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v0.1.6
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@@ -179,7 +179,11 @@ Always use a consistent scale test, named export presets, and repeatable import
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||||
## Blender skills
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||||
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||||
`.agents/skills/blender-skills/` holds 94 Blender skill packs (MIT, blender-skills 1.3.0). They are agent instructions, not add-ons, and nothing in the pipeline depends on them.
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||||
The 93 upstream Blender skill packs (MIT, blender-skills 1.3.0) live once, in the **common** agent folder `~/.pi/agent/skills/`, together with the shared `references/` notes and the upstream `LICENSE`. They are agent instructions, not add-ons, and nothing in the pipeline depends on them.
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||||
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||||
Only the project-specific pack stays in the repository: `.agents/skills/blender-skills/blender-director/` — the pipeline orchestrator, which names this project's tools and stages. It refers to the shared notes by absolute path (`~/.pi/agent/skills/references/…`).
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||||
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||||
Do not copy the common packs into the repository: a second copy under a different root is a name collision, and Pi keeps the first one it finds and warns on every start. Add a pack to `~/.pi/agent/skills/<pack>/SKILL.md` (one level down, flat) and it is picked up everywhere; `references/` sits beside them at `~/.pi/agent/skills/references/`.
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**All agents must consult the relevant skill packs before starting a task in that discipline.** Each patch section in `TODO.md` lists its suggested skills; the general mapping is:
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@@ -210,7 +214,7 @@ 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`: 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 point is that the review happens in the file; a path alone is not a review. 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 both the shot's section and its row in the status table in `Screenshots/README.md`.
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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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@@ -0,0 +1,20 @@
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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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||||
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+116
@@ -8,6 +8,122 @@ 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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|
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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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|
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### Known limitations
|
||||
|
||||
- **The stride capture regressed.** After the finger-curl and derived-arm change, `demo-third-person-walk` shows a standing pose again. The probe had recorded the walk clip playing (`speed=28 clip=GigLine_Walk`) before the change, and pinning the clip to a quarter cycle did not restore the stride, so the cause is still open. The shot is retired rather than shipped broken — seven shots verify, and the walk evidence stands on the earlier capture plus the probe.
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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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|
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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.
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- **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.
|
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- **Review shots 6, 7 and 8** — third-person back, front and mid-stride — embedded in `Screenshots/README.md`.
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|
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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.
|
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- `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`.
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|
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### Fixed
|
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|
||||
- **`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.
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- **The animation switch restarted the clip every frame**, freezing the body on frame 0.
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- **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.
|
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- **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.
|
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- **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.
|
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|
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### Verified
|
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|
||||
- **8 review shots verify**; shots 6, 7 and 8 approved by the owner.
|
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- **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`.
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- `-qaselftest`: walk, reset 0 cm from spawn, pause/unpause, transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9 — all PASS.
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||||
- 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.
|
||||
|
||||
@@ -20,12 +20,14 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
|
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| --- | --- | --- |
|
||||
| `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
|
||||
|
||||
@@ -55,6 +57,9 @@ Python scripts in `Tools/` drive the content pipeline:
|
||||
|
||||
| Script group | Purpose |
|
||||
| --- | --- |
|
||||
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
|
||||
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
|
||||
| `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) |
|
||||
|
||||
@@ -63,3 +63,11 @@
|
||||
- **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.
|
||||
@@ -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
|
||||
|
||||
@@ -199,6 +201,9 @@ Python scripts in `Tools/` drive the content pipeline:
|
||||
|
||||
| Script group | Purpose |
|
||||
| --- | --- |
|
||||
| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
|
||||
| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
|
||||
| `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) |
|
||||
@@ -453,8 +458,6 @@ 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.
|
||||
|
||||
# Quality Requirements
|
||||
|
||||
## 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.
|
||||
@@ -463,6 +466,16 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
|
||||
|
||||
- **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
|
||||
|
||||
Ordered by priority: realism first, performance last. The order decides design trade-offs; it does not license dropping a lower item silently (see the trade-off rule below the table).
|
||||
|
||||
+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
|
||||
479,2.957
|
||||
480,2.470
|
||||
481,2.403
|
||||
482,2.560
|
||||
483,2.470
|
||||
484,3.451
|
||||
485,2.905
|
||||
486,2.583
|
||||
487,2.329
|
||||
488,2.798
|
||||
489,2.289
|
||||
490,2.882
|
||||
491,2.903
|
||||
492,2.627
|
||||
493,2.897
|
||||
494,2.321
|
||||
495,2.472
|
||||
496,2.882
|
||||
497,3.844
|
||||
498,3.096
|
||||
499,2.525
|
||||
500,2.250
|
||||
501,2.477
|
||||
502,2.728
|
||||
503,3.391
|
||||
504,2.539
|
||||
505,2.635
|
||||
506,2.542
|
||||
507,2.435
|
||||
508,3.011
|
||||
509,3.042
|
||||
510,2.965
|
||||
511,2.273
|
||||
512,2.433
|
||||
513,3.020
|
||||
514,2.776
|
||||
515,3.646
|
||||
516,2.856
|
||||
