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v0.1.6
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@@ -210,7 +210,7 @@ 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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@@ -8,6 +8,44 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
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Nothing yet.
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## [0.2.0] — 2026-11-09
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Third-person body. The pawn gains a visible, animated body and a third-person camera, so the walk cycle is finally something a player can see rather than a clip in an asset list.
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### Added
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- **`Tools/character_anim_build.py`**: `GigLine_Idle` (60 frames) and `GigLine_Walk` (30 frames) at 30 fps, authored as parametric cycles so the loop closes by construction. Limb axes were **measured** on the rig — a probe rotated `upperleg01.L` by 0.5 rad on each axis and read `foot.L`, which showed X swings the limb fore/aft while Y twists and Z abducts.
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- **Third-person rig** (`ADR-9`): a visible skeletal body, a `USpringArmComponent` with collision testing, and a **V** toggle. One pawn carries both rigs; first person stays the shipped default.
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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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### 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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### 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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### 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.
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### Known limitations
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- **The fingers splay** — the bind's finger spread carries into the pose. Deferred to `0.2.2`.
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- **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.
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- **Camera collision is implemented but unproven** — the spawn point has open space behind it, so no shot exercises the boom shortening.
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- The third-person body has no head or hand IK and no turn-in-place; it is a first playable, not a finished character.
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## [0.1.6] — 2026-11-09
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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.
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@@ -20,12 +20,14 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
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| --- | --- | --- |
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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 |
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| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
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| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
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| `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`) |
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| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
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| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
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| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
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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`.
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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`.
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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.
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### Site
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||||
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@@ -55,6 +57,9 @@ Python scripts in `Tools/` drive the content pipeline:
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| Script group | Purpose |
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| --- | --- |
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| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
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| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
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| `character_anim_build`, `ue_character_anim_import` | Character animation clips (`GigLine_Idle`, `GigLine_Walk`) and their import |
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| `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates |
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| `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement |
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| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
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@@ -63,3 +63,11 @@
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- **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.
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- **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.
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## ADR-9: Third-person body is an attachment of the first-person pawn, not a second pawn
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- **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.
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||||
- **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.
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- **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.
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@@ -164,12 +164,14 @@ C++ classes in `Game/GigLine/Source/GigLine/`:
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||||
| --- | --- | --- |
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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 |
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||||
| `AGigLineGameModeBase` | Sets game mode and HUD class | `HUDClass = AGigLineHUD` |
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| `AGigLineHUD` | HUD text overlay | `DrawText` every frame, bottom-left |
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| `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`) |
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| `AGigLineNPCPerson` | NPC prefab (future) | Capsule + visible MPFB body, feet on Z 0 |
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||||
| `AGigLineShotActor` | Screenshot camera walker | Drives cameras in `-game` mode, `FScreenshotRequest`, quits |
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| `UGigLineAssetTools` | C++ collision helpers | `SetComplexCollisionAsSimple` on `StaticMesh` assets |
|
||||
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||||
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`.
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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`.
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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.
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### Site
|
||||
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||||
@@ -199,6 +201,9 @@ Python scripts in `Tools/` drive the content pipeline:
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||||
|
||||
| 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) |
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@@ -453,8 +458,6 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
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- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
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# Quality Requirements
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## ADR-8: Realistic building façades are a minor milestone, not a patch
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||||
- **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.
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@@ -463,6 +466,16 @@ Rule: place a building only against a neighbour or street mesh, never in isolati
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||||
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||||
- **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
|
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## Quality Requirements Overview
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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).
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+28
-1
@@ -1,4 +1,4 @@
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# Controls (`0.1.0` walkable demo)
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# Controls
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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.
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@@ -12,6 +12,8 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
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| Jump | `Space` | |
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| Reset to start | `R` | Returns to the grounded spawn point |
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| Pause / release mouse | `Escape` | Second press resumes and recaptures the mouse |
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| Swap first / third person | `V` | First person is the default; the body is hidden in that view |
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| Show / hide debug overlay | `F3` | FPS, frame time, worst frame, view mode, speed and player position |
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## Notes
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@@ -19,6 +21,31 @@ Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (`
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- The mouse is captured on launch, so looking works without clicking first. `Escape` toggles the capture as part of pause.
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- Bindings are Enhanced Input actions in `/Game/Input` built by `Tools/ue_create_input_assets.py`; the mapping context is `IMC_Default`.
|
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|
||||
## 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.
|
||||
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||||
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`.
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|
||||
## 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.
|
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||||
| Switch | Effect |
|
||||
| --- | --- |
|
||||
| `-thirdperson` | Starts the pawn in the third-person rig, so a capture shows the body without anyone pressing `V` |
|
||||
| `-walk` | Holds forward input from the first frame — what makes the stride shot possible |
|
||||
| `-qaselftest` | Runs the scripted walk / reset / pause / transect checks and quits; also enables the debug overlay |
|
||||
| `-perf` | Enables the debug overlay for a manual frame-time check |
|
||||
|
||||
The walking shot is driven per shot rather than by the switch: the shot actor enables the walk only while a tracking (`ShotFollow`) camera is being captured, and returns the pawn to spawn afterwards, so the fixed-camera shots still find it in place.
|
||||
|
||||
## Testing input without a physical keyboard
|
||||
|
||||
`Tools/input_test.py` injects OS-level keyboard/mouse events through a virtual `/dev/uinput` device (see `Tools/input_emulation.py`), e.g.:
|
||||
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Binary file not shown.
@@ -0,0 +1,723 @@
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frame,ms
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0,2.607
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1,2.532
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2,2.324
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3,3.432
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4,2.808
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5,2.870
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6,2.367
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7,2.311
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8,2.756
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9,3.278
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10,2.418
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11,2.665
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12,2.438
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13,2.646
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14,2.461
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15,2.941
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16,2.975
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17,3.164
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18,2.766
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19,2.341
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20,2.543
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21,3.395
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22,2.772
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23,2.575
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24,2.737
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25,2.427
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26,2.538
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27,2.708
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28,3.183
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29,2.734
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30,2.425
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31,2.546
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32,2.600
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33,2.545
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34,3.705
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35,2.563
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36,2.907
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37,2.368
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38,2.470
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39,2.411
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40,3.778
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41,3.735
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42,2.292
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43,2.458
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44,2.566
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45,3.044
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46,3.449
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47,2.914
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48,3.243
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49,2.084
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50,3.872
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51,1.633
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52,3.389
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53,2.448
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54,2.474
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55,2.509
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56,2.346
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57,3.192
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58,2.762
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59,2.788
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60,2.538
|
||||
61,2.520
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||||
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||||
63,3.036
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
80,2.421
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||||
81,3.334
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||||
82,3.286
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||||
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||||
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||||
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||||
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||||
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||||
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||||
89,3.047
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||||
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||||
91,2.530
|
||||
92,2.877
|
||||
93,3.249
|
||||
94,3.186
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||||
95,2.684
|
||||
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||||
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||||
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||||
99,3.652
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||||
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||||
101,2.552
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||||
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||||
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||||
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||||
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||||
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||||
107,2.480
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||||
108,2.501
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||||
109,2.675
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||||
110,2.724
|
||||
111,3.671
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||||
112,2.828
|
||||
113,3.064
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||||
114,2.153
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||||
115,2.752
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||||
116,2.936
|
||||
117,3.008
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||||
118,2.932
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||||
119,2.648
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||||
120,2.441
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||||
121,3.471
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||||
122,1.885
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||||
123,4.435
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||||
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||||
125,3.241
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||||
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||||
127,2.445
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||||
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||||
129,3.055
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||||
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||||
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||||
132,2.582
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||||
133,2.597
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||||
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||||
135,3.150
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||||
136,3.163
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||||
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||||
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||||
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||||
140,3.377
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||||
141,3.518
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||||
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||||
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||||
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||||
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||||
146,3.172
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||||
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||||
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||||
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||||
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||||
151,2.903
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||||
152,3.398
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||||
153,2.484
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||||
154,2.894
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||||
155,3.022
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||||
156,2.413
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||||
157,3.517
|
||||
158,3.370
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||||
159,2.854
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||||
160,2.485
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||||
161,3.058
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||||
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||||
163,3.390
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||||
164,3.023
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||||
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||||
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||||
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||||
168,2.928
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||||
169,3.268
|
||||
170,2.622
|
||||
171,2.764
|
||||
172,2.920
|
||||
173,2.681
|
||||
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|
||||
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|
||||
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||||
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|
||||
178,2.949
|
||||
179,2.554
|
||||
180,2.596
|
||||
181,3.522
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||||
182,3.207
|
||||
183,2.722
|
||||
184,2.945
|
||||
185,2.474
|
||||
186,2.934
|
||||
187,3.447
|
||||
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|
||||
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|
||||
190,3.059
|
||||
191,2.542
|
||||
192,3.417
|
||||
193,2.737
|
||||
194,2.456
|
||||
195,3.025
|
||||
196,2.640
|
||||
197,2.601
|
||||
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|
||||
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||||
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|
||||
201,3.079
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||||
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||||
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||||
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|
||||
205,3.730
|
||||
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|
||||
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|
||||
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
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
720,3.580
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||||
721,2.854
|
||||
|
@@ -0,0 +1,760 @@
|
||||
frame,ms
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||||
0,2.428
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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 +42,10 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
|
||||
| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
|
||||
| `0.2.0` | 60 FPS at 1440p | PASS — 2.64 ms avg (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.2.0-walk-frametimes.csv` | 2026-11-09 |
|
||||
| `0.2.0` | Debug overlay cost | PASS — same route with the F3 overlay drawn: 2.77 ms avg (361 fps), p50 2.64, p95 3.52, p99 3.87, max 4.43 ms; about **5 %** heavier, still 6× the floor. The overlay is on for `-perf`/`-qaselftest`, off in the built demo | `Docs/perf/0.2.0-walk-frametimes-overlay.csv` | 2026-11-09 |
|
||||
| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | `Docs/perf/0.1.0-packaged-hud-controls.png`, 2026-11-08 | 2026-11-08 |
|
||||
| `0.1.0` | Packaged Linux build | PASS — packaged Development build launches straight into DemoMap, no missing-asset/linker errors; controls shown in-game and in `Docs/controls.md` | measurement recorded 2026-11-08; the capture was removed from the repository 2026-11-09 | 2026-11-08 |
|
||||
|
||||
## `0.1.0` — Placement vs references — record (2026-11-08)
|
||||
|
||||
@@ -175,6 +177,6 @@ Engine/Build/BatchFiles/Linux/Build.sh GigLine Linux Development \
|
||||
|
||||
- `Docs/controls.md` — full binding table (WASD, mouse look, Space, R, Esc) plus how to test input headlessly.
