||||
695,2.377
|
||||
696,2.518
|
||||
697,2.504
|
||||
698,3.074
|
||||
699,2.814
|
||||
700,2.433
|
||||
701,2.338
|
||||
702,2.476
|
||||
703,2.458
|
||||
704,3.141
|
||||
705,2.551
|
||||
706,2.717
|
||||
707,2.300
|
||||
708,2.527
|
||||
709,2.446
|
||||
710,2.469
|
||||
711,2.866
|
||||
712,2.776
|
||||
713,2.507
|
||||
714,2.457
|
||||
715,2.520
|
||||
716,2.450
|
||||
717,2.568
|
||||
718,3.192
|
||||
719,2.471
|
||||
720,2.790
|
||||
721,2.337
|
||||
722,2.548
|
||||
723,2.435
|
||||
724,3.313
|
||||
725,2.274
|
||||
726,2.461
|
||||
727,2.451
|
||||
728,2.556
|
||||
729,2.546
|
||||
730,2.869
|
||||
731,3.308
|
||||
732,2.293
|
||||
733,2.428
|
||||
734,2.686
|
||||
735,2.562
|
||||
736,2.523
|
||||
737,3.309
|
||||
738,2.311
|
||||
739,2.498
|
||||
740,2.485
|
||||
741,2.568
|
||||
742,2.392
|
||||
743,3.260
|
||||
744,2.534
|
||||
745,2.550
|
||||
746,2.355
|
||||
747,2.768
|
||||
748,2.319
|
||||
749,3.039
|
||||
750,2.721
|
||||
751,2.490
|
||||
752,2.378
|
||||
753,2.539
|
||||
754,2.823
|
||||
755,2.480
|
||||
756,3.533
|
||||
757,2.285
|
||||
758,2.365
|
||||
|
@@ -42,8 +42,11 @@ 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 |
|
||||
| `0.2.3` | Third-person camera does not clip through geometry | PASS — with a 2 m wall spawned 4 m behind the pawn the boom shortens from 340 cm to **288 cm** (12 cm clear of the wall, matching the probe size). `-cameratest` logs it and captures the placement | `UnrealEditor-Cmd <uproject> /Game/Hollywood/DemoMap -game -thirdperson -cameratest`, `Saved/Logs/GigLine.log` | 2026-11-09 |
|
||||
| `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 +178,6 @@ 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.**
|
||||
@@ -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
|
||||
|
||||

|
||||
|
||||
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
|
||||
|
||||

|
||||
|
||||
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
|
||||
|
||||

|
||||
|
||||
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
|
||||
|
||||

|
||||
|
||||
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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