517,2.886
|
||||
518,2.522
|
||||
519,2.528
|
||||
520,4.396
|
||||
521,3.397
|
||||
522,2.218
|
||||
523,2.433
|
||||
524,2.605
|
||||
525,3.504
|
||||
526,3.087
|
||||
527,3.186
|
||||
528,2.343
|
||||
529,2.433
|
||||
530,2.900
|
||||
531,3.000
|
||||
532,3.511
|
||||
533,2.663
|
||||
534,2.699
|
||||
535,2.423
|
||||
536,3.136
|
||||
537,2.802
|
||||
538,3.151
|
||||
539,2.507
|
||||
540,2.973
|
||||
541,2.325
|
||||
542,3.322
|
||||
543,3.260
|
||||
544,3.525
|
||||
545,2.846
|
||||
546,2.125
|
||||
547,2.697
|
||||
548,2.829
|
||||
549,3.389
|
||||
550,2.758
|
||||
551,2.866
|
||||
552,2.338
|
||||
553,3.115
|
||||
554,2.500
|
||||
555,3.387
|
||||
556,2.851
|
||||
557,2.511
|
||||
558,2.459
|
||||
559,3.107
|
||||
560,2.521
|
||||
561,3.308
|
||||
562,2.782
|
||||
563,2.810
|
||||
564,2.323
|
||||
565,3.259
|
||||
566,2.366
|
||||
567,3.542
|
||||
568,2.929
|
||||
569,2.299
|
||||
570,2.336
|
||||
571,3.027
|
||||
572,2.540
|
||||
573,3.409
|
||||
574,2.784
|
||||
575,2.444
|
||||
576,2.437
|
||||
577,2.734
|
||||
578,2.591
|
||||
579,3.845
|
||||
580,3.212
|
||||
581,2.802
|
||||
582,2.370
|
||||
583,2.704
|
||||
584,2.624
|
||||
585,4.023
|
||||
586,2.360
|
||||
587,2.759
|
||||
588,2.511
|
||||
589,2.608
|
||||
590,2.922
|
||||
591,3.081
|
||||
592,3.271
|
||||
593,2.471
|
||||
594,2.516
|
||||
595,2.474
|
||||
596,2.814
|
||||
597,3.127
|
||||
598,2.537
|
||||
599,3.080
|
||||
600,2.341
|
||||
601,3.027
|
||||
602,2.766
|
||||
603,2.984
|
||||
604,2.450
|
||||
605,2.922
|
||||
606,2.481
|
||||
607,2.616
|
||||
608,2.541
|
||||
609,3.462
|
||||
610,2.971
|
||||
611,2.955
|
||||
612,2.258
|
||||
613,2.682
|
||||
614,2.770
|
||||
615,3.119
|
||||
616,2.792
|
||||
617,2.598
|
||||
618,2.260
|
||||
619,2.441
|
||||
620,2.536
|
||||
621,3.425
|
||||
622,2.958
|
||||
623,2.722
|
||||
624,2.099
|
||||
625,2.400
|
||||
626,2.570
|
||||
627,3.295
|
||||
628,2.919
|
||||
629,2.737
|
||||
630,2.311
|
||||
631,2.408
|
||||
632,2.514
|
||||
633,3.325
|
||||
634,2.767
|
||||
635,2.724
|
||||
636,2.288
|
||||
637,2.680
|
||||
638,2.347
|
||||
639,2.902
|
||||
640,3.058
|
||||
641,2.770
|
||||
642,2.522
|
||||
643,2.406
|
||||
644,2.539
|
||||
645,2.753
|
||||
646,3.215
|
||||
647,2.636
|
||||
648,2.639
|
||||
649,2.666
|
||||
650,2.392
|
||||
651,2.408
|
||||
652,3.515
|
||||
653,2.687
|
||||
654,2.589
|
||||
655,2.428
|
||||
656,2.375
|
||||
657,2.619
|
||||
658,3.308
|
||||
659,2.664
|
||||
660,2.752
|
||||
661,2.456
|
||||
662,2.365
|
||||
663,2.533
|
||||
664,3.354
|
||||
665,2.812
|
||||
666,2.684
|
||||
667,2.349
|
||||
668,2.441
|
||||
669,2.714
|
||||
670,2.769
|
||||
671,3.368
|
||||
672,2.624
|
||||
673,2.308
|
||||
674,2.365
|
||||
675,2.634
|
||||
676,2.617
|
||||
677,3.350
|
||||
678,2.733
|
||||
679,2.623
|
||||
680,2.462
|
||||
681,2.494
|
||||
682,2.460
|
||||
683,3.463
|
||||
684,2.537
|
||||
685,2.628
|
||||
686,2.674
|
||||
687,2.381
|
||||
688,2.516
|
||||
689,3.586
|
||||
690,2.681
|
||||
691,2.676
|
||||
692,2.289
|
||||
693,2.726
|
||||
694,2.303
|
||||
695,2.934
|
||||
696,3.339
|
||||
697,2.606
|
||||
698,2.187
|
||||
699,2.687
|
||||
700,2.328
|
||||
701,3.062
|
||||
702,2.930
|
||||
703,2.871
|
||||
704,2.313
|
||||
705,2.582
|
||||
706,2.464
|
||||
707,2.521
|
||||
708,3.304
|
||||
709,2.492
|
||||
710,2.723
|
||||
711,2.587
|
||||
712,2.608
|
||||
713,2.574
|
||||
714,4.002
|
||||
715,3.011
|
||||
716,2.227
|
||||
717,2.374
|
||||
718,2.343
|
||||
719,2.541
|
||||
720,3.580
|
||||
721,2.854
|
||||
|
@@ -0,0 +1,760 @@
|
||||
frame,ms
|
||||
0,2.428
|
||||
1,2.633
|
||||
2,2.238
|
||||
3,3.606
|
||||
4,2.431
|
||||
5,2.649
|
||||
6,4.050
|
||||
7,2.011
|
||||
8,2.735
|
||||
9,3.390
|
||||
10,2.901
|
||||
11,2.237
|
||||
12,2.686
|
||||
13,2.383
|
||||
14,2.451
|
||||
15,3.412
|
||||
16,2.458
|
||||
17,2.474
|
||||
18,2.588
|
||||
19,2.556
|
||||
20,2.478
|
||||
21,3.150
|
||||
22,2.667
|
||||
23,2.349
|
||||
24,2.568
|
||||
25,2.580
|
||||
26,2.393
|
||||
27,2.575
|
||||
28,3.132
|
||||
29,2.536
|
||||
30,2.508
|
||||
31,2.710
|
||||
32,2.348
|
||||
33,2.537
|
||||
34,2.820
|
||||
35,3.162
|
||||
36,2.163
|
||||
37,2.562
|
||||
38,2.619
|
||||
39,2.323
|
||||
40,2.628
|
||||
41,3.075
|
||||
42,2.512
|
||||
43,2.448
|
||||
44,2.505
|
||||
45,2.454
|
||||
46,2.607
|
||||
47,3.128
|
||||
48,2.476
|
||||
49,2.562
|
||||
50,2.434
|
||||
51,3.385
|
||||
52,2.076
|
||||
53,3.435
|
||||
54,2.672
|
||||
55,2.550
|
||||
56,1.998
|
||||
57,2.583
|
||||
58,2.518
|
||||
59,2.777
|
||||
60,3.920
|
||||
61,2.934
|
||||
62,2.675
|
||||
63,2.320
|
||||
64,2.309
|
||||
65,2.520
|
||||
66,3.947
|
||||
67,2.596
|
||||
68,2.708
|
||||
69,2.291
|
||||
70,2.404
|
||||
71,2.551
|
||||
72,3.715
|
||||
73,2.100
|
||||
74,2.539
|
||||
75,2.682
|
||||
76,2.273
|
||||
77,2.442
|
||||
78,3.952
|
||||
79,2.233
|
||||
80,2.374
|
||||
81,2.686
|
||||
82,2.407
|
||||
83,2.654
|
||||
84,3.613
|
||||
85,2.320
|
||||
86,2.685
|
||||
87,2.744
|
||||
88,2.357
|
||||
89,2.565
|
||||
90,3.756
|
||||
91,2.672
|
||||
92,2.128
|
||||
93,2.583
|
||||
94,2.546
|
||||
95,2.391
|
||||
96,2.935
|
||||
97,3.624
|
||||
98,1.934
|
||||
99,2.509
|
||||
100,2.603
|
||||
101,2.449
|
||||
102,2.802
|
||||
103,3.678
|
||||
104,2.336
|
||||
105,2.509
|
||||
106,2.551
|
||||
107,2.576
|
||||
108,2.997
|
||||
109,3.208
|
||||
110,2.301
|
||||
111,2.359
|
||||
112,2.484
|
||||
113,2.646
|
||||
114,2.801
|
||||
115,3.226
|
||||
116,2.635
|
||||
117,2.325
|
||||
118,2.501
|
||||
119,2.602
|
||||
120,2.564
|
||||
121,3.151
|
||||
122,3.149
|
||||
123,2.235
|
||||
124,2.596
|
||||
125,2.432
|
||||
126,2.665
|
||||
127,2.648
|
||||
128,3.884
|
||||
129,2.087
|
||||
130,2.375
|
||||
131,2.586
|
||||
132,2.734
|
||||
133,2.338
|
||||
134,3.617
|
||||
135,2.418
|
||||
136,2.350
|
||||
137,2.713
|
||||
138,2.758
|
||||
139,2.239
|
||||
140,3.585
|
||||
141,2.565
|
||||
142,2.787
|
||||
143,2.115
|
||||
144,2.435
|
||||
145,2.489
|
||||
146,3.062
|
||||
147,2.958
|
||||
148,2.402
|
||||
149,2.425
|
||||
150,2.516
|
||||
151,2.505
|
||||
152,2.543
|
||||
153,3.690
|
||||
154,2.060
|
||||
155,2.510
|
||||
156,2.428
|
||||
157,2.603
|
||||
158,2.491
|
||||
159,3.178
|
||||
160,2.496
|
||||
161,2.424
|
||||
162,2.495
|
||||
163,2.667
|
||||
164,2.434
|
||||
165,3.040
|
||||
166,2.949
|
||||
167,2.094
|
||||
168,2.510
|
||||
169,2.586
|
||||
170,2.395
|
||||
171,3.004
|
||||
172,3.009
|
||||
173,2.288
|
||||
174,2.548
|
||||
175,2.337
|
||||
176,2.598
|
||||
177,2.498
|
||||
178,3.526
|
||||
179,2.533
|
||||
180,2.134
|
||||
181,2.560
|
||||
182,2.541
|
||||
183,2.436
|
||||
184,2.635
|
||||
185,3.361
|
||||
186,2.261
|
||||
187,2.566
|
||||
188,2.383
|
||||
189,2.529
|
||||
190,2.645
|
||||
191,3.190
|
||||
192,2.523
|
||||
193,2.523
|
||||
194,2.346
|
||||
195,2.865
|
||||
196,2.348
|
||||
197,2.879
|
||||
198,3.657
|
||||
199,1.824
|
||||
200,2.551
|
||||
201,2.449
|
||||
202,2.607
|
||||
203,3.085
|
||||
204,3.163
|
||||
205,2.404
|
||||
206,2.327
|
||||
207,2.553
|
||||
208,2.576
|
||||
209,2.544
|
||||
210,3.193
|
||||
211,2.647
|
||||
212,2.332
|
||||
213,2.544
|
||||
214,2.767
|
||||
215,2.429
|
||||
216,3.103
|
||||
217,2.861
|
||||
218,2.318
|
||||
219,2.552
|
||||
220,2.587
|
||||
221,2.352
|
||||
222,3.128
|
||||
223,2.621
|
||||
224,2.461
|
||||
225,2.422
|
||||
226,2.601
|
||||
227,2.748
|
||||
228,2.545
|
||||
229,3.224
|
||||
230,2.206
|
||||
231,2.459
|
||||
232,2.530
|
||||
233,2.461
|
||||
234,2.570
|
||||
235,3.271
|
||||
236,2.405
|
||||
237,2.424
|
||||
238,2.671
|
||||
239,2.450
|
||||
240,2.644
|
||||
241,2.510
|
||||
242,3.023
|
||||
243,2.461
|
||||
244,2.618
|
||||
245,2.350
|
||||
246,2.551
|
||||
247,2.472
|
||||
248,3.642
|
||||
249,2.576
|
||||
250,2.548
|
||||
251,3.599
|
||||
252,1.992
|
||||
253,2.424
|
||||
254,3.752
|
||||
255,2.241
|
||||
256,2.360
|
||||
257,2.522
|
||||
258,2.584
|
||||
259,2.653
|
||||
260,2.871
|
||||
261,2.827
|
||||
262,2.369
|
||||
263,2.482
|
||||
264,2.599
|
||||
265,2.294
|
||||
266,2.686
|
||||
267,3.428
|
||||
268,2.240
|
||||
269,2.435
|
||||
270,2.468
|
||||
271,2.619
|
||||
272,2.519
|
||||
273,3.247
|
||||
274,2.539
|
||||
275,2.442
|
||||
276,2.518
|
||||
277,2.489
|
||||
278,2.463
|
||||
279,2.839
|
||||
280,2.907
|
||||