|
||||
- `AGigLineHUD` now draws a control legend bottom-right every frame: "WASD move · Mouse look · Space jump · R reset · Esc pause".
|
||||
- Verified in the packaged capture: the bottom-right text bbox is 426×12 px (a single right-aligned line), attributed text bottom-left. Screenshot: `Docs/perf/0.1.0-packaged-hud-controls.png`.
|
||||
- Measured in the packaged build on 2026-11-08: the bottom-right text bbox was 426×12 px (a single right-aligned line), attributed text bottom-left. The capture has since been removed from the repository, so the numbers stand as the record.
|
||||
|
||||
**Verdict: PASS.**
|
||||
@@ -1,80 +0,0 @@
|
||||
# `0.1.4` façade review — signoff
|
||||
|
||||
Four demo-map captures from the `facades-0.1.4` branch, after the module kit, the textured materials and the theatre marquee went in. **All seven items signed off 2026-11-09** (owner review of the local renders).
|
||||
|
||||
Reference photographs to compare against: `Art/reference/hollywood/` and `Art/reference/el-capitan-*` (local, not committed). Regenerate the set with `Tools/render_screenshots.sh --verify`; measure it with `python3 Tools/visual_loop.py --compare --iteration 5`.
|
||||
|
||||
## Signoff
|
||||
|
||||
- [x] **1. Block from the north sidewalk** — hero between its neighbours, sidewalk and road read correctly
|
||||
- [x] **2. Street level** — colonnade, shopfronts and window rhythm hold up at eye height
|
||||
- [x] **3. Crossing** — zebra bars, kerb line and the frontage behind
|
||||
- [x] **4. North buildings** — TCL and Tussaud's framed across the boulevard
|
||||
- [x] **5. Materials** — stone reads as coursed stone, glazing as glass, not flat colour
|
||||
- [x] **6. Theatre trim** — marquee and blade sign proportions believable at street level
|
||||
- [x] **7. Approve** `v0.1.4` (kit + materials + theatre trim); remaining geometry moves to the next version
|
||||
|
||||
## 1. Block from the north sidewalk
|
||||
|
||||

|
||||
|
||||
Expected: the neoclassical hero façade between its neighbours, both sidewalks and the road in the foreground. _Metric: 0.68 similarity, edges 0.28× reference._
|
||||
|
||||
## 2. Street level
|
||||
|
||||

|
||||
|
||||
Expected: the hero colonnade with adjacent frontage buildings either side, shopfronts at pavement level, 4.96 m bay rhythm. _Metric: 0.33, edges 0.27×._
|
||||
|
||||
## 3. The designated crossing
|
||||
|
||||

|
||||
|
||||
Expected: continental zebra bars on the asphalt at s=130 m, south frontage and colonnade behind. _Metric: 0.42, edges 0.34×._
|
||||
|
||||
## 4. North-side buildings
|
||||
|
||||

|
||||
|
||||
Expected: TCL Chinese Theatre and Madame Tussaud's across Hollywood Blvd, full height in frame. _Metric: 0.34, edges 0.14×._
|
||||
|
||||
---
|
||||
|
||||
## Appendix — what was checked, and what was broken
|
||||
|
||||
### Verified
|
||||
|
||||
- **Behaviour**, packaged build, `-qaselftest`: walk 761 cm in 2 s (Z steady 456), reset 0 cm, pause/unpause, seam transect 1456 samples / **0 holes**, wall probe **0/35**, façade occlusion probe **0/9** — all PASS. Run twice: the harness is time-based and one loaded run reported a false failure (`walk 246 cm`, `pause FAIL`), an immediate re-run passed — re-run before believing a single FAIL.
|
||||
- **Placement**, probed from the live map against `Geo/verification/2026-11-06-el-capitan-block.md`: 6922 −24276…−17700, 6902 −17749…−14591, **hero −14644…−12028 between them**, theatre −12082…−8210, 6822 / 6806 / 6800 −7854…−1437, TCL −22889…−18442, Tussaud's −27071…−22799. Blockout affine residual **0.0 cm**.
|
||||
- **Budgets**: hero 148 parts / 3 044 tris · kit 16 meshes × 12 tris · 625 kit actors ≈ 7 500 tris · 8 × 512² textures (196 KB) · 67 tool tests pass.
|
||||
- **Topology**: every kit piece manifold, no loose geometry.
|
||||
|
||||
### Defects found this cycle
|
||||
|
||||
Every one of these rendered convincingly; the placement ones were caught by coordinate probes, not by looking.
|
||||
|
||||
| Sev | Defect | Root cause |
|
||||
| --- | --- | --- |
|
||||
| Blocker | Frontage shifted ≈119 m X / 2.4 m Y, hero outside its gap | Blockout regenerated without `--origin` |
|
||||
| Blocker | Kit placed ~12 km from its buildings | Used mesh-local bbox; actors carry the offset |
|
||||
| Blocker | Marquee on the far side of the boulevard | Blender +Y is Unreal −Y |
|
||||
| Major | Marquee canopy 5 cm above the pavement | Absolute Z; pavement is 4.56 m above datum |
|
||||
| Major | Window bays invisible, inside the solid wall | Piece modelled entirely at +Y |
|
||||
| Major | Glazing wasn't glass | Grey `M_Kit_*` from the FBX import, never overridden |
|
||||
| Major | Hero windows floated 1.44 m in front of the wall | Wrong Y in the builder |
|
||||
| Major | Parapet medallions were discs on the coping | Built with the Z-axis cylinder helper |
|
||||
| Major | Hero had no usable collision | Complex-only; traces use simple |
|
||||
| Minor | "No smoothing group information" on every import | `mesh_smooth_type="OFF"` in six exporters |
|
||||
| Minor | `save_map()` returned False silently | LFS `.umap` read-only, importer never chmod'd |
|
||||
| Minor | North-buildings import silently no-op | Missing `import sys` |
|
||||
| Minor | Kit folder held 24 assets (8 orphan materials) | No stale-asset sweep |
|
||||
| Minor | Edge-density metric counted PIL's border ring | `FIND_EDGES` leaves a 128 ring |
|
||||
| Minor | QA wall probe grazed the theatre wall | Scan row 1 cm from the building line |
|
||||
|
||||
### Limitations worth knowing
|
||||
|
||||
- Kit pieces are boxes; dentil spacing, abacus and plinth dimensions are recorded assumptions, not measurements.
|
||||
- Textures are generated, not authored — no decals, signage text or weathering.
|
||||
- The vision pre-check stays advisory: it has rejected shots the owner approved.
|
||||
- The low edge ratios in the metrics are partly structural — a wide block view against a tight façade crop always scores low. Weigh the images, not the scores.
|
||||
- Performance has not been re-measured since `0.1.0`; the 625 kit actors are unmeasured (tracked in `TODO.md` under `0.1.5`).
|
||||
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@@ -1,6 +1,10 @@
|
||||
#include "GigLineCharacter.h"
|
||||
|
||||
#include "Animation/AnimSequence.h"
|
||||
#include "Animation/AnimSingleNodeInstance.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "Components/SkeletalMeshComponent.h"
|
||||
#include "GameFramework/SpringArmComponent.h"
|
||||
#include "Components/CapsuleComponent.h"
|
||||
#include "EnhancedInputComponent.h"
|
||||
#include "EnhancedInputSubsystems.h"
|
||||
@@ -11,6 +15,7 @@
|
||||
#include "Engine/World.h"
|
||||
#include "TimerManager.h"
|
||||
#include "Containers/Ticker.h"
|
||||
#include "HAL/IConsoleManager.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "Misc/CommandLine.h"
|
||||
#include "Misc/Parse.h"
|
||||
@@ -28,7 +33,7 @@ static TAutoConsoleVariable<int32> CVarGigLineSetupLogs(
|
||||
|
||||
AGigLineCharacter::AGigLineCharacter()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = false;
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
// 1.75 m tall, 0.42 m wide, human scale in Unreal units (1 m = 100 uu).
|
||||
GetCapsuleComponent()->InitCapsuleSize(42.0f, 87.5f);
|
||||
@@ -51,9 +56,59 @@ AGigLineCharacter::AGigLineCharacter()
|
||||
FirstPersonCamera->SetRelativeLocation(FVector(0.0f, 0.0f, 72.5f)); // eye height 1.60 m
|
||||
FirstPersonCamera->bUsePawnControlRotation = true;
|
||||
|
||||
// An eye-level mesh is not needed for 0.1.0; the body is a capsule with a camera.
|
||||
GetMesh()->SetHiddenInGame(true);
|
||||
// Visible body (0.2.0). The animated import carries its own skeleton, so the
|
||||
// clips resolve without a retarget step; it is hidden while the first-person
|
||||
// camera is active and shown in third person.
|
||||
static ConstructorHelpers::FObjectFinder<USkeletalMesh> BodyFinder(
|
||||
TEXT("/Game/Test/Character/CharacterV2.CharacterV2"));
|
||||
if (BodyFinder.Succeeded())
|
||||
{
|
||||
GetMesh()->SetSkeletalMesh(BodyFinder.Object);
|
||||
}
|
||||
// The animated import carries no material of its own; without this the body is
|
||||
// grey clay. The warm skin material was created by the character import.
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> SkinFinder(
|
||||
TEXT("/Game/Test/Character/M_Character_Export.M_Character_Export"));
|
||||
if (SkinFinder.Succeeded())
|
||||
{
|
||||
GetMesh()->SetMaterial(0, SkinFinder.Object);
|
||||
}
|
||||
static ConstructorHelpers::FObjectFinder<UAnimSequence> IdleFinder(
|
||||
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Idle.CharacterV2Human_rig_GigLine_Idle"));
|
||||
if (IdleFinder.Succeeded())
|
||||
{
|
||||
IdleAnimation = IdleFinder.Object;
|
||||
}
|
||||
static ConstructorHelpers::FObjectFinder<UAnimSequence> WalkFinder(
|
||||
TEXT("/Game/Test/Character/CharacterV2Human_rig_GigLine_Walk.CharacterV2Human_rig_GigLine_Walk"));
|
||||
if (WalkFinder.Succeeded())
|
||||
{
|
||||
WalkAnimation = WalkFinder.Object;
|
||||
}
|
||||
GetMesh()->SetRelativeLocation(FVector(0.0f, 0.0f, -87.5f));
|
||||
GetMesh()->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
|
||||
GetMesh()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
GetMesh()->SetHiddenInGame(true);
|
||||
|
||||
// Third-person boom. bDoCollisionTest is the camera-collision feature: the arm
|
||||
// shortens when something is between the pivot and the desired camera position.
|
||||
ThirdPersonArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("ThirdPersonArm"));
|
||||
ThirdPersonArm->SetupAttachment(GetCapsuleComponent());
|
||||
ThirdPersonArm->SetRelativeLocation(FVector(0.0f, 0.0f, 60.0f));
|
||||
ThirdPersonArm->TargetArmLength = ThirdPersonBoomLength;
|
||||
ThirdPersonArm->bUsePawnControlRotation = true;
|
||||
ThirdPersonArm->bDoCollisionTest = true;
|
||||
ThirdPersonArm->ProbeSize = 12.0f;
|
||||
ThirdPersonArm->ProbeChannel = ECollisionChannel::ECC_Camera;
|
||||
ThirdPersonArm->bEnableCameraLag = true;
|
||||
ThirdPersonArm->CameraLagSpeed = 8.0f;
|
||||
ThirdPersonArm->SetAutoActivate(false);
|
||||
|
||||
ThirdPersonCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("ThirdPersonCamera"));
|
||||
ThirdPersonCamera->SetupAttachment(ThirdPersonArm, USpringArmComponent::SocketName);
|
||||
ThirdPersonCamera->bUsePawnControlRotation = false;
|
||||
ThirdPersonCamera->SetAutoActivate(false);
|
||||
ThirdPersonCamera->SetFieldOfView(90.0f);
|
||||
|
||||
// Hard-reference the Enhanced Input assets with ConstructorHelpers so the
|
||||
// cooker always includes them and they load during CDO construction. Runtime
|
||||
@@ -78,6 +133,10 @@ AGigLineCharacter::AGigLineCharacter()
|
||||
TEXT("/Game/Input/IA_Jump.IA_Jump"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> ResetF(
|
||||
TEXT("/Game/Input/IA_Reset.IA_Reset"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> DebugF(
|
||||
TEXT("/Game/Input/IA_ToggleDebug.IA_ToggleDebug"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> CamF(
|
||||
TEXT("/Game/Input/IA_ToggleCamera.IA_ToggleCamera"));
|
||||
static ConstructorHelpers::FObjectFinder<UInputAction> PauseF(
|
||||
TEXT("/Game/Input/IA_Pause.IA_Pause"));
|
||||
|
||||
@@ -89,6 +148,8 @@ AGigLineCharacter::AGigLineCharacter()
|
||||
LookAction = LookF.Object;
|
||||
JumpAction = JumpF.Object;
|
||||
ResetAction = ResetF.Object;
|
||||
ToggleCameraAction = CamF.Object;
|
||||
ToggleDebugAction = DebugF.Object;
|
||||
PauseAction = PauseF.Object;
|
||||
|
||||
if (!MappingContext || !MoveAction || !MoveBackAction || !StrafeAction || !StrafeLeftAction
|
||||
@@ -138,6 +199,23 @@ void AGigLineCharacter::BeginPlay()
|
||||
StartLocation = GetActorLocation();
|
||||
StartRotation = GetActorRotation();
|
||||
|
||||
// `-thirdperson` starts the pawn in the third-person rig. The first-person view
|
||||
// stays the default (owner decision for 0.1.0), but the screenshot run needs the
|
||||
// body visible without a human pressing V, so the review is reproducible.
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("GigLine: BeginPlay thirdperson=%d body=%s idle=%s walk=%s"),
|
||||
FParse::Param(FCommandLine::Get(), TEXT("thirdperson")) ? 1 : 0,
|
||||
GetMesh()->GetSkeletalMeshAsset() ? TEXT("ok") : TEXT("nil"),
|
||||
IdleAnimation ? TEXT("ok") : TEXT("nil"),
|
||||
WalkAnimation ? TEXT("ok") : TEXT("nil"));
|
||||
}
|
||||
if (FParse::Param(FCommandLine::Get(), TEXT("thirdperson")))
|
||||
{
|
||||
ToggleCamera();
|
||||
}
|
||||
|
||||
// The PlayerStart sits above grade so the capsule cannot spawn embedded, so
|
||||
// the BeginPlay position is mid-air. Re-capture once the pawn has landed,
|
||||
// otherwise Reset drops the player 1.4 m back into the air every press.
|
||||
@@ -178,6 +256,51 @@ void AGigLineCharacter::BeginPlay()
|
||||
{
|
||||
StartQASelfTest();
|
||||
}
|
||||
|
||||
// `-walk` holds forward input from the first frame. The screenshot run uses it
|
||||
// with `-thirdperson` so a capture can show the walk clip mid-stride: an idle
|
||||
// shot cannot prove the animation set, and a still cannot show a stride.
|
||||
bWalkForever = FParse::Param(FCommandLine::Get(), TEXT("walk"));
|
||||
|
||||
// `-perf` starts the overlay on: the performance capture and any manual frame
|
||||
// check should not depend on someone pressing F3 first. The built demo has
|
||||
// neither switch, so the counter stays hidden for players.
|
||||
if (FParse::Param(FCommandLine::Get(), TEXT("perf")) || FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
|
||||
{
|
||||
if (IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug")))
|
||||
{
|
||||
Var->Set(1, ECVF_SetByConsole);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::ToggleDebugOverlay()
|
||||
{
|
||||
static IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug"));
|
||||
if (Var)
|
||||
{
|
||||
const bool bNowOn = Var->GetInt() == 0;
|
||||
Var->Set(bNowOn ? 1 : 0, ECVF_SetByConsole);
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine: debug overlay %s"), bNowOn ? TEXT("on") : TEXT("off"));
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::SetReviewWalk(bool bEnable)
|
||||
{
|
||||
bWalkForever = bEnable;
|
||||
}
|
||||
|
||||
void AGigLineCharacter::ReturnToStartForReview()
|
||||
{
|
||||
ResetToStart();
|
||||
}
|
||||
|
||||
void AGigLineCharacter::WalkForever()
|
||||
{
|
||||
if (bWalkForever && GetCharacterMovement() && GetCharacterMovement()->IsMovingOnGround())
|
||||
{
|
||||
AddMovementInput(GetActorForwardVector(), 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::StartQASelfTest()
|
||||
@@ -557,6 +680,14 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
|
||||
{
|
||||
Input->BindAction(PauseAction, ETriggerEvent::Started, this, &AGigLineCharacter::TogglePause);
|
||||
}
|
||||
if (ToggleCameraAction)
|
||||
{
|
||||
Input->BindAction(ToggleCameraAction, ETriggerEvent::Started, this, &AGigLineCharacter::ToggleCamera);
|
||||
}
|
||||
if (ToggleDebugAction)
|
||||
{
|
||||
Input->BindAction(ToggleDebugAction, ETriggerEvent::Started, this, &AGigLineCharacter::ToggleDebugOverlay);
|
||||
}
|
||||
if (JumpAction)
|
||||
{
|
||||
Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump);
|
||||
@@ -644,6 +775,87 @@ void AGigLineCharacter::Look(const FInputActionValue& Value)
|
||||
AddControllerPitchInput(Axis.Y * LookSensitivity * (bInvertLookY ? -1.0f : 1.0f));
|
||||
}
|
||||
|
||||
void AGigLineCharacter::Tick(float DeltaSeconds)
|
||||
{
|
||||
Super::Tick(DeltaSeconds);
|
||||
// Speed-driven animation state: correct whether the player walked, was pushed,
|
||||
// or fell, and independent of which input produced the movement.
|
||||
WalkForever();
|
||||
UpdateBodyAnimation();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void AGigLineCharacter::ToggleCamera()
|
||||
{
|
||||
// Both rigs exist from construction; the toggle only swaps which one is active
|
||||
// and whether the body is drawn. Deactivating the other camera matters: with
|
||||
// two active cameras the view is whichever was registered last.
|
||||
bThirdPerson = !bThirdPerson;
|
||||
FirstPersonCamera->SetActive(!bThirdPerson);
|
||||
ThirdPersonCamera->SetActive(bThirdPerson);
|
||||
GetMesh()->SetHiddenInGame(!bThirdPerson);
|
||||
if (bThirdPerson)
|
||||
{
|
||||
UpdateBodyAnimation();
|
||||
}
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine: camera %s"), bThirdPerson ? TEXT("third person") : TEXT("first person"));
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::UpdateBodyAnimation()
|
||||
{
|
||||
if (!bThirdPerson || !GetMesh())
|
||||
{
|
||||
return;
|
||||
}
|
||||
const bool bMoving = GetVelocity().Size2D() > WalkAnimationThreshold;
|
||||
UAnimSequence* Wanted = bMoving ? WalkAnimation.Get() : IdleAnimation.Get();
|
||||
if (!Wanted)
|
||||
{
|
||||
static bool bWarnedMissingClip = false;
|
||||
if (!bWarnedMissingClip)
|
||||
{
|
||||
bWarnedMissingClip = true;
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine: body clip missing (idle=%s walk=%s) - body stays in bind pose"),
|
||||
IdleAnimation ? TEXT("ok") : TEXT("nil"),
|
||||
WalkAnimation ? TEXT("ok") : TEXT("nil"));
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (Wanted != PlayingAnimation || GetMesh()->GetSingleNodeInstance() == nullptr)
|
||||
{
|
||||
// Only the mode setter is idempotent; calling SetAnimation unconditionally
|
||||
// restarts the clip every frame, which freezes the body on frame 0 - that is
|
||||
// why the walking capture showed a still figure with both legs together.
|
||||
if (GetMesh()->GetAnimationMode() != EAnimationMode::AnimationSingleNode)
|
||||
{
|
||||
GetMesh()->SetAnimationMode(EAnimationMode::AnimationSingleNode);
|
||||
}
|
||||
if (Wanted != PlayingAnimation)
|
||||
{
|
||||
GetMesh()->SetAnimation(Wanted);
|
||||
PlayingAnimation = Wanted;
|
||||
GetMesh()->Play(true);
|
||||
if (CVarGigLineSetupLogs.GetValueOnGameThread())
|
||||
{
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLine: body clip %s, mode=%d"),
|
||||
*Wanted->GetName(), static_cast<int32>(GetMesh()->GetAnimationMode()));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Same clip but the instance was recreated after a mode change: resume it
|
||||
// once rather than re-setting the animation.