281,2.786
|
||||
282,2.211
|
||||
283,2.615
|
||||
284,2.378
|
||||
285,2.671
|
||||
286,3.219
|
||||
287,2.435
|
||||
288,2.509
|
||||
289,2.323
|
||||
290,2.502
|
||||
291,2.526
|
||||
292,3.292
|
||||
293,2.468
|
||||
294,2.526
|
||||
295,2.500
|
||||
296,2.431
|
||||
297,2.481
|
||||
298,2.921
|
||||
299,3.009
|
||||
300,2.415
|
||||
301,2.600
|
||||
302,2.344
|
||||
303,2.533
|
||||
304,2.618
|
||||
305,3.458
|
||||
306,2.455
|
||||
307,2.469
|
||||
308,2.495
|
||||
309,2.568
|
||||
310,2.473
|
||||
311,3.179
|
||||
312,2.694
|
||||
313,2.503
|
||||
314,2.587
|
||||
315,2.317
|
||||
316,2.609
|
||||
317,2.590
|
||||
318,3.211
|
||||
319,2.392
|
||||
320,2.490
|
||||
321,2.515
|
||||
322,2.496
|
||||
323,2.483
|
||||
324,3.157
|
||||
325,2.540
|
||||
326,2.422
|
||||
327,2.574
|
||||
328,2.468
|
||||
329,2.547
|
||||
330,2.788
|
||||
331,3.075
|
||||
332,2.231
|
||||
333,2.537
|
||||
334,2.577
|
||||
335,2.584
|
||||
336,2.473
|
||||
337,3.415
|
||||
338,2.126
|
||||
339,2.506
|
||||
340,2.374
|
||||
341,2.721
|
||||
342,2.418
|
||||
343,3.259
|
||||
344,2.509
|
||||
345,2.519
|
||||
346,2.436
|
||||
347,2.472
|
||||
348,2.504
|
||||
349,2.858
|
||||
350,3.250
|
||||
351,2.161
|
||||
352,2.586
|
||||
353,2.376
|
||||
354,2.651
|
||||
355,2.504
|
||||
356,3.399
|
||||
357,2.353
|
||||
358,2.381
|
||||
359,2.513
|
||||
360,2.633
|
||||
361,2.566
|
||||
362,3.615
|
||||
363,2.593
|
||||
364,2.084
|
||||
365,2.411
|
||||
366,2.653
|
||||
367,2.521
|
||||
368,2.825
|
||||
369,2.891
|
||||
370,2.576
|
||||
371,2.302
|
||||
372,2.582
|
||||
373,2.513
|
||||
374,2.598
|
||||
375,3.790
|
||||
376,2.352
|
||||
377,2.306
|
||||
378,2.434
|
||||
379,2.514
|
||||
380,2.708
|
||||
381,2.978
|
||||
382,2.813
|
||||
383,2.327
|
||||
384,2.502
|
||||
385,2.446
|
||||
386,2.605
|
||||
387,3.033
|
||||
388,3.091
|
||||
389,2.206
|
||||
390,2.648
|
||||
391,2.732
|
||||
392,2.296
|
||||
393,3.406
|
||||
394,2.490
|
||||
395,2.424
|
||||
396,2.443
|
||||
397,2.601
|
||||
398,2.628
|
||||
399,2.477
|
||||
400,3.241
|
||||
401,2.573
|
||||
402,2.422
|
||||
403,2.384
|
||||
404,2.505
|
||||
405,2.575
|
||||
406,2.909
|
||||
407,2.897
|
||||
408,2.486
|
||||
409,2.431
|
||||
410,2.691
|
||||
411,2.342
|
||||
412,2.733
|
||||
413,3.518
|
||||
414,2.391
|
||||
415,2.160
|
||||
416,2.671
|
||||
417,2.505
|
||||
418,2.241
|
||||
419,3.355
|
||||
420,2.775
|
||||
421,2.395
|
||||
422,2.864
|
||||
423,2.290
|
||||
424,2.469
|
||||
425,2.977
|
||||
426,2.759
|
||||
427,2.460
|
||||
428,2.456
|
||||
429,2.497
|
||||
430,2.362
|
||||
431,2.874
|
||||
432,2.812
|
||||
433,2.559
|
||||
434,2.283
|
||||
435,2.670
|
||||
436,2.482
|
||||
437,2.495
|
||||
438,3.118
|
||||
439,3.018
|
||||
440,2.252
|
||||
441,3.222
|
||||
442,2.483
|
||||
443,2.436
|
||||
444,3.209
|
||||
445,3.169
|
||||
446,2.455
|
||||
447,2.432
|
||||
448,2.464
|
||||
449,2.500
|
||||
450,2.967
|
||||
451,2.958
|
||||
452,2.390
|
||||
453,2.494
|
||||
454,2.523
|
||||
455,2.473
|
||||
456,2.516
|
||||
457,3.527
|
||||
458,2.262
|
||||
459,2.377
|
||||
460,2.840
|
||||
461,2.135
|
||||
462,2.520
|
||||
463,3.285
|
||||
464,2.940
|
||||
465,2.256
|
||||
466,2.496
|
||||
467,2.705
|
||||
468,2.395
|
||||
469,3.031
|
||||
470,3.104
|
||||
471,2.411
|
||||
472,2.630
|
||||
473,2.468
|
||||
474,2.416
|
||||
475,2.559
|
||||
476,2.732
|
||||
477,2.441
|
||||
478,2.624
|
||||
479,2.536
|
||||
480,2.458
|
||||
481,2.516
|
||||
482,2.507
|
||||
483,2.606
|
||||
484,2.616
|
||||
485,2.881
|
||||
486,2.358
|
||||
487,2.469
|
||||
488,2.513
|
||||
489,3.250
|
||||
490,2.606
|
||||
491,2.545
|
||||
492,2.407
|
||||
493,2.437
|
||||
494,2.663
|
||||
495,3.346
|
||||
496,2.349
|
||||
497,2.481
|
||||
498,2.613
|
||||
499,2.483
|
||||
500,2.417
|
||||
501,2.923
|
||||
502,3.059
|
||||
503,2.483
|
||||
504,2.373
|
||||
505,2.525
|
||||
506,2.530
|
||||
507,2.431
|
||||
508,2.917
|
||||
509,2.559
|
||||
510,2.623
|
||||
511,3.172
|
||||
512,2.304
|
||||
513,2.331
|
||||
514,3.287
|
||||
515,2.544
|
||||
516,2.429
|
||||
517,2.690
|
||||
518,2.464
|
||||
519,2.406
|
||||
520,2.804
|
||||
521,2.899
|
||||
522,2.461
|
||||
523,2.536
|
||||
524,2.414
|
||||
525,2.380
|
||||
526,2.616
|
||||
527,3.236
|
||||
528,2.499
|
||||
529,2.558
|
||||
530,2.584
|
||||
531,2.309
|
||||
532,2.447
|
||||
533,3.039
|
||||
534,3.133
|
||||
535,2.170
|
||||
536,2.583
|
||||
537,2.505
|
||||
538,2.666
|
||||
539,2.567
|
||||
540,3.307
|
||||
541,2.177
|
||||
542,2.495
|
||||
543,2.441
|
||||
544,2.638
|
||||
545,2.521
|
||||
546,3.527
|
||||
547,2.460
|
||||
548,2.362
|
||||
549,2.520
|
||||
550,2.439
|
||||
551,2.572
|
||||
552,3.087
|
||||
553,2.707
|
||||
554,2.475
|
||||
555,2.283
|
||||
556,2.604
|
||||
557,2.529
|
||||
558,3.094
|
||||
559,3.051
|
||||
560,2.085
|
||||
561,2.365
|
||||
562,2.711
|
||||
563,2.351
|
||||
564,2.572
|
||||
565,2.979
|
||||
566,2.805
|
||||
567,2.373
|
||||
568,2.744
|
||||
569,2.340
|
||||
570,2.285
|
||||
571,2.791
|
||||
572,3.447
|
||||
573,2.208
|
||||
574,2.518
|
||||
575,2.448
|
||||
576,3.917
|
||||
577,1.540
|
||||
578,2.923
|
||||
579,2.632
|
||||
580,2.404
|
||||
581,2.582
|
||||
582,2.508
|
||||
583,2.413
|
||||
584,3.602
|
||||
585,2.342
|
||||
586,2.482
|
||||
587,2.584
|
||||
588,3.062
|
||||
589,2.070
|
||||
590,2.726
|
||||
591,2.937
|
||||
592,2.385
|
||||
593,2.734
|
||||
594,2.188
|
||||
595,2.582
|
||||
596,2.487
|
||||
597,3.339
|
||||
598,2.535
|
||||
599,2.414
|
||||
600,2.459
|
||||
601,2.510
|
||||
602,2.547
|
||||
603,3.414
|
||||
604,2.314
|
||||
605,2.399
|
||||
606,2.550
|
||||
607,2.541
|
||||
608,2.355
|
||||
609,2.709
|
||||
610,3.067
|
||||
611,2.502
|
||||
612,2.467
|
||||
613,2.899
|
||||
614,2.177
|
||||
615,2.719
|
||||
616,3.049
|
||||
617,2.673
|
||||
618,2.259
|
||||
619,2.566
|
||||
620,2.383
|
||||
621,2.420
|
||||
622,3.318
|
||||
623,2.807
|
||||
624,2.348
|
||||
625,2.595
|
||||
626,2.433
|
||||
627,2.569
|
||||
628,2.620
|
||||
629,2.652
|
||||
630,3.140
|
||||
631,2.945
|
||||
632,2.571
|
||||
633,2.546
|
||||
634,2.428
|
||||
635,3.436
|
||||
636,2.393
|
||||
637,2.491
|
||||
638,2.511
|
||||
639,2.485
|
||||
640,2.603
|
||||
641,3.363
|
||||
642,2.442
|
||||
643,2.344
|
||||
644,2.462
|
||||
645,2.508
|
||||
646,2.617
|
||||
647,2.909
|
||||
648,2.824
|
||||
649,2.528
|
||||
650,2.424
|
||||
651,2.511
|
||||
652,2.517
|
||||
653,2.583
|
||||
654,3.331
|
||||
655,2.436
|
||||
656,2.455
|
||||
657,2.380
|
||||
658,2.570
|
||||
659,2.582
|
||||
660,2.789
|
||||
661,2.917
|
||||
662,2.526
|
||||
663,2.538
|
||||
664,2.447
|
||||
665,2.423
|
||||
666,2.695
|
||||
667,3.143
|
||||
668,2.616
|
||||
669,2.126
|
||||
670,2.596
|
||||
671,2.464
|
||||
672,3.092
|
||||
673,2.681
|
||||
674,2.641
|
||||
675,2.311
|
||||
676,2.551
|
||||
677,2.551
|
||||
678,2.837
|
||||
679,2.532
|
||||
680,3.006
|
||||
681,2.289
|
||||
682,2.521
|
||||
683,2.556
|
||||
684,2.593
|
||||
685,2.552
|
||||
686,3.173
|
||||
687,2.415
|
||||
688,2.429
|
||||
689,2.733
|
||||
690,2.286
|
||||
691,2.476
|
||||
692,3.256
|
||||
693,2.897
|
||||
694,2.528
|
||||
695,2.377
|
||||
696,2.518
|
||||
697,2.504
|
||||
698,3.074
|
||||
699,2.814
|
||||
700,2.433
|
||||
701,2.338
|
||||
702,2.476
|
||||
703,2.458
|
||||
704,3.141
|
||||
705,2.551
|
||||
706,2.717
|
||||
707,2.300
|
||||
708,2.527
|
||||
709,2.446
|
||||
710,2.469
|
||||
711,2.866
|
||||
712,2.776
|
||||
713,2.507
|
||||
714,2.457
|
||||
715,2.520
|
||||
716,2.450
|
||||
717,2.568
|
||||
718,3.192
|
||||
719,2.471
|
||||
720,2.790
|
||||
721,2.337
|
||||
722,2.548
|
||||
723,2.435
|
||||
724,3.313
|
||||
725,2.274
|
||||
726,2.461
|
||||
727,2.451
|
||||
728,2.556
|
||||
729,2.546
|
||||
730,2.869
|
||||
731,3.308
|
||||
732,2.293
|
||||
733,2.428
|
||||
734,2.686
|
||||
735,2.562
|
||||
736,2.523
|
||||
737,3.309
|
||||
738,2.311
|
||||
739,2.498
|
||||
740,2.485
|
||||
741,2.568
|
||||
742,2.392
|
||||
743,3.260
|
||||
744,2.534
|
||||
745,2.550
|
||||
746,2.355
|
||||
747,2.768
|
||||
748,2.319
|
||||
749,3.039
|
||||
750,2.721
|
||||
751,2.490
|
||||
752,2.378
|
||||
753,2.539
|
||||
754,2.823
|
||||
755,2.480
|
||||
756,3.533
|
||||
757,2.285
|
||||
758,2.365
|
||||
|
@@ -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`).
|
||||
+3
-2
@@ -33,8 +33,9 @@ Unreal Engine 5.9 is in preview and Unreal Engine 6 has been announced as of Nov
|
||||
| --- | --- |
|
||||
| Package | blender-skills `1.3.0`, upstream commit `8f778d2`, MIT |
|
||||
| Source | <https://github.com/arjun988/blender-skills> |
|
||||
| Location | Local only: `.agents/skills/blender-skills/` — not distributed with the repository |
|
||||
| Installed | 2026-11-06, copied from a local checkout of `.claude/skills/` without edits |
|
||||
| Location | Local only, common root: `~/.pi/agent/skills/` (93 packs, `references/`, `LICENSE`) — not distributed with the repository |
|
||||
| Project-specific | `.agents/skills/blender-skills/blender-director/` in this repository |
|
||||
| Installed | 2026-11-06, copied from a local checkout of `.claude/skills/` without edits; flattened to the common root on 2026-11-10 |
|
||||
|
||||
These are instructions and reference notes for agents, not code that runs in a build. Four of them assume a **Blender MCP server**; this project drives Blender headlessly through `bpy` (`Tools/*.py`) instead, so MCP is optional and nothing depends on it.
|
||||
|
||||
|
||||
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@@ -1,6 +1,10 @@
|
||||
#include "GigLineCharacter.h"
|
||||
|
||||
#include "Animation/AnimSequence.h"
|
||||
#include "Animation/AnimSingleNodeInstance.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "Components/SkeletalMeshComponent.h"
|
||||
#include "GameFramework/SpringArmComponent.h"
|
||||
#include "Components/CapsuleComponent.h"
|
||||
#include "EnhancedInputComponent.h"
|
||||
#include "EnhancedInputSubsystems.h"
|
||||
@@ -11,6 +15,10 @@
|
||||
#include "Engine/World.h"
|
||||
#include "TimerManager.h"
|
||||
#include "Containers/Ticker.h"
|
||||
#include "Camera/PlayerCameraManager.h"
|
||||
#include "Engine/StaticMeshActor.h"
|
||||
#include "UnrealClient.h"
|
||||
#include "HAL/IConsoleManager.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "Misc/CommandLine.h"
|
||||
#include "Misc/Parse.h"
|
||||
@@ -28,7 +36,7 @@ static TAutoConsoleVariable<int32> CVarGigLineSetupLogs(
|
||||
|
||||
AGigLineCharacter::AGigLineCharacter()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = false;
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
// 1.75 m tall, 0.42 m wide, human scale in Unreal units (1 m = 100 uu).
|
||||
GetCapsuleComponent()->InitCapsuleSize(42.0f, 87.5f);
|
||||
@@ -51,9 +59,110 @@ AGigLineCharacter::AGigLineCharacter()
|
||||
FirstPersonCamera->SetRelativeLocation(FVector(0.0f, 0.0f, 72.5f)); // eye height 1.60 m
|
||||
FirstPersonCamera->bUsePawnControlRotation = true;
|
||||
|
||||
// An eye-level mesh is not needed for 0.1.0; the body is a capsule with a camera.
|
||||
GetMesh()->SetHiddenInGame(true);
|
||||
// Visible body (0.2.0). The animated import carries its own skeleton, so the
|
||||
// clips resolve without a retarget step; it is hidden while the first-person
|
||||
// camera is active and shown in third person.
|
||||
static ConstructorHelpers::FObjectFinder<USkeletalMesh> BodyFinder(
|
||||
TEXT("/Game/Test/Character/CharacterV6.CharacterV6"));
|
||||
if (BodyFinder.Succeeded())
|
||||
{
|
||||
GetMesh()->SetSkeletalMesh(BodyFinder.Object);
|
||||
}
|
||||
// The animated import carries no material of its own; without this the body is
|
||||
// grey clay. The warm skin material was created by the character import.
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> SkinFinder(
|
||||
TEXT("/Game/Test/Character/M_Character_Export.M_Character_Export"));
|
||||
if (SkinFinder.Succeeded())
|
||||
{
|
||||
GetMesh()->SetMaterial(0, SkinFinder.Object);
|
||||
}
|
||||
static ConstructorHelpers::FObjectFinder<UAnimSequence> IdleFinder(
|
||||
TEXT("/Game/Test/Character/CharacterV6Human_rig_GigLine_Idle.CharacterV6Human_rig_GigLine_Idle"));
|
||||
if (IdleFinder.Succeeded())
|
||||
{
|
||||
IdleAnimation = IdleFinder.Object;
|
||||
}
|
||||
static ConstructorHelpers::FObjectFinder<UAnimSequence> WalkFinder(
|
||||
TEXT("/Game/Test/Character/CharacterV6Human_rig_GigLine_Walk.CharacterV6Human_rig_GigLine_Walk"));
|
||||
if (WalkFinder.Succeeded())
|
||||
{
|
||||
WalkAnimation = WalkFinder.Object;
|
||||
}
|
||||
GetMesh()->SetRelativeLocation(FVector(0.0f, 0.0f, -87.5f));
|
||||
GetMesh()->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
|
||||
GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
GetMesh()->SetHiddenInGame(true);
|
||||
|
||||
// Hair: a separate component that copies the body's pose, so it follows the head
|
||||
// bone without a second rig or a second animation. Hidden with the body.
|
||||
// The skin material is assigned at runtime: a SkeletalMesh slot cannot be repointed
|
||||
// from Python, so Tools/ue_character_materials.py builds M_Character_Skin and the
|
||||
// pawn binds it here. Without this the imported FBX phong material is used and the
|
||||
// generated pore detail never reaches the render.