|
||||
GetMesh()->Play(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineCharacter::ResetToStart()
|
||||
{
|
||||
// Reset is a level-restart in miniature: put the body back where it spawned,
|
||||
|
||||
@@ -7,9 +7,11 @@
|
||||
#include "InputActionValue.h"
|
||||
#include "GigLineCharacter.generated.h"
|
||||
|
||||
class UAnimSequence;
|
||||
class UCameraComponent;
|
||||
class UInputAction;
|
||||
class UInputMappingContext;
|
||||
class USpringArmComponent;
|
||||
|
||||
|
||||
/**
|
||||
@@ -29,6 +31,7 @@ public:
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
||||
virtual void Tick(float DeltaSeconds) override;
|
||||
|
||||
protected:
|
||||
/** Loads the Enhanced Input assets from /Game/Input; called from BeginPlay. */
|
||||
@@ -38,6 +41,34 @@ protected:
|
||||
void ResetToStart();
|
||||
void TogglePause();
|
||||
|
||||
public:
|
||||
/** True while the third-person rig is the active view (for the debug overlay). */
|
||||
bool IsThirdPerson() const { return bThirdPerson; }
|
||||
|
||||
/** Review harness: hold or release forward input from the screenshot actor. */
|
||||
void SetReviewWalk(bool bEnable);
|
||||
|
||||
/** Review harness: put the pawn back where it spawned, after a walking capture. */
|
||||
void ReturnToStartForReview();
|
||||
|
||||
protected:
|
||||
/** Swaps between the first-person and third-person rigs (V). */
|
||||
void ToggleCamera();
|
||||
|
||||
/**
|
||||
* Plays the idle or walk clip on the visible body.
|
||||
*
|
||||
* Called from the movement tick rather than from input: an animation state
|
||||
* driven by speed is correct whether the player walked, was pushed, or fell.
|
||||
* Only switches when the clip changes, because PlayAnimation restarts a clip
|
||||
* and calling it every frame would freeze the cycle at its first key.
|
||||
*/
|
||||
void UpdateBodyAnimation();
|
||||
|
||||
/** Velocity above which the walk clip plays, in cm/s (0.1 m/s tolerance). */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
|
||||
float WalkAnimationThreshold = 10.0f;
|
||||
|
||||
/**
|
||||
* TEMP QA: scripted walk / reset / pause verification.
|
||||
*
|
||||
@@ -109,6 +140,52 @@ protected:
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
|
||||
TObjectPtr<UCameraComponent> FirstPersonCamera;
|
||||
|
||||
/**
|
||||
* Third-person boom. Collision testing is on, which is what stops the camera
|
||||
* from ending up inside a wall: the arm shortens until the camera is clear
|
||||
* instead of clipping through geometry.
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
|
||||
TObjectPtr<USpringArmComponent> ThirdPersonArm;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
|
||||
TObjectPtr<UCameraComponent> ThirdPersonCamera;
|
||||
|
||||
/** Boom length in cm: far enough to see the body, close enough to read the street. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
|
||||
float ThirdPersonBoomLength = 340.0f;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<UAnimSequence> IdleAnimation;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<UAnimSequence> WalkAnimation;
|
||||
|
||||
/** True while the third-person rig is the active view. */
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Camera")
|
||||
bool bThirdPerson = false;
|
||||
|
||||
/** Clip currently playing on the body, so UpdateBodyAnimation can diff it. */
|
||||
UPROPERTY()
|
||||
TObjectPtr<UAnimSequence> PlayingAnimation;
|
||||
|
||||
/** True while `-walk` holds forward input for the screenshot run. */
|
||||
bool bWalkForever = false;
|
||||
|
||||
/** Applies the `-walk` forward input when the flag is set and the pawn is grounded. */
|
||||
void WalkForever();
|
||||
|
||||
/** Debug-overlay action (F3). */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
|
||||
TObjectPtr<UInputAction> ToggleDebugAction;
|
||||
|
||||
/** Flips the gigline.Debug console variable that the HUD reads. */
|
||||
void ToggleDebugOverlay();
|
||||
|
||||
/** Toggle-camera action (V). */
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
|
||||
TObjectPtr<UInputAction> ToggleCameraAction;
|
||||
|
||||
/** Degrees per second per unit of mouse input; defaults to Unreal's usual 45. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
|
||||
float LookSensitivity = 45.0f;
|
||||
|
||||
@@ -2,11 +2,61 @@
|
||||
|
||||
#include "Engine/Canvas.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "GigLineCharacter.h"
|
||||
#include "HAL/IConsoleManager.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
// Console variable so a packaged build can be checked without a rebuild:
|
||||
// gigline.Debug 1
|
||||
// The HUD reads it every frame; the F3 binding toggles it.
|
||||
static TAutoConsoleVariable<int32> CVarGigLineDebug(
|
||||
TEXT("gigline.Debug"),
|
||||
0,
|
||||
TEXT("Draw the performance and state overlay (0=off, 1=on). F3 toggles it."),
|
||||
ECVF_Cheat);
|
||||
|
||||
void AGigLineHUD::UpdateFrameStats(float DeltaSeconds)
|
||||
{
|
||||
if (DeltaSeconds <= 0.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
++FramesDrawn;
|
||||
const float Ms = DeltaSeconds * 1000.0f;
|
||||
if (WarmupSeconds > 0.0f)
|
||||
{
|
||||
WarmupSeconds -= DeltaSeconds;
|
||||
SmoothedFrameMs = FMath::Lerp(SmoothedFrameMs, Ms, 0.1f);
|
||||
WorstFrameMs = Ms;
|
||||
WorstWindowSeconds = 0.0f;
|
||||
return;
|
||||
}
|
||||
// A 0.9/0.1 EMA settles in a few frames and still reacts to a stall.
|
||||
SmoothedFrameMs = FMath::Lerp(SmoothedFrameMs, Ms, 0.1f);
|
||||
WorstFrameMs = FMath::Max(WorstFrameMs, Ms);
|
||||
// Rolling worst-frame window: a spike stays visible for two seconds, so a
|
||||
// hitch is not missed between glances (and not averaged away).
|
||||
WorstWindowSeconds += DeltaSeconds;
|
||||
if (WorstWindowSeconds >= 2.0f)
|
||||
{
|
||||
WorstWindowSeconds = 0.0f;
|
||||
WorstFrameMs = Ms;
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineHUD::DrawHUD()
|
||||
{
|
||||
Super::DrawHUD();
|
||||
|
||||
// Console variable is authoritative; the UPROPERTY is the per-instance default
|
||||
// for tests that set it before BeginPlay.
|
||||
if (IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug")))
|
||||
{
|
||||
bShowDebug = Var->GetInt() != 0;
|
||||
}
|
||||
UpdateFrameStats(GetWorld() ? GetWorld()->GetDeltaSeconds() : 0.0f);
|
||||
|
||||
if (!Canvas || AttributionLine.IsEmpty())
|
||||
{
|
||||
return;
|
||||
@@ -37,4 +87,35 @@ void AGigLineHUD::DrawHUD()
|
||||
DrawText(ControlsLine, Shadow, CX + 1.0f, CY + 1.0f, nullptr, TextScale * 0.82f);
|
||||
DrawText(ControlsLine, Ink, CX, CY, nullptr, TextScale * 0.82f);
|
||||
}
|
||||
|
||||
if (!bShowDebug)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Performance and state readout, top-left. Everything here is cheap enough to
|
||||
// leave on during a capture: four formatted lines and no additional passes.
|
||||
const APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
|
||||
const AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn);
|
||||
const float Fps = SmoothedFrameMs > 0.0f ? 1000.0f / SmoothedFrameMs : 0.0f;
|
||||
const FVector Where = Pawn ? Pawn->GetActorLocation() / 100.0f : FVector::ZeroVector;
|
||||
const float Speed = Pawn ? Pawn->GetVelocity().Size2D() / 100.0f : 0.0f;
|
||||
|
||||
const FString Header = FString::Printf(TEXT("%.0f FPS %.2f ms worst %.2f ms"), Fps, SmoothedFrameMs, WorstFrameMs);
|
||||
const FString State = FString::Printf(TEXT("%s %.2f m/s frames %lld"),
|
||||
Character && Character->IsThirdPerson() ? TEXT("third person") : TEXT("first person"),
|
||||
Speed, FramesDrawn);
|
||||
const FString Place = FString::Printf(TEXT("x %.1f y %.1f z %.1f m"), Where.X, Where.Y, Where.Z);
|
||||
const FString Hint = TEXT("F3 hide");
|
||||
|
||||
const FLinearColor DebugInk(0.85f, 1.0f, 0.55f, 0.95f);
|
||||
const FLinearColor DebugShadow(0.0f, 0.0f, 0.0f, 0.6f);
|
||||
const float DX = MarginPx;
|
||||
float DY = MarginPx;
|
||||
for (const FString& Line : { Header, State, Place, Hint })
|
||||
{
|
||||
DrawText(Line, DebugShadow, DX + 1.0f, DY + 1.0f, nullptr, TextScale * 0.9f);
|
||||
DrawText(Line, DebugInk, DX, DY, nullptr, TextScale * 0.9f);
|
||||
DY += 22.0f * TextScale * 0.9f;
|
||||
}
|
||||
}
|
||||
@@ -34,12 +34,25 @@ public:
|
||||
* in-game"). Keep in sync with Docs/controls.md.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Controls")
|
||||
FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 R reset \u00B7 Esc pause");
|
||||
FString ControlsLine = TEXT("WASD move \u00B7 Mouse look \u00B7 Space jump \u00B7 V view \u00B7 R reset \u00B7 Esc pause");
|
||||
|
||||
/** Licence line, including where the licence can be read. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
|
||||
FString LicenceLine = TEXT("Data \u00A9 OpenStreetMap contributors, ODbL 1.0 \u2014 openstreetmap.org/copyright");
|
||||
|
||||
/**
|
||||
* Performance and state readout, top-left, off by default.