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> SkinMaterialFinder(
|
||||
TEXT("/Game/Test/Character/M_Character_Skin.M_Character_Skin"));
|
||||
if (SkinMaterialFinder.Succeeded())
|
||||
{
|
||||
GetMesh()->SetMaterial(0, SkinMaterialFinder.Object);
|
||||
}
|
||||
|
||||
HairMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("HairMesh"));
|
||||
HairMesh->SetupAttachment(GetCapsuleComponent());
|
||||
HairMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
HairMesh->SetHiddenInGame(true);
|
||||
static ConstructorHelpers::FObjectFinder<USkeletalMesh> HairFinder(
|
||||
TEXT("/Game/Test/Character/CharacterHair.CharacterHair"));
|
||||
if (HairFinder.Succeeded())
|
||||
{
|
||||
HairMesh->SetSkeletalMesh(HairFinder.Object);
|
||||
HairMesh->SetRelativeLocation(FVector(0.0f, 0.0f, -87.5f));
|
||||
HairMesh->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
|
||||
HairMesh->SetLeaderPoseComponent(GetMesh());
|
||||
}
|
||||
|
||||
// Garments: tee, jeans, shoes. Each is its own mesh with its own single material,
|
||||
// attached to the capsule and posed from the body so there is no second rig.
|
||||
static const TCHAR* GarmentPaths[] = {
|
||||
TEXT("/Game/Test/Character/CharacterTee.CharacterTee"),
|
||||
TEXT("/Game/Test/Character/CharacterJeans.CharacterJeans"),
|
||||
TEXT("/Game/Test/Character/CharacterShoes.CharacterShoes"),
|
||||
};
|
||||
for (const TCHAR* Path : GarmentPaths)
|
||||
{
|
||||
USkeletalMeshComponent* Piece = CreateDefaultSubobject<USkeletalMeshComponent>(
|
||||
FName(*FString::Printf(TEXT("Cloth_%s"), *FPaths::GetBaseFilename(Path))));
|
||||
Piece->SetupAttachment(GetCapsuleComponent());
|
||||
Piece->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
Piece->SetHiddenInGame(true);
|
||||
Piece->SetRelativeLocation(FVector(0.0f, 0.0f, -87.5f));
|
||||
Piece->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
|
||||
if (USkeletalMesh* Mesh = LoadObject<USkeletalMesh>(nullptr, Path))
|
||||
{
|
||||
Piece->SetSkeletalMesh(Mesh);
|
||||
Piece->SetLeaderPoseComponent(GetMesh());
|
||||
}
|
||||
Clothing.Add(Piece);
|
||||
}
|
||||
|
||||
// Third-person boom. bDoCollisionTest is the camera-collision feature: the arm
|
||||
// shortens when something is between the pivot and the desired camera position.
|
||||
ThirdPersonArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("ThirdPersonArm"));
|
||||
ThirdPersonArm->SetupAttachment(GetCapsuleComponent());
|
||||
ThirdPersonArm->SetRelativeLocation(FVector(0.0f, 0.0f, 60.0f));
|
||||
ThirdPersonArm->TargetArmLength = ThirdPersonBoomLength;
|
||||
ThirdPersonArm->bUsePawnControlRotation = true;
|
||||
ThirdPersonArm->bDoCollisionTest = true;
|
||||
ThirdPersonArm->ProbeSize = 12.0f;
|
||||
ThirdPersonArm->ProbeChannel = ECollisionChannel::ECC_Camera;
|
||||
ThirdPersonArm->bEnableCameraLag = true;
|
||||
ThirdPersonArm->CameraLagSpeed = 8.0f;
|
||||
ThirdPersonArm->SetAutoActivate(false);
|
||||
|
||||
ThirdPersonCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("ThirdPersonCamera"));
|
||||
ThirdPersonCamera->SetupAttachment(ThirdPersonArm, USpringArmComponent::SocketName);
|
||||
ThirdPersonCamera->bUsePawnControlRotation = false;
|
||||
ThirdPersonCamera->SetAutoActivate(false);
|
||||
ThirdPersonCamera->SetFieldOfView(90.0f);
|
||||
|
||||
// Hard-reference the Enhanced Input assets with ConstructorHelpers so the
|
||||
// cooker always includes them and they load during CDO construction. Runtime
|
||||
@@ -78,6 +187,10 @@ AGigLineCharacter::AGigLineCharacter()
|
||||
TEXT("/Game/Input/IA_Jump.IA_Jump"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> ResetF(
|
||||
TEXT("/Game/Input/IA_Reset.IA_Reset"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> DebugF(
|
||||
TEXT("/Game/Input/IA_ToggleDebug.IA_ToggleDebug"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> CamF(
|
||||
TEXT("/Game/Input/IA_ToggleCamera.IA_ToggleCamera"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> PauseF(
|
||||
TEXT("/Game/Input/IA_Pause.IA_Pause"));
|
||||
|
||||
@@ -89,6 +202,8 @@ AGigLineCharacter::AGigLineCharacter()
|
||||
LookAction = LookF.Object;
|
||||
JumpAction = JumpF.Object;
|
||||
ResetAction = ResetF.Object;
|
||||
ToggleCameraAction = CamF.Object;
|
||||
ToggleDebugAction = DebugF.Object;
|
||||
PauseAction = PauseF.Object;
|
||||
|
||||
if (!MappingContext || !MoveAction || !MoveBackAction || !StrafeAction || !StrafeLeftAction
|
||||
@@ -138,6 +253,23 @@ void AGigLineCharacter::BeginPlay()
|
||||
StartLocation = GetActorLocation();
|
||||
StartRotation = GetActorRotation();
|
||||
|
||||
// `-thirdperson` starts the pawn in the third-person rig. The first-person view
|
||||
// stays the default (owner decision for 0.1.0), but the screenshot run needs the
|
||||
// body visible without a human pressing V, so the review is reproducible.
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine: BeginPlay thirdperson=%d body=%s idle=%s walk=%s"),
|
||||
FParse::Param(FCommandLine::Get(), TEXT("thirdperson")) ? 1 : 0,
|
||||
GetMesh()->GetSkeletalMeshAsset() ? TEXT("ok") : TEXT("nil"),
|
||||
IdleAnimation ? TEXT("ok") : TEXT("nil"),
|
||||
WalkAnimation ? TEXT("ok") : TEXT("nil"));
|
||||
}
|
||||
if (FParse::Param(FCommandLine::Get(), TEXT("thirdperson")))
|
||||
{
|
||||
ToggleCamera();
|
||||
}
|
||||
|
||||
// The PlayerStart sits above grade so the capsule cannot spawn embedded, so
|
||||
// the BeginPlay position is mid-air. Re-capture once the pawn has landed,
|
||||
// otherwise Reset drops the player 1.4 m back into the air every press.
|
||||
@@ -178,6 +310,174 @@ void AGigLineCharacter::BeginPlay()
|
||||
{
|
||||
StartQASelfTest();
|
||||
}
|
||||
|
||||
// `-walk` holds forward input from the first frame. The screenshot run uses it
|
||||
// with `-thirdperson` so a capture can show the walk clip mid-stride: an idle
|
||||
// shot cannot prove the animation set, and a still cannot show a stride.
|
||||
if (ThirdPersonArm)
|
||||
{
|
||||
ThirdPersonArm->SetActive(bThirdPerson);
|
||||
}
|
||||
|
||||
// Bind the character materials here rather than in the constructor: the slot
|
||||
// assignment made there never reached the render. LoadObject, not FObjectFinder,
|
||||
// because FObjectFinder may only be used inside a constructor - putting one in
|
||||
// Tick was a fatal "FObjectFinders can't be used outside of constructors".
|
||||
if (GetMesh())
|
||||
{
|
||||
if (UMaterialInterface* Skin = LoadObject<UMaterialInterface>(
|
||||
nullptr, TEXT("/Game/Test/Character/M_Character_Skin.M_Character_Skin")))
|
||||
{
|
||||
GetMesh()->SetMaterial(0, Skin);
|
||||
}
|
||||
}
|
||||
if (HairMesh)
|
||||
{
|
||||
if (UMaterialInterface* HairMat = LoadObject<UMaterialInterface>(
|
||||
nullptr, TEXT("/Game/Test/Character/M_Character_Hair_Mat.M_Character_Hair_Mat")))
|
||||
{
|
||||
HairMesh->SetMaterial(0, HairMat);
|
||||
}
|
||||
}
|
||||
|
||||
bWalkForever = FParse::Param(FCommandLine::Get(), TEXT("walk"));
|
||||
bCameraTest = FParse::Param(FCommandLine::Get(), TEXT("cameratest"));
|
||||
|
||||
// `-perf` starts the overlay on: the performance capture and any manual frame
|
||||
// check should not depend on someone pressing F3 first. The built demo has
|
||||
// neither switch, so the counter stays hidden for players.
|
||||
if (FParse::Param(FCommandLine::Get(), TEXT("perf")) || FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
|
||||
{
|
||||
if (IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug")))
|
||||
{
|
||||
Var->Set(1, ECVF_SetByConsole);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float AGigLineCharacter::GetThirdPersonArmLength() const
|
||||
{
|
||||
return ThirdPersonArm ? ThirdPersonArm->TargetArmLength : 0.f;
|
||||
}
|
||||
|
||||
FVector AGigLineCharacter::GetThirdPersonCameraLocation() const
|
||||
{
|
||||
return ThirdPersonCamera ? ThirdPersonCamera->GetComponentLocation() : GetActorLocation();
|
||||
}
|
||||
|
||||
void AGigLineCharacter::UpdateCameraCollisionTest(float DeltaSeconds)
|
||||
{
|
||||
// Deterministic on purpose. Finding a wall in the street wasted four runs: the
|
||||
// probe hit the floor, then faced the pawn into the wall, then the actor rotation
|
||||
// was overwritten by the controller, and even when placement looked right both
|
||||
// traces came back clear. A spawned wall behind the pawn removes every one of
|
||||
// those variables.
|
||||
CameraTestElapsed += DeltaSeconds;
|
||||
UWorld* World = GetWorld();
|
||||
if (!World)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!CameraTestPlaced)
|
||||
{
|
||||
CameraTestPlaced = true;
|
||||
// A 6 m cube, 1.6 m behind the pawn: close enough that a 340 cm boom must hit
|
||||
// it, far enough that the capsule is clear of it.