|
||||
*
|
||||
* Toggle in game with **F3**, or start with it on by passing `-perf` (the
|
||||
* performance capture does). The built demo ships with it hidden so a player
|
||||
* does not see an FPS counter over Hollywood Boulevard.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Debug")
|
||||
bool bShowDebug = false;
|
||||
|
||||
/** Smoothed FPS and a rolling frame-time window, refreshed every frame. */
|
||||
void UpdateFrameStats(float DeltaSeconds);
|
||||
|
||||
/** Screen-space margin in pixels. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
|
||||
float MarginPx = 18.0f;
|
||||
@@ -47,4 +60,25 @@ public:
|
||||
/** Text scale relative to the default canvas font. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attribution")
|
||||
float TextScale = 1.45f;
|
||||
|
||||
private:
|
||||
/** Exponential moving average of frame time, in milliseconds. */
|
||||
float SmoothedFrameMs = 16.7f;
|
||||
|
||||
/** Worst frame in the rolling window, so a hitch is visible without a log. */
|
||||
float WorstFrameMs = 0.0f;
|
||||
|
||||
/** Seconds until the rolling worst-frame window resets. */
|
||||
float WorstWindowSeconds = 0.0f;
|
||||
|
||||
/** Frames drawn, so the overlay can show that the counter is live. */
|
||||
int64 FramesDrawn = 0;
|
||||
|
||||
/**
|
||||
* Seconds left in the warm-up window. The first frames of a session include
|
||||
* shader and streaming hitches of several hundred milliseconds; without this
|
||||
* the "worst" figure read 400 ms for the whole first two seconds and made a
|
||||
* healthy run look broken.
|
||||
*/
|
||||
float WarmupSeconds = 2.0f;
|
||||
};
|
||||
@@ -1,5 +1,8 @@
|
||||
#include "GigLineShotActor.h"
|
||||
|
||||
#include "GigLineCharacter.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
#include "Camera/CameraActor.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "Engine/World.h"
|
||||
@@ -32,6 +35,12 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
|
||||
|
||||
if (bWaitingForSettle)
|
||||
{
|
||||
// A follow shot tracks the pawn while it settles, otherwise the subject
|
||||
// walks out of the frame between placement and capture.
|
||||
if (CurrentShot < ShotFollow.Num() && ShotFollow[CurrentShot])
|
||||
{
|
||||
UpdateFollowCamera();
|
||||
}
|
||||
SettleCountdown -= DeltaSeconds;
|
||||
if (SettleCountdown <= 0.f)
|
||||
{
|
||||
@@ -53,11 +62,47 @@ void AGigLineShotActor::Tick(float DeltaSeconds)
|
||||
{
|
||||
bWaitingForScreenshot = false;
|
||||
UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: captured %s"), *FScreenshotRequest::GetFilename());
|
||||
// Walking shots move the pawn; put it back before the fixed-camera shots run.
|
||||
if (ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot])
|
||||
{
|
||||
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
|
||||
{
|
||||
Character->ReturnToStartForReview();
|
||||
}
|
||||
}
|
||||
++CurrentShot;
|
||||
NextShot();
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineShotActor::UpdateFollowCamera()
|
||||
{
|
||||
if (!CurrentCamera)
|
||||
{
|
||||
return;
|
||||
}
|
||||
APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
|
||||
if (!Pawn)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Enable the walk here rather than only in NextShot: the sequencer's BeginPlay
|
||||
// runs before the player pawn exists, so a one-shot cast there silently found
|
||||
// nothing and the pawn never walked during its follow shot.
|
||||
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn))
|
||||
{
|
||||
Character->SetReviewWalk(true);
|
||||
}
|
||||
// Offset in the pawn's frame: to its right, slightly above, looking at the
|
||||
// pelvis. Right-of-pawn gives a profile view, which is where a stride reads.
|
||||
const FVector Right = Pawn->GetActorRightVector();
|
||||
const FVector Origin = Pawn->GetActorLocation();
|
||||
const FVector CameraLocation = Origin + Right * 420.f + FVector(0.f, 0.f, 90.f);
|
||||
const FVector Target = Origin + FVector(0.f, 0.f, 40.f);
|
||||
CurrentCamera->SetActorLocation(CameraLocation);
|
||||
CurrentCamera->SetActorRotation((Target - CameraLocation).Rotation());
|
||||
}
|
||||
|
||||
void AGigLineShotActor::NextShot()
|
||||
{
|
||||
if (!PlayerController)
|
||||
@@ -93,6 +138,20 @@ void AGigLineShotActor::NextShot()
|
||||
Cam->SetFieldOfView(ShotFieldOfView[CurrentShot]);
|
||||
}
|
||||
}
|
||||
// Follow shots ignore their recorded transform after this point: the camera is
|
||||
// rebuilt from the pawn every frame until the capture. They also own the walking:
|
||||
// the pawn only holds forward input while a follow shot is being taken, so the
|
||||
// fixed-camera shots later in the list still find it at the spawn point.
|
||||
const bool bFollowThisShot = ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot];
|
||||
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
|
||||
{
|
||||
Character->SetReviewWalk(bFollowThisShot);
|
||||
}
|
||||
if (bFollowThisShot)
|
||||
{
|
||||
UpdateFollowCamera();
|
||||
}
|
||||
|
||||
PlayerController->SetViewTarget(CurrentCamera);
|
||||
|
||||
SettleCountdown = SettleSeconds;
|
||||
|
||||
@@ -50,6 +50,18 @@ public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
float SettleSeconds = 0.35f;
|
||||
|
||||
/**
|
||||
* Optional per-shot "follow the player" flag, same index as ShotLocations.
|
||||
*
|
||||
* A fixed camera cannot photograph a walking pawn: at 4.5 m/s it covers the
|
||||
* distance between two captures, so three attempts framed it at a different
|
||||
* distance each run and two missed it entirely. With this flag the camera is
|
||||
* re-placed every frame at a fixed offset in the pawn's frame, which is what
|
||||
* makes a stride shot deterministic.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<bool> ShotFollow;
|
||||
|
||||
/** Quit the game after the last shot (disable to keep the game open). */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
bool bQuitWhenDone = true;
|
||||
@@ -57,6 +69,9 @@ public:
|
||||
private:
|
||||
void NextShot();
|
||||
|
||||
/** Re-places the active camera at the follow offset behind the player pawn. */
|
||||
void UpdateFollowCamera();
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<class APlayerController> PlayerController;
|
||||
|
||||
|
||||
@@ -417,117 +417,72 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
|
||||
|
||||
## 2026-11-09 — 0.1.4 signed off; 0.1.5 created for the carried geometry
|
||||
|
||||
- Owner reviewed the four demo captures locally and approved the set. Signoff recorded in `Docs/reviews/0.1.4-review.md` (7/7 items) and in the per-shot `Approved` column of `Screenshots/README.md`.
|
||||
- Owner reviewed the four demo captures locally and approved the set (7/7 items at the time). The signoff lived in `Docs/reviews/0.1.4-review.md`, which was removed on 2026-11-09; the per-shot `Approved` column of `Screenshots/README.md` is now the only record and is authoritative.
|
||||
- The three geometry items that `0.1.4` did not finish — retail neighbours from their own references, hero fluting/motto band, blockout cleaning — move to a new **`0.1.5` Façade finishing** patch rather than growing this one, plus a much-needed **1440p performance re-measure** (625 kit actors have never been measured; `0.1.0` measured 414 fps).
|
||||
- Decision recorded because it sets a precedent: finish and sign off a version when its _stated_ scope is done, and carry leftover scope into the next patch — do not let a patch accumulate unmeasured geometry.
|
||||
|
||||
## 2026-11-09 — quality priority flipped: realism first, performance last
|
||||
|
||||
- Owner decision: realism leads; performance closes the quality list. Applied in
|
||||
`Docs/Architecture/01_introduction_and_goals.md`, `10_quality_requirements.md`,
|
||||
`04_solution_strategy.md`, the combined `architecture.md`, `Docs/release-checks.md`
|
||||
(performance section now last, with the reason), `ROADMAP.md` (a "Quality priority"
|
||||
section) and `AGENTS.md` (the tie-break rule next to the scope-cutting rule).
|
||||
- Ordering used: 1 visual realism, 2 geographic fidelity, 3 walkability/usability,
|
||||
4 build reproducibility/portability, 5 provenance, 6 performance.
|
||||
- **Both revisions carry the same guard so the order cannot be used as an excuse:**
|
||||
performance is a *floor*, not a preference — 60 FPS at 1440p without frame
|
||||
generation must be met at every release, and if realism cannot fit, the realism
|
||||
scope is cut deliberately and recorded in `CHANGELOG.md`, never the frame rate.
|
||||
Walkability outranks realism in one direction: a block the player falls through is
|
||||
not a demo.
|
||||
- Owner decision: realism leads; performance closes the quality list. Applied in `Docs/Architecture/01_introduction_and_goals.md`, `10_quality_requirements.md`, `04_solution_strategy.md`, the combined `architecture.md`, `Docs/release-checks.md` (performance section now last, with the reason), `ROADMAP.md` (a "Quality priority" section) and `AGENTS.md` (the tie-break rule next to the scope-cutting rule).
|
||||
- Ordering used: 1 visual realism, 2 geographic fidelity, 3 walkability/usability, 4 build reproducibility/portability, 5 provenance, 6 performance.
|
||||
- **Both revisions carry the same guard so the order cannot be used as an excuse:** performance is a _floor_, not a preference — 60 FPS at 1440p without frame generation must be met at every release, and if realism cannot fit, the realism scope is cut deliberately and recorded in `CHANGELOG.md`, never the frame rate. Walkability outranks realism in one direction: a block the player falls through is not a demo.
|
||||
|
||||
## 2026-11-09 — 0.1.5 start: retail reference + kit layout maths
|
||||
|
||||
- Commons holds exactly **one** usable reference for the retail run:
|
||||
`Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (Gb321, CC BY-SA
|
||||
4.0, 1920×953) — 6800 Lee Drug **and** its neighbour at street level, shopfronts
|
||||
and parapets visible (vision pre-check: yes). Nothing for 6822 or 6806–6820, so
|
||||
those two façades still have no reference and stay blocked.
|
||||
- **Kit layout was wrong for tall/wide buildings**, not just ugly: bays were
|
||||
`round(width / 496)`, so 6922 (65.8 m wide, 37.1 m tall) got **13 bays** — a
|
||||
window every 4.96 m across the whole frontage — and the storey count came out at
|
||||
11 × 310 cm = 34.1 m against a 35.7 m window zone, leaving bare wall under the
|
||||
cornice. Fixed: `MAX_BAYS = 9` (module widens instead of subdividing), and the
|
||||
storey spread is derived from the available height (`usable / storeys`) so the top
|
||||
band always lands inside the building. Result: 6922 9 × 11, theatre 8 × 6,
|
||||
6806 7 × 3, 6800 4 × 3, TCL 9 × 5.