|
||||
const FVector Behind = -GetActorForwardVector();
|
||||
const FVector Where = GetActorLocation() + Behind * 400.f - FVector(0.f, 0.f, 90.f);
|
||||
FActorSpawnParameters Params;
|
||||
Params.ObjectFlags |= RF_Transient;
|
||||
// Static mesh cube, 2 m thick, 4 m behind. The earlier failures had the pawn
|
||||
// INSIDE a 6 m cube centred 1.6 m back, so every trace started inside geometry
|
||||
// and reported no hit - the wall existed, the measurement was inside it.
|
||||
// Deferred spawn: the mesh and collision must be set BEFORE the actor is
|
||||
// registered, otherwise the physics state is built for an empty component and
|
||||
// the wall exists visually while blocking nothing (every earlier run reported
|
||||
// "blocks trace=0" for exactly that reason).
|
||||
CameraTestWall = World->SpawnActorDeferred<AStaticMeshActor>(
|
||||
AStaticMeshActor::StaticClass(), FTransform(Where), this, nullptr,
|
||||
ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
|
||||
if (CameraTestWall)
|
||||
{
|
||||
UStaticMeshComponent* Comp = CameraTestWall->GetStaticMeshComponent();
|
||||
Comp->SetMobility(EComponentMobility::Movable);
|
||||
Comp->SetStaticMesh(LoadObject<UStaticMesh>(
|
||||
nullptr, TEXT("/Engine/BasicShapes/Cube.Cube")));
|
||||
Comp->SetCollisionProfileName(TEXT("BlockAll"));
|
||||
CameraTestWall->SetActorScale3D(FVector(6.f, 2.f, 6.f));
|
||||
CameraTestWall->FinishSpawning(FTransform(Where));
|
||||
}
|
||||
UE_LOG(LogTemp, Warning, TEXT("GigLine CAMTEST wall spawned behind pawn at (%.0f,%.0f,%.0f)"),
|
||||
Where.X, Where.Y, Where.Z);
|
||||
return;
|
||||
}
|
||||
|
||||
if (CameraTestElapsed < 2.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const float Rest = ThirdPersonBoomLength;
|
||||
const float Arm = GetThirdPersonArmLength();
|
||||
const FVector CameraLoc = GetThirdPersonCameraLocation();
|
||||
const FVector Head = GetActorLocation() + FVector(0.f, 0.f, 60.f);
|
||||
const float Dist = FVector::Dist(Head, CameraLoc);
|
||||
|
||||
// The spring arm shortens internally and applies the result to the camera; it does
|
||||
// NOT rewrite TargetArmLength, so the arm length is always the requested one. The
|
||||
// measurement that matters is the camera's distance from the head.
|
||||
const bool bShortened = (Rest - Dist) > 40.f;
|
||||
// Prove the spawned wall has collision at all before blaming the arm.
|
||||
FHitResult WallHit;
|
||||
FCollisionQueryParams QW(TEXT("GigLineCameraWall"), false, this);
|
||||
const bool bWallBlocks = World->LineTraceSingleByChannel(
|
||||
WallHit, GetActorLocation(), GetActorLocation() - GetActorForwardVector() * 600.f,
|
||||
ECC_Visibility, QW);
|
||||
UE_LOG(LogTemp, Warning, TEXT("GigLine CAMTEST spawned wall blocks trace=%d dist=%.0f"),
|
||||
bWallBlocks ? 1 : 0, bWallBlocks ? WallHit.Distance : -1.f);
|
||||
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine CAMTEST wall behind pawn: boom %.0f cm (requested %.0f, shortened %.0f) -> %s"),
|
||||
Dist, Rest, Rest - Dist,
|
||||
bShortened ? TEXT("PASS (boom shortened)") : TEXT("FAIL (no shortening)"));
|
||||
|
||||
FScreenshotRequest::RequestScreenshot(TEXT("review-demo-camera-collision"), true, false);
|
||||
if (CameraTestWall)
|
||||
{
|
||||
CameraTestWall->Destroy();
|
||||
CameraTestWall = nullptr;
|
||||
}
|
||||
bCameraTest = false;
|
||||
}
|
||||
|
||||
void AGigLineCharacter::ToggleDebugOverlay()
|
||||
{
|
||||
static IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug"));
|
||||
if (Var)
|
||||
{
|
||||
const bool bNowOn = Var->GetInt() == 0;
|
||||
Var->Set(bNowOn ? 1 : 0, ECVF_SetByConsole);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine: debug overlay %s"), bNowOn ? TEXT("on") : TEXT("off"));
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::SetReviewWalk(bool bEnable)
|
||||
{
|
||||
bWalkForever = bEnable;
|
||||
}
|
||||
|
||||
void AGigLineCharacter::ReturnToStartForReview()
|
||||
{
|
||||
ResetToStart();
|
||||
}
|
||||
|
||||
void AGigLineCharacter::WalkForever()
|
||||
{
|
||||
if (bWalkForever && GetCharacterMovement() && GetCharacterMovement()->IsMovingOnGround())
|
||||
{
|
||||
AddMovementInput(GetActorForwardVector(), 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::StartQASelfTest()
|
||||
@@ -557,6 +857,14 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
|
||||
{
|
||||
Input->BindAction(PauseAction, ETriggerEvent::Started, this, &AGigLineCharacter::TogglePause);
|
||||
}
|
||||
if (ToggleCameraAction)
|
||||
{
|
||||
Input->BindAction(ToggleCameraAction, ETriggerEvent::Started, this, &AGigLineCharacter::ToggleCamera);
|
||||
}
|
||||
if (ToggleDebugAction)
|
||||
{
|
||||
Input->BindAction(ToggleDebugAction, ETriggerEvent::Started, this, &AGigLineCharacter::ToggleDebugOverlay);
|
||||
}
|
||||
if (JumpAction)
|
||||
{
|
||||
Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump);
|
||||
@@ -644,6 +952,112 @@ void AGigLineCharacter::Look(const FInputActionValue& Value)
|
||||
AddControllerPitchInput(Axis.Y * LookSensitivity * (bInvertLookY ? -1.0f : 1.0f));
|
||||
}
|
||||
|
||||
void AGigLineCharacter::Tick(float DeltaSeconds)
|
||||
{
|
||||
Super::Tick(DeltaSeconds);
|
||||
// Speed-driven animation state: correct whether the player walked, was pushed,
|
||||
// or fell, and independent of which input produced the movement.
|
||||
if (bCameraTest)
|
||||
{
|
||||
UpdateCameraCollisionTest(GetWorld() ? GetWorld()->GetDeltaSeconds() : 0.f);
|
||||
}
|
||||
|
||||
WalkForever();
|
||||
UpdateBodyAnimation();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void AGigLineCharacter::ToggleCamera()
|
||||
{
|
||||
// Both rigs exist from construction; the toggle only swaps which one is active
|
||||
// and whether the body is drawn. Deactivating the other camera matters: with
|
||||
// two active cameras the view is whichever was registered last.
|
||||
bThirdPerson = !bThirdPerson;
|
||||
FirstPersonCamera->SetActive(!bThirdPerson);
|
||||
ThirdPersonCamera->SetActive(bThirdPerson);
|
||||
// The ARM must be active too, not only the camera. It is created inactive to keep
|
||||
// the first-person path free, but a deactivated spring arm does not tick - and its
|
||||
// collision probe runs in that tick. Leaving it off was why the boom never
|
||||
// shortened: with a 6 m wall spawned 1.6 m behind the pawn the camera still sat at
|
||||
// its full 340 cm.
|
||||
if (ThirdPersonArm)
|
||||
{
|
||||
ThirdPersonArm->SetActive(bThirdPerson);
|
||||
}
|
||||
GetMesh()->SetHiddenInGame(!bThirdPerson);
|
||||
if (HairMesh)
|
||||
{
|
||||
HairMesh->SetHiddenInGame(!bThirdPerson);
|
||||
}
|
||||
for (USkeletalMeshComponent* Piece : Clothing)
|
||||
{
|
||||
if (Piece)
|
||||
{
|
||||
Piece->SetHiddenInGame(!bThirdPerson);
|
||||
}
|
||||
}
|
||||
if (bThirdPerson)
|
||||
{
|
||||
UpdateBodyAnimation();
|
||||
}
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine: camera %s"), bThirdPerson ? TEXT("third person") : TEXT("first person"));
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::UpdateBodyAnimation()
|
||||
{
|
||||
if (!bThirdPerson || !GetMesh())
|
||||
{
|
||||
return;
|
||||
}
|
||||
const bool bMoving = GetVelocity().Size2D() > WalkAnimationThreshold;
|
||||
UAnimSequence* Wanted = bMoving ? WalkAnimation.Get() : IdleAnimation.Get();
|
||||
if (!Wanted)
|
||||
{
|
||||
static bool bWarnedMissingClip = false;
|
||||
if (!bWarnedMissingClip)
|
||||
{
|
||||
bWarnedMissingClip = true;
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine: body clip missing (idle=%s walk=%s) - body stays in bind pose"),
|
||||
IdleAnimation ? TEXT("ok") : TEXT("nil"),
|
||||
WalkAnimation ? TEXT("ok") : TEXT("nil"));
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (Wanted != PlayingAnimation || GetMesh()->GetSingleNodeInstance() == nullptr)
|
||||
{
|
||||
// Only the mode setter is idempotent; calling SetAnimation unconditionally
|
||||
// restarts the clip every frame, which freezes the body on frame 0 - that is
|
||||
// why the walking capture showed a still figure with both legs together.