|
||||
- Commons holds exactly **one** usable reference for the retail run: `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (Gb321, CC BY-SA 4.0, 1920×953) — 6800 Lee Drug **and** its neighbour at street level, shopfronts and parapets visible (vision pre-check: yes). Nothing for 6822 or 6806–6820, so those two façades still have no reference and stay blocked.
|
||||
- **Kit layout was wrong for tall/wide buildings**, not just ugly: bays were `round(width / 496)`, so 6922 (65.8 m wide, 37.1 m tall) got **13 bays** — a window every 4.96 m across the whole frontage — and the storey count came out at 11 × 310 cm = 34.1 m against a 35.7 m window zone, leaving bare wall under the cornice. Fixed: `MAX_BAYS = 9` (module widens instead of subdividing), and the storey spread is derived from the available height (`usable / storeys`) so the top band always lands inside the building. Result: 6922 9 × 11, theatre 8 × 6, 6806 7 × 3, 6800 4 × 3, TCL 9 × 5.
|
||||
|
||||
## 2026-11-09 — hero fluting + motto band; and a silent placement divergence
|
||||
|
||||
- Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft
|
||||
(120 pieces) rather than boolean cuts — the eye reads them in silhouette and
|
||||
grazing light, booleans would cost far more for that. Motto band is now a real
|
||||
recess: surround 6 cm proud, panel 12 cm behind (was an 8 cm dark stripe).
|
||||
Hero 148 parts/3 044 tris -> 271/5 492, still 14.50 m.
|
||||
- **The real find:** `ue_hero_facade_import.py` had its own hero position
|
||||
`(-12024.5, -1450, 0)` — the pre-`0.1.0` value, before the frontage placement fix
|
||||
moved the hero to `(-13336, +1307)`. Running the importer on its own therefore
|
||||
teleported the hero **13 m east and onto the north side of the boulevard**, and
|
||||
nothing complained: a displaced building still renders. The only symptom was the
|
||||
reference score dropping 0.69 -> 0.56 with the 3x3 composition correlation
|
||||
flipping +0.54 -> -0.08.
|
||||
- Fix: `Tools/ue_placement.py` is now the single source of truth (hero position,
|
||||
verified frontage spans, `span_error`/`describe_span_failure`). Both
|
||||
`ue_hero_facade_import.py` and `ue_build_demo_map.py` import it, the import asserts
|
||||
the staged span and logs `PLACEMENT ERROR` when it does not match, and tests assert
|
||||
the stale literal cannot come back. Spawn-view score back to **0.72** (best yet).
|
||||
- Lesson to keep: **duplicated placement constants drift silently.** The metric that
|
||||
caught it was the composition correlation, not a visual review.
|
||||
- Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft (120 pieces) rather than boolean cuts — the eye reads them in silhouette and grazing light, booleans would cost far more for that. Motto band is now a real recess: surround 6 cm proud, panel 12 cm behind (was an 8 cm dark stripe). Hero 148 parts/3 044 tris -> 271/5 492, still 14.50 m.
|
||||
- **The real find:** `ue_hero_facade_import.py` had its own hero position `(-12024.5, -1450, 0)` — the pre-`0.1.0` value, before the frontage placement fix moved the hero to `(-13336, +1307)`. Running the importer on its own therefore teleported the hero **13 m east and onto the north side of the boulevard**, and nothing complained: a displaced building still renders. The only symptom was the reference score dropping 0.69 -> 0.56 with the 3x3 composition correlation flipping +0.54 -> -0.08.
|
||||
- Fix: `Tools/ue_placement.py` is now the single source of truth (hero position, verified frontage spans, `span_error`/`describe_span_failure`). Both `ue_hero_facade_import.py` and `ue_build_demo_map.py` import it, the import asserts the staged span and logs `PLACEMENT ERROR` when it does not match, and tests assert the stale literal cannot come back. Spawn-view score back to **0.72** (best yet).
|
||||
- Lesson to keep: **duplicated placement constants drift silently.** The metric that caught it was the composition correlation, not a visual review.
|
||||
|
||||
## 2026-11-09 — 1440p re-measured with the kit: 363 fps, ~12% cost
|
||||
|
||||
- 2560×1440, Epic preset, TSR, VSync off, no frame generation: **2.76 ms average
|
||||
(363 fps)**, p50 2.73, p95 3.17, p99 3.64, max 4.62 — against `0.1.0`'s 2.42 ms
|
||||
(414 fps). The 625 kit actors + 8 generated textures cost about **12 %** and leave
|
||||
~6× the 60 fps floor.
|
||||
- **Variance trap confirmed a third time:** runs reporting ~105 fps (9.5 ms) were
|
||||
two overlapping game instances — an earlier launch had not exited. `pgrep -af
|
||||
Binaries/Linux/GigLine` should show one wrapper + one binary; 363 fps reproduced
|
||||
twice on a clean run. Always count instances before believing a perf number.
|
||||
- Series committed at `Docs/perf/0.1.5-kit-walk-frametimes.csv`; comparison table in
|
||||
`Docs/release-checks.md`.
|
||||
- 2560×1440, Epic preset, TSR, VSync off, no frame generation: **2.76 ms average (363 fps)**, p50 2.73, p95 3.17, p99 3.64, max 4.62 — against `0.1.0`'s 2.42 ms (414 fps). The 625 kit actors + 8 generated textures cost about **12 %** and leave ~6× the 60 fps floor.
|
||||
- **Variance trap confirmed a third time:** runs reporting ~105 fps (9.5 ms) were two overlapping game instances — an earlier launch had not exited. `pgrep -af Binaries/Linux/GigLine` should show one wrapper + one binary; 363 fps reproduced twice on a clean run. Always count instances before believing a perf number.
|
||||
- Series committed at `Docs/perf/0.1.5-kit-walk-frametimes.csv`; comparison table in `Docs/release-checks.md`.
|
||||
|
||||
## 2026-11-09 — 604 unmaterialed actors: material rebuild was delete+recreate
|
||||
|
||||
- The "blockout cleaning pass" turned out to need **material and placement hygiene,
|
||||
not more geometry**. `Tools/ue_audit_scene.py` (new) found **604 of 620 mesh actors
|
||||
with no material**: kit pieces and theatre trim all untextured.
|
||||
- **Cause:** `ensure_material` in `ue_build_demo_map.py` deleted and recreated each
|
||||
`/Game/Hollywood/Site/M_*` asset every run ("so a look change cannot be masked by a
|
||||
stale asset"). That orphane every reference: actors staged by other tools pointed at
|
||||
deleted assets and fell back to the default material. The map looked only *slightly*
|
||||
flat — no error, no warning.
|
||||
- **Fix:** update the material **in place** — load it, `MaterialEditingLibrary.
|
||||
delete_all_material_expressions(mat)`, rebuild the graph, recompile, save. Note
|
||||
`Material.expressions` is protected from Python; use the library's deleter.
|
||||
- **Ordering rule now documented and enforced:** the demo builder rebuilds materials,
|
||||
so kit and theatre staging must run *after* it. `render_screenshots.sh` now runs
|
||||
demo map → kit assembly → theatre trim → scene audit → shot cameras → capture, and
|
||||
**fails on a non-zero audit count**.
|
||||
- The "blockout cleaning pass" turned out to need **material and placement hygiene, not more geometry**. `Tools/ue_audit_scene.py` (new) found **604 of 620 mesh actors with no material**: kit pieces and theatre trim all untextured.
|
||||
- **Cause:** `ensure_material` in `ue_build_demo_map.py` deleted and recreated each `/Game/Hollywood/Site/M_*` asset every run ("so a look change cannot be masked by a stale asset"). That orphane every reference: actors staged by other tools pointed at deleted assets and fell back to the default material. The map looked only _slightly_ flat — no error, no warning.
|
||||
- **Fix:** update the material **in place** — load it, `MaterialEditingLibrary. delete_all_material_expressions(mat)`, rebuild the graph, recompile, save. Note `Material.expressions` is protected from Python; use the library's deleter.
|
||||
- **Ordering rule now documented and enforced:** the demo builder rebuilds materials, so kit and theatre staging must run _after_ it. `render_screenshots.sh` now runs demo map → kit assembly → theatre trim → scene audit → shot cameras → capture, and **fails on a non-zero audit count**.
|
||||
- Second find: 53 duplicated kit labels (both shop piers of a bay shared one name).
|
||||
- Scene audit after the fixes: **0 failures** (all materialed, all spans verified, no
|
||||
duplicate labels). Packaged QA still PASS; spawn-view reference score 0.72.
|
||||
- Scene audit after the fixes: **0 failures** (all materialed, all spans verified, no duplicate labels). Packaged QA still PASS; spawn-view reference score 0.72.
|
||||
|
||||
## 2026-11-09 — v0.1.5 released
|
||||
|
||||
- All actionable `0.1.5` work is done: hero fluting + recessed motto band, kit layout
|
||||
for wide/tall buildings, placement single-source-of-truth, 1440p re-measure
|
||||
(363 fps), and the material/placement hygiene that the "blockout cleaning" task
|
||||
actually needed (604 unmaterialed actors, 53 duplicate labels) with a new scene
|
||||
audit gate.
|
||||
- Only item carried forward is the **retail frontage (6822 / 6806–6820 / 6800)**,
|
||||
blocked because Commons holds no usable reference for two of the three buildings
|
||||
and substituting the theatre's photographs would misattribute the façades. It now
|
||||
lives in a `0.1.6` Retail frontage patch.
|
||||
- Precedent applied again: tag when the stated scope is done, carry blocked scope
|
||||
into the next patch rather than letting a release wait indefinitely on missing
|
||||
reference photography.
|
||||
- All actionable `0.1.5` work is done: hero fluting + recessed motto band, kit layout for wide/tall buildings, placement single-source-of-truth, 1440p re-measure (363 fps), and the material/placement hygiene that the "blockout cleaning" task actually needed (604 unmaterialed actors, 53 duplicate labels) with a new scene audit gate.
|
||||
- Only item carried forward is the **retail frontage (6822 / 6806–6820 / 6800)**, blocked because Commons holds no usable reference for two of the three buildings and substituting the theatre's photographs would misattribute the façades. It now lives in a `0.1.6` Retail frontage patch.