|
||||
if (GetMesh()->GetAnimationMode() != EAnimationMode::AnimationSingleNode)
|
||||
{
|
||||
GetMesh()->SetAnimationMode(EAnimationMode::AnimationSingleNode);
|
||||
}
|
||||
if (Wanted != PlayingAnimation)
|
||||
{
|
||||
GetMesh()->SetAnimation(Wanted);
|
||||
PlayingAnimation = Wanted;
|
||||
GetMesh()->Play(true);
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine: body clip %s, mode=%d"),
|
||||
*Wanted->GetName(), static_cast<int32>(GetMesh()->GetAnimationMode()));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Same clip but the instance was recreated after a mode change: resume it
|
||||
// once rather than re-setting the animation.
|
||||
GetMesh()->Play(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::ResetToStart()
|
||||
{
|
||||
// Reset is a level-restart in miniature: put the body back where it spawned,
|
||||
|
||||
@@ -7,9 +7,11 @@
|
||||
#include "InputActionValue.h"
|
||||
#include "GigLineCharacter.generated.h"
|
||||
|
||||
class UAnimSequence;
|
||||
class UCameraComponent;
|
||||
class UInputAction;
|
||||
class UInputMappingContext;
|
||||
class USpringArmComponent;
|
||||
|
||||
|
||||
/**
|
||||
@@ -29,6 +31,7 @@ public:
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
||||
virtual void Tick(float DeltaSeconds) override;
|
||||
|
||||
protected:
|
||||
/** Loads the Enhanced Input assets from /Game/Input; called from BeginPlay. */
|
||||
@@ -38,6 +41,34 @@ protected:
|
||||
void ResetToStart();
|
||||
void TogglePause();
|
||||
|
||||
public:
|
||||
/** True while the third-person rig is the active view (for the debug overlay). */
|
||||
bool IsThirdPerson() const { return bThirdPerson; }
|
||||
|
||||
/** Review harness: hold or release forward input from the screenshot actor. */
|
||||
void SetReviewWalk(bool bEnable);
|
||||
|
||||
/** Review harness: put the pawn back where it spawned, after a walking capture. */
|
||||
void ReturnToStartForReview();
|
||||
|
||||
protected:
|
||||
/** Swaps between the first-person and third-person rigs (V). */
|
||||
void ToggleCamera();
|
||||
|
||||
/**
|
||||
* Plays the idle or walk clip on the visible body.
|
||||
*
|
||||
* Called from the movement tick rather than from input: an animation state
|
||||
* driven by speed is correct whether the player walked, was pushed, or fell.
|
||||
* Only switches when the clip changes, because PlayAnimation restarts a clip
|
||||
* and calling it every frame would freeze the cycle at its first key.
|
||||
*/
|
||||
void UpdateBodyAnimation();
|
||||
|
||||
/** Velocity above which the walk clip plays, in cm/s (0.1 m/s tolerance). */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
|
||||
float WalkAnimationThreshold = 10.0f;
|
||||
|
||||
/**
|
||||
* TEMP QA: scripted walk / reset / pause verification.
|
||||
*
|
||||
@@ -109,6 +140,88 @@ protected:
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
|
||||
TObjectPtr<UCameraComponent> FirstPersonCamera;
|
||||
|
||||
/**
|
||||
* Third-person boom. Collision testing is on, which is what stops the camera
|
||||
* from ending up inside a wall: the arm shortens until the camera is clear
|
||||
* instead of clipping through geometry.
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
|
||||
TObjectPtr<USpringArmComponent> ThirdPersonArm;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
|
||||
TObjectPtr<UCameraComponent> ThirdPersonCamera;
|
||||
|
||||
/** Boom length in cm: far enough to see the body, close enough to read the street. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
|
||||
float ThirdPersonBoomLength = 340.0f;
|
||||
|
||||
/**
|
||||
* Hair, as its own skeletal mesh following the body's pose.
|
||||
*
|
||||
* A second component rather than geometry joined into the body: Unreal collapses
|
||||
* the second material slot on a skeletal-mesh import, so joined hair rendered with
|
||||
* the skin material. The character-artist skill calls for hair cards to be their
|
||||
* own mesh for the same reason it calls for swappable parts to be separate.
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Body")
|
||||
TObjectPtr<USkeletalMeshComponent> HairMesh;
|
||||
|
||||
/**
|
||||
* Garments, each its own skeletal mesh on a leader pose component.
|
||||
*
|
||||
* The character-artist skill keeps clothing separate so a piece can be swapped or
|
||||
* re-materialled on its own; it also sidesteps the material-slot collapse that
|
||||
* makes joined multi-material meshes arrive with one slot.
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Body")
|
||||
TArray<TObjectPtr<USkeletalMeshComponent>> Clothing;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<UAnimSequence> IdleAnimation;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<UAnimSequence> WalkAnimation;
|
||||
|
||||
/** True while the third-person rig is the active view. */
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Camera")
|
||||
bool bThirdPerson = false;
|
||||
|
||||
/** Clip currently playing on the body, so UpdateBodyAnimation can diff it. */
|
||||
UPROPERTY()
|
||||
TObjectPtr<UAnimSequence> PlayingAnimation;
|
||||
|
||||
/** True while `-walk` holds forward input for the screenshot run. */
|
||||
bool bWalkForever = false;
|
||||
|
||||
/** Applies the `-walk` forward input when the flag is set and the pawn is grounded. */
|
||||
void WalkForever();
|
||||
|
||||
/** Debug-overlay action (F3). */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
|
||||
TObjectPtr<UInputAction> ToggleDebugAction;
|
||||
|
||||
/** Current boom length and camera position of the third-person rig. */
|
||||
float GetThirdPersonArmLength() const;
|
||||
FVector GetThirdPersonCameraLocation() const;
|
||||
|
||||
/** `-cameratest`: back the pawn against a wall and check the boom does not clip. */
|
||||
void UpdateCameraCollisionTest(float DeltaSeconds);
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<class AStaticMeshActor> CameraTestWall;
|
||||
|
||||
FVector LastWallNormal = FVector::ZeroVector;
|
||||
bool bCameraTest = false;
|
||||
bool CameraTestPlaced = false;
|
||||
float CameraTestElapsed = 0.0f;
|
||||
|
||||
/** Flips the gigline.Debug console variable that the HUD reads. */
|
||||
void ToggleDebugOverlay();
|
||||
|
||||
/** Toggle-camera action (V). */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
|
||||
TObjectPtr<UInputAction> ToggleCameraAction;
|
||||
|
||||
/** Degrees per second per unit of mouse input; defaults to Unreal's usual 45. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
|
||||
float LookSensitivity = 45.0f;
|
||||
|
||||
@@ -2,11 +2,61 @@
|
||||
|
||||
#include "Engine/Canvas.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "GigLineCharacter.h"
|
||||
#include "HAL/IConsoleManager.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
// Console variable so a packaged build can be checked without a rebuild:
|
||||
// gigline.Debug 1
|
||||
// The HUD reads it every frame; the F3 binding toggles it.
|
||||
static TAutoConsoleVariable<int32> CVarGigLineDebug(
|
||||
TEXT("gigline.Debug"),
|
||||
0,
|
||||
TEXT("Draw the performance and state overlay (0=off, 1=on). F3 toggles it."),
|
||||
ECVF_Cheat);
|
||||
|
||||
void AGigLineHUD::UpdateFrameStats(float DeltaSeconds)
|
||||
{
|
||||
if (DeltaSeconds <= 0.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
++FramesDrawn;
|
||||
const float Ms = DeltaSeconds * 1000.0f;
|
||||
if (WarmupSeconds > 0.0f)
|
||||
{
|
||||
WarmupSeconds -= DeltaSeconds;
|
||||
SmoothedFrameMs = FMath::Lerp(SmoothedFrameMs, Ms, 0.1f);
|
||||
WorstFrameMs = Ms;
|
||||
WorstWindowSeconds = 0.0f;
|
||||
return;
|
||||
}
|
||||
// A 0.9/0.1 EMA settles in a few frames and still reacts to a stall.
|
||||
SmoothedFrameMs = FMath::Lerp(SmoothedFrameMs, Ms, 0.1f);
|
||||
WorstFrameMs = FMath::Max(WorstFrameMs, Ms);
|
||||
// Rolling worst-frame window: a spike stays visible for two seconds, so a
|
||||
// hitch is not missed between glances (and not averaged away).
|
||||
WorstWindowSeconds += DeltaSeconds;
|
||||
if (WorstWindowSeconds >= 2.0f)
|
||||
{
|
||||
WorstWindowSeconds = 0.0f;
|
||||
WorstFrameMs = Ms;
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineHUD::DrawHUD()
|
||||
{
|
||||
Super::DrawHUD();
|
||||
|
||||
// Console variable is authoritative; the UPROPERTY is the per-instance default
|
||||
// for tests that set it before BeginPlay.
|
||||
if (IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug")))
|
||||
{
|
||||
bShowDebug = Var->GetInt() != 0;
|
||||
}
|
||||
UpdateFrameStats(GetWorld() ? GetWorld()->GetDeltaSeconds() : 0.0f);
|
||||
|
||||
if (!Canvas || AttributionLine.IsEmpty())
|
||||
{
|
||||
return;
|
||||
@@ -37,4 +87,35 @@ void AGigLineHUD::DrawHUD()
|
||||
DrawText(ControlsLine, Shadow, CX + 1.0f, CY + 1.0f, nullptr, TextScale * 0.82f);
|
||||
DrawText(ControlsLine, Ink, CX, CY, nullptr, TextScale * 0.82f);
|
||||
}
|
||||
|
||||
if (!bShowDebug)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Performance and state readout, top-left. Everything here is cheap enough to
|
||||
// leave on during a capture: four formatted lines and no additional passes.
|
||||
const APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
|
||||
const AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn);
|
||||
const float Fps = SmoothedFrameMs > 0.0f ? 1000.0f / SmoothedFrameMs : 0.0f;
|
||||
const FVector Where = Pawn ? Pawn->GetActorLocation() / 100.0f : FVector::ZeroVector;
|
||||
const float Speed = Pawn ? Pawn->GetVelocity().Size2D() / 100.0f : 0.0f;
|
||||
|
||||
const FString Header = FString::Printf(TEXT("%.0f FPS %.2f ms worst %.2f ms"), Fps, SmoothedFrameMs, WorstFrameMs);
|
||||
const FString State = FString::Printf(TEXT("%s %.2f m/s frames %lld"),
|
||||
Character && Character->IsThirdPerson() ? TEXT("third person") : TEXT("first person"),
|
||||
Speed, FramesDrawn);
|
||||
const FString Place = FString::Printf(TEXT("x %.1f y %.1f z %.1f m"), Where.X, Where.Y, Where.Z);
|
||||
const FString Hint = TEXT("F3 hide");
|
||||
|
||||
const FLinearColor DebugInk(0.85f, 1.0f, 0.55f, 0.95f);
|
||||
const FLinearColor DebugShadow(0.0f, 0.0f, 0.0f, 0.6f);
|
||||
const float DX = MarginPx;
|
||||
float DY = MarginPx;
|
||||
for (const FString& Line : { Header, State, Place, Hint })
|
||||
{
|
||||
DrawText(Line, DebugShadow, DX + 1.0f, DY + 1.0f, nullptr, TextScale * 0.9f);
|
||||
DrawText(Line, DebugInk, DX, DY, nullptr, TextScale * 0.9f);
|
||||
DY += 22.0f * TextScale * 0.9f;
|
||||
}
|
||||
}
|
||||
@@ -34,12 +34,25 @@ public:
|
||||
* in-game"). Keep in sync with Docs/controls.md.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Controls")
|
||||
FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 R reset \u00B7 Esc pause");
|
||||
FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 V view \u00B7 R reset \u00B7 Esc pause");
|
||||
|
||||
/** Licence line, including where the licence can be read. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
|
||||
FString LicenceLine = TEXT("Data \u00A9 OpenStreetMap contributors, ODbL 1.0 \u2014 openstreetmap.org/copyright");
|
||||
|
||||
/**
|
||||
* Performance and state readout, top-left, off by default.
|
||||
*
|
||||
* Toggle in game with **F3**, or start with it on by passing `-perf` (the
|
||||
* performance capture does). The built demo ships with it hidden so a player
|
||||
* does not see an FPS counter over Hollywood Boulevard.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Debug")
|
||||
bool bShowDebug = false;
|
||||
|
||||
/** Smoothed FPS and a rolling frame-time window, refreshed every frame. */
|
||||
void UpdateFrameStats(float DeltaSeconds);
|
||||
|
||||
/** Screen-space margin in pixels. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
|
||||
float MarginPx = 18.0f;
|
||||
@@ -47,4 +60,25 @@ public:
|
||||
/** Text scale relative to the default canvas font. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
|
||||
float TextScale = 1.45f;
|
||||
|
||||
private:
|
||||
/** Exponential moving average of frame time, in milliseconds. */
|
||||
float SmoothedFrameMs = 16.7f;
|
||||
|
||||
/** Worst frame in the rolling window, so a hitch is visible without a log. */
|
||||
float WorstFrameMs = 0.0f;
|
||||
|
||||
/** Seconds until the rolling worst-frame window resets. */
|
||||
float WorstWindowSeconds = 0.0f;
|
||||
|
||||
/** Frames drawn, so the overlay can show that the counter is live. */
|
||||
int64 FramesDrawn = 0;
|
||||
|
||||
/**
|
||||
* Seconds left in the warm-up window. The first frames of a session include
|
||||
* shader and streaming hitches of several hundred milliseconds; without this
|
||||
* the "worst" figure read 400 ms for the whole first two seconds and made a
|
||||
* healthy run look broken.
|
||||
*/
|
||||
float WarmupSeconds = 2.0f;
|
||||
};
|
||||
@@ -1,5 +1,8 @@
|
||||
#include "GigLineShotActor.h"
|
||||
|
||||
#include "GigLineCharacter.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
#include "Camera/CameraActor.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "Engine/World.h"
|
||||
@@ -32,6 +35,12 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
|
||||
|
||||
if (bWaitingForSettle)
|
||||
{
|
||||
// A follow shot tracks the pawn while it settles, otherwise the subject
|
||||
// walks out of the frame between placement and capture.
|
||||
if (CurrentShot < ShotFollow.Num() && ShotFollow[CurrentShot])
|
||||
{
|
||||
UpdateFollowCamera();
|
||||
}
|
||||
SettleCountdown -= DeltaSeconds;
|
||||
if (SettleCountdown <= 0.f)
|
||||
{
|
||||
@@ -53,11 +62,58 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
|
||||
{
|
||||
bWaitingForScreenshot = false;
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: captured %s"), *FScreenshotRequest::GetFilename());
|
||||
// Walking shots move the pawn; put it back before the fixed-camera shots run.
|
||||
if (ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot])
|
||||
{
|
||||
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
|
||||
{
|
||||
Character->ReturnToStartForReview();
|
||||
}
|
||||
}
|
||||
++CurrentShot;
|
||||
NextShot();
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineShotActor::UpdateFollowCamera()
|
||||
{
|
||||
if (!CurrentCamera)
|
||||
{
|
||||
return;
|
||||
}
|
||||
APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
|
||||
if (!Pawn)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Enable the walk here rather than only in NextShot: the sequencer's BeginPlay
|
||||
// runs before the player pawn exists, so a one-shot cast there silently found
|
||||
// nothing and the pawn never walked during its follow shot.
|
||||
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn))
|
||||
{
|
||||
Character->SetReviewWalk(true);
|
||||
// Park the walk clip at a quarter cycle the first frame of the shot, so the
|
||||
// capture lands mid-stride. Without this the phase is whatever happened to be
|
||||
// playing when the settle timer expired, and a passing pose looks like a still.
|
||||
if (!bFollowPhaseSet)
|
||||
{
|
||||
bFollowPhaseSet = true;
|
||||
if (USkeletalMeshComponent* Body = Character->GetMesh())
|
||||
{
|
||||
Body->SetPosition(0.25f, /*bFireNotifies=*/false);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Offset in the pawn's frame: to its right, slightly above, looking at the
|
||||
// pelvis. Right-of-pawn gives a profile view, which is where a stride reads.
|
||||
const FVector Right = Pawn->GetActorRightVector();
|
||||
const FVector Origin = Pawn->GetActorLocation();
|
||||
const FVector CameraLocation = Origin + Right * 420.f + FVector(0.f, 0.f, 90.f);
|
||||
const FVector Target = Origin + FVector(0.f, 0.f, 40.f);
|
||||
CurrentCamera->SetActorLocation(CameraLocation);
|
||||
CurrentCamera->SetActorRotation((Target - CameraLocation).Rotation());
|
||||
}
|
||||
|
||||
void AGigLineShotActor::NextShot()
|
||||
{
|
||||
if (!PlayerController)
|
||||
@@ -93,6 +149,21 @@ void AGigLineShotActor::NextShot()
|
||||
Cam->SetFieldOfView(ShotFieldOfView[CurrentShot]);
|
||||
}
|
||||
}
|
||||
// Follow shots ignore their recorded transform after this point: the camera is
|
||||
// rebuilt from the pawn every frame until the capture. They also own the walking:
|
||||
// the pawn only holds forward input while a follow shot is being taken, so the
|
||||
// fixed-camera shots later in the list still find it at the spawn point.
|
||||
const bool bFollowThisShot = ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot];
|
||||
bFollowPhaseSet = false;
|
||||
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
|
||||
{
|
||||
Character->SetReviewWalk(bFollowThisShot);
|
||||
}
|
||||
if (bFollowThisShot)
|
||||
{
|
||||
UpdateFollowCamera();
|
||||
}
|
||||
|
||||
PlayerController->SetViewTarget(CurrentCamera);
|
||||
|
||||
SettleCountdown = SettleSeconds;
|
||||
|
||||
@@ -50,6 +50,18 @@ public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
float SettleSeconds = 0.35f;
|
||||
|
||||
/**
|
||||
* Optional per-shot "follow the player" flag, same index as ShotLocations.
|
||||
*
|
||||
* A fixed camera cannot photograph a walking pawn: at 4.5 m/s it covers the
|
||||
* distance between two captures, so three attempts framed it at a different
|
||||
* distance each run and two missed it entirely. With this flag the camera is
|
||||
* re-placed every frame at a fixed offset in the pawn's frame, which is what
|
||||
* makes a stride shot deterministic.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<bool> ShotFollow;
|
||||
|
||||
/** Quit the game after the last shot (disable to keep the game open). */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
bool bQuitWhenDone = true;
|
||||
@@ -57,6 +69,12 @@ public:
|
||||
private:
|
||||
void NextShot();
|
||||
|
||||
/** Re-places the active camera at the follow offset behind the player pawn. */
|
||||
void UpdateFollowCamera();
|
||||
|
||||
/** True once the follow shot has parked the walk clip at a chosen phase. */
|
||||
bool bFollowPhaseSet = false;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<class APlayerController> PlayerController;
|
||||
|
||||
|
||||
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Block a user