|
||||
- Precedent applied again: tag when the stated scope is done, carry blocked scope into the next patch rather than letting a release wait indefinitely on missing reference photography.
|
||||
|
||||
## 2026-11-09 — Retail frontage and two pipeline traps
|
||||
|
||||
- **`Tools/render_screenshots.sh` called `./Engine/...` for the capture step** while every commandlet above went through `run_cmdlet`'s `cd "$ENGINE"`. With `set -e` the script died at exit 127 *after* rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran. Fixed to `"$ENGINE/Engine/Binaries/..."`. Symptom to remember: maps rebuild, screenshots do not move.
|
||||
- **`Tools/render_screenshots.sh` called `./Engine/...` for the capture step** while every commandlet above went through `run_cmdlet`'s `cd "$ENGINE"`. With `set -e` the script died at exit 127 _after_ rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran. Fixed to `"$ENGINE/Engine/Binaries/..."`. Symptom to remember: maps rebuild, screenshots do not move.
|
||||
- **The generic façade kit is applied to every actor labelled `Frontage_*` or `North_*`**, so staging a hand-modelled façade under those labels gets the kit pasted over it — two contradicting façade languages on one wall. `ue_apply_facade_kit.py` now skips `MODELLED` labels, and retail trim stages as `RetailTrim_*`.
|
||||
- **A Blender builder cannot be imported by a unit test** (`import bpy` at module scope). Pure layout arithmetic lives in `Tools/_common.py`; `Tools/tests/test_retail_frontage.py` tests it there, and the builder delegates. Same trick `fbx_export_preset.py` uses for its preset dicts.
|
||||
- **Joining 85 parts into one mesh per building** before export cut the Unreal import from 85 assets to 2, and the staging step to two spawns. Record per-part dimensions *before* the join: after it only the joined bounds exist.
|
||||
- **Joining 85 parts into one mesh per building** before export cut the Unreal import from 85 assets to 2, and the staging step to two spawns. Record per-part dimensions _before_ the join: after it only the joined bounds exist.
|
||||
|
||||
## 2026-11-09 — Third-person body renders in bind pose (open defect)
|
||||
|
||||
- **Symptom**: the pawn's body is visible and skinned, the run logs `GigLine: playing body clip Character_AnimHuman_rig_GigLine_Idle`, and the figure still stands in the A-pose bind. Two captures were taken before the call was proven to succeed — the camera, then the material, were blamed first and neither was the cause.
|
||||
- **The FBX is not the problem.** Re-importing `/tmp/gigline/character-anim.fbx` into Blender gives two actions, `GigLine_Idle` (frames 1–60) and `GigLine_Walk` (1–30), each with **1379 f-curves over 137 bones**. Animation is baked and exported correctly, so the defect is on the Unreal side.
|
||||
- **The material was a real but separate defect**: `M_Character_Export` had no `SkeletalMesh` usage flag, so Unreal substituted the default grey with only a `LogMaterial` warning. Fixed in place (`used_with_skeletal_mesh = True`).
|
||||
- **`PlayAnimation` alone is not enough.** `USkeletalMeshComponent::PlayAnimation` needs the component already in `AnimationSingleNode` mode; the body is hidden at construction (`SetHiddenInGame(true)`) and only unhidden by the camera toggle, so the first call can land on a component that is not yet in the right mode and never retries — the guard `Wanted == PlayingAnimation` then returns forever and the pose stays at bind.
|
||||
- **What to log next time**: animation mode and `GetSingleNodeInstance()` together with the clip name. A clip name alone shows the intent, not the effect.
|
||||
- **Fixed 2026-11-09, two independent causes.** (1) `PlayAnimation` needs `AnimationSingleNode` plus a live single-node instance; the body is hidden at construction and only unhidden by the camera toggle, so the first call could land before the component was ready and the `Wanted == PlayingAnimation` guard then returned forever. `UpdateBodyAnimation` now sets the mode, calls `SetAnimation` + `Play`, and re-asserts while `GetSingleNodeInstance()` is null. (2) The arms-down offsets lived only in the clip keys — the exporter writes clip data **relative to the rest pose**, so they arrived in Unreal as a ±20° swing around an A-posed bind. `apply_base_pose` now bakes them into the rest pose before any clip is authored, which is what `mpfb_character_export.py --pose idle` already did.
|
||||
- **The base pose needs inverted signs when baked to rest.** Applied as written, the FBX axis mapping produced arms raised in a V; negating the table gives arms down. Both states were verified on the imported asset, not assumed.
|
||||
- **Unreal bone names use underscores**: `upperarm01_L`, not Blender's `upperarm01.L`. `GetBoneIndex(TEXT("upperarm01.L"))` returns INDEX_NONE, `GetBoneTransform` then returns identity, and a probe reading it reports a constant 0.0000 — which looks like "animation not applied" and is actually "bone not found". Check `AnimPose.get_bone_names()` before trusting any bone probe.
|
||||
- **`Log` verbosity does not reach the capture log, `Warning` does.** Two diagnostic runs produced zero lines because the messages were `UE_LOG(LogTemp, Log, ...)`; the same lines at `Warning` appeared. Instrument with Warning when the evidence has to survive into `/tmp/gigline/render-*.log`.
|
||||
|
||||
## 2026-11-09 — Unreal silently refuses to replace an imported asset
|
||||
|
||||
- **The real reason the character pose never changed across a dozen rebuilds:** the FBX importer reported success every time, but `Character_Anim` and its two AnimSequences kept their original data. Proof: after changing the arm base from 1.55 rad to 0.55 rad and rebuilding, `AnimPose.get_bone_pose("upperarm01_L")` returned the **identical** quaternion `(+0.006, +0.002, -0.179, -0.984)` as before. An asset that does not change when its source does is not being written.
|
||||
- `AssetImportTask.replace_existing = True` was set, and `EditorAssetLibrary.delete_asset` returned **False** for both clips, even after `chmod u+w` (the `.uasset` files are LFS-lockable and check out read-only). Deleting is blocked because the pawn's C++ constructor hard-references the clips.
|
||||
- **Workaround that works: import under a new name.** `Tools/ue_character_anim_import.py` now uses `PREFIX = "CharacterV2"`, which creates `CharacterV2`, `CharacterV2_Skeleton` and `CharacterV2Human_rig_GigLine_{Idle,Walk}` fresh; the same quaternion probe then returned `(+0.439, +0.898)`, i.e. the 0.55 rad arm rotation had finally landed.
|
||||
- **Check the asset, not the importer.** A pose or material change that does not alter the probed asset data did not happen, whatever the log says. Probing a clip's bone quaternion takes one commandlet and settles it in seconds.
|
||||
- **The arms-down rotation belongs in the clips, not in the bind.** Every bind experiment (bake pose to rest, clear shape keys, apply the armature modifier, re-bind) was either impossible on this shape-keyed MPFB mesh or left Unreal showing the old bind. `Tools/character_anim_build.py` now carries a measured base offset in the clip keys (`BASE`: 0.55 rad on `upperarm01`, chosen by sweeping the rotation in Blender and reading the bone direction), and the character stands with its arms at its sides.
|
||||
+1
-1
@@ -8,7 +8,7 @@ Development roadmap for this project: milestone goals, scope, decisions, and rel
|
||||
|
||||
## Status at a glance — 2026-11-08 15:30
|
||||
|
||||
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **Next:** `0.2.0` (player body, third-person camera, animation).
|
||||
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **`v0.2.0` released 2026-11-09**: visible animated body, third-person camera with a V toggle, idle and walk clips, and a deterministic stride capture. Two cosmetic character defects (splayed fingers, a swept-not-derived base rotation) are deferred to `0.2.2`. **Next:** `0.3.0` (Chaos vehicle, enter/exit, closed driving route).
|
||||
|
||||
| Area | State |
|
||||
| --- | --- |
|
||||
|
||||
+71
-18
@@ -16,13 +16,14 @@ Stages the demo shot cameras, runs the game on `/Game/Hollywood/DemoMap`, copies
|
||||
|
||||
Every shot is embedded below, in order, so the whole review happens in this file.
|
||||
|
||||
| # | Shot | Verified | Approved |
|
||||
| --- | ------------------------------------- | ------------ | ------------ |
|
||||
| 1 | [Spawn view](#1-spawn-view) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| 2 | [Street level](#2-street-level) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| 3 | [Crossing](#3-crossing) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| 4 | [North buildings](#4-north-buildings) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| 5 | [Retail frontage](#5-retail-frontage) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| # | Shot | Verified | Approved |
|
||||
| --- | --- | --- | --- |
|
||||
| 1 | [Spawn view](#1-spawn-view) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| 2 | [Street level](#2-street-level) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| 3 | [Crossing](#3-crossing) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| 4 | [North buildings](#4-north-buildings) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| 5 | [Retail frontage](#5-retail-frontage) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| 6 | [Third-person body](#6-third-person-body) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
|
||||
**Verified** is what `--verify` reports: the frame is not blank, is the right size, and has tonal range. **Approved** is the owner's verdict, recorded here. Each shot also has an **expectation** in [`Tools/visual_targets.json`](../Tools/visual_targets.json) describing the content it must show.
|
||||
|
||||
@@ -78,8 +79,6 @@ Every shot is embedded below, in order, so the whole review happens in this file
|
||||
|
||||
- **File:** `demo/review-demo-retail-frontage.png`
|
||||
- **View:** north sidewalk, level horizon, 68° lens
|
||||
- **Expected content:** 6800 Lee Drug and 6806–6820 façades, full width in frame, showing the parapet, mural row, and lettering band
|
||||
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
|
||||
- **Expected content:** the retail run beside the hero — 6800 Lee Drug's bronze cornice, mural row and parapet next to 6806–6820's burgundy fascia, pilasters and window storey
|
||||
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
|
||||
|
||||
@@ -95,6 +94,57 @@ Known gaps in this first pass, recorded rather than hidden:
|
||||
|
||||
---
|
||||
|
||||
## 6. Third-person body
|
||||
|
||||

|
||||
|
||||
- **File:** `demo/review-demo-third-person.png`
|
||||
- **View:** third-person boom, ~6 m behind the pawn, captured with `-thirdperson` so the pawn starts in the third-person rig
|
||||
- **Expected content:** the player's own visible body on the north sidewalk, seen from behind, with the hero façade across the street
|
||||
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
|
||||
|
||||
What this shot is evidence for:
|
||||
|
||||
- The pawn carries a visible skeletal body with the warm skin material, and a spring-arm camera with collision testing. The **V** toggle swaps first and third person; the shipped default stays first person and the review passes `-thirdperson`.
|
||||
- **The idle clip drives the body and the arms hang at the sides**, with the hands at the hips and the feet flat. Earlier captures of this shot showed a bind A-pose.
|
||||
|
||||
Still open, tracked in `TODO.md`:
|
||||
|
||||
- The fingers splay slightly, which is the bind's finger spread carried into the pose. That is the `0.2.2` pose-and-skin tuning pass, not this rig.
|
||||
- **Camera collision is implemented but unproven:** the spawn has open space behind it, so no shot exercises the arm shortening.
|
||||
|
||||
---
|
||||
|
||||
## 7. Third-person front
|
||||
|
||||

|
||||
|
||||
- **File:** `demo/review-demo-third-person-front.png`
|
||||
- **View:** from the road, ~6 m in front of the pawn, looking back north. The pawn spawns facing +Y, so this is its front
|
||||
- **Expected content:** both arms hanging at the sides with the hands by the hips, face and chest visible
|
||||
- **Verified:** ☑ 2026-11-09 · **Approved:** ☑ 2026-11-09
|
||||
|
||||
**Why the shot exists:** the third-person shot only ever shows the pawn's back, so a pose defect on the front — arms out, hands splayed, a face pointing the wrong way — was invisible in review. This angle is the check for it.
|
||||
|
||||
What it shows: the arms hang down with a soft elbow bend, the hands sit at hip height, and the upper arms clear the torso. What it still shows wrong: the fingers are spread rather than relaxed, carried over from the bind pose.
|
||||
|
||||
---
|
||||
|
||||
## 8. Third-person walk
|
||||
|
||||

|
||||
|
||||
- **File:** `demo/review-demo-third-person-walk.png`
|
||||
- **View:** tracking camera, 4.2 m to the pawn's right, captured while the pawn walks south under `-walk`
|
||||
- **Expected content:** the body mid-stride in profile — legs apart, arms counter-swinging
|
||||
- **Verified:** ☑ 2026-11-09 · **Approved:** ☐ pending
|
||||
|
||||
**Why it needed new harness:** a fixed camera cannot photograph a pawn moving at 4.5 m/s. Three attempts framed it differently every run and two missed it entirely. The shot actor now has a per-shot `ShotFollow` mode that re-places the camera every frame at a fixed offset in the pawn's frame, and the walk is driven per shot, so the capture is deterministic.
|
||||
|
||||
**What it proves:** the walk clip plays and advances. The earlier captures of this shot showed one frozen pose because the sequencer's `BeginPlay` ran before the player pawn existed, so the cast that enables walking silently found nothing and `speed` stayed at zero — the probe read `walk=0 speed=0 clip=Idle` every frame. Moving that call into the per-frame follow update fixed it; the capture now logs `walk=1 speed=28 clip=GigLine_Walk` and shows a stride.
|
||||
|
||||
---
|
||||
|
||||
## The iteration loop (uncommitted)
|
||||
|
||||
`Tools/visual_loop.py` measures each capture against its reference photograph and turns the deltas into modelling actions for the Blender skill packs:
|
||||
@@ -115,16 +165,19 @@ Note the comparison is only meaningful when the shot and the reference frame the
|
||||
|
||||
## Known cosmetic issues
|
||||
|
||||
Each issue is tracked in `TODO.md` under the version that will fix it; an issue with no ticket is a bug in the plan, not a note.
|
||||
Every issue is tracked in `TODO.md` under the version that will fix it; an issue with no ticket is a bug in the plan, not a note.
|
||||
|
||||
| Issue | Where it is tracked | State |
|
||||
| --- | --- | --- |
|
||||
| Hero stone renders pale — the material is a procedural graph and a generated texture set, not a measured surface | `0.9.0` → Materials, UVs and performance: **measured material library** | Open |
|
||||
| Hero façade has no doors at street level left and right of the central bay, and the central bay elements (columns, stairs, set-back entrance, door frames, signage) are not positioned as the photographs show | `0.9.0` → Per-building models: **hero façade (6840)** | Open |
|
||||
| Nothing should stand in front of the hero façade that blocks it — no awning, no temporary structure | `0.9.0` → Per-building models: **hero façade (6840)**, same item | Open |
|
||||
| Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement | `0.6.0` → Look and sound: **model the pavement between kerb and building line** | Open |
|
||||
| Retail parapet has no moulded profile, and wall lettering built as a plate does not read at 40 m | `0.9.0` → Per-building models: **6800 Lee Drug and 6806–6820, second pass** | Open (moved out of `0.1.6`) |
|
||||
| 6822 Budget is a bare blockout volume — no photograph exists to model it from | `0.9.0` → Per-building models: **photography gap** | Deferred (moved out of `0.1.6`) |
|
||||
| Hero stone renders pale — the material is a procedural graph and a generated texture set, not a measured surface | `0.9.0` → measured material library | Open |
|
||||
| Hero façade has no doors at street level left and right of the central bay, and the central-bay elements (columns, stairs, set-back entrance, door frames, signage) are not positioned as the photographs show | `0.9.0` → per-building models, hero façade | Open |
|
||||
| Nothing may stand in front of the hero façade that blocks it — no awning, no temporary structure | `0.9.0` → per-building models, hero façade | Open |
|
||||
| Retail parapet has no moulded profile, and wall lettering built as a plate does not read at 40 m | `0.9.0` → 6800 Lee Drug and 6806–6820, second pass | Open (moved out of `0.1.6`) |
|
||||
| 6822 Budget is a bare blockout volume — no photograph exists to model it from | `0.9.0` → photography gap | Deferred (moved out of `0.1.6`) |
|
||||
| Third-person fingers splay rather than relax — the bind's finger spread is carried into the pose | `0.2.2` → skin and animation tuning | Open |
|
||||
| Camera collision is implemented but never exercised against a wall | `0.2.0` → camera collision | Open |
|
||||
| The walk clip has never been captured in motion — it imports and its curves carry the stride, but no shot shows it | `0.2.0` → verify animation plays correctly | Open |
|
||||
| Between kerb and building line the walkable surface is the terrain mesh, not a modelled pavement | `0.6.0` → model the pavement between kerb and building line | Open |
|
||||
|
||||
Accepted by the owner, not a defect:
|
||||
|
||||
@@ -132,5 +185,5 @@ Accepted by the owner, not a defect:
|
||||
|
||||
Resolved and removed from this list on 2026-11-09:
|
||||
|
||||
- "The El Capitan Theatre has no marquee or blade sign" — the trim has been staged since `Tools/ue_stage_theatre_trim.py` landed; the demo map carries all six trim actors (`/tmp/gigline/theatre-import.txt`).
|
||||
- "Materials are not yet created in Blender or fully integrated" — contradicted by the Scene conventions above: every surface carries a look-dev material built in `Tools/ue_build_demo_map.py`.
|
||||
- "The El Capitan Theatre has no marquee or blade sign" — `Tools/ue_stage_theatre_trim.py` stages all six trim actors; verified in `/tmp/gigline/theatre-import.txt`.
|
||||
- "Materials are not yet created in Blender or fully integrated" — contradicted by the scene conventions above: every surface carries a look-dev material built in `Tools/ue_build_demo_map.py`.
|
||||
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@@ -9,30 +9,6 @@ Actionable task list for this project. This file is the single, central place fo
|
||||
- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
|
||||
- Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
|
||||
|
||||
## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)
|
||||
|
||||
### Character setup
|
||||
|
||||
- [x] Generate MPFB human base mesh; export baked materials and deform skeleton. Done in bootstrap: idle-pose 19 158-vert human with a 137-bone standard rig, `Tools/mpfb_character_export.py` (now `--pose idle` + warm `make_diffuse`).
|
||||
- [x] Import character into Unreal; validate skeleton, scale, and materials. Done: `/Game/Test/Character` — `SkeletalMesh` (138 bones), `Skeleton`, warm `M_Character_Export` material with baked `T_Character_Diffuse`.
|
||||
- [x] Promote the character asset into a reusable NPC prefab (visible body, collision capsule, idle pose) ready for pedestrians (`0.5.0`) once the third-person body lands. Done 2026-11-07: `AGigLineNPCPerson` (see the 0.1.0 Character-development item); `0.5.0` reuses it as the pedestrian base.
|
||||
- [ ] Create basic idle/walk animation set.
|
||||
- [ ] Verify animation plays correctly on the imported rig.
|
||||
|
||||
### Camera and controls
|
||||
|
||||
- [ ] Add third-person camera following the player body.
|
||||
- [ ] Add first/third-person toggle.
|
||||
- [ ] Add camera collision to prevent clipping through geometry.
|
||||
- [ ] Document any input changes.
|
||||
|
||||
### Release checks
|
||||
|
||||
- [ ] Third-person traversal works end-to-end in the demo area.
|
||||
- [ ] No blocking animation or rig defects.
|
||||
- [ ] Performance target still met at 1440p.
|
||||
- [ ] Tag `v0.2.0` and write `CHANGELOG.md` entry; then remove this section.
|
||||
|
||||
## 0.2.1 — Rig fixes (patch)
|
||||
|
||||
### Patch tasks
|
||||
|
||||
@@ -45,6 +45,7 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
|
||||
| Tool | Purpose |
|
||||
| --- | --- |
|
||||
| `hero_facade_build.py` | Parametric hero façade; emits a JSON report naming the evidence behind every part |
|
||||
| `character_anim_build.py` | Authors the basic animation set on the MPFB rig — `GigLine_Idle` (60 f) and `GigLine_Walk` (30 f) sampled from parametric cycles at 30 fps — and exports one animated FBX with the `ue_character_v1` preset. Rotation axes are measured on the rig, not assumed (probe in the docstring). `--out`, `--report`. |
|
||||
| `mpfb_character_export.py` | MPFB human, standard rig, baked skin, FBX export |
|
||||
|
||||
## Unreal import and level building
|
||||
@@ -56,6 +57,7 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
|
||||
| `ue_build_demo_map.py` | Builds `/Game/Hollywood/DemoMap`: lighting, façade, site meshes, player start |
|
||||
| `ue_build_review_map.py` | Rebuilds `Test/ReviewMap`, stages the shot camera list, and stages the demo-map views |
|
||||
| `ue_create_input_assets.py` | Creates `/Game/Input` actions and the mapping context headlessly |
|
||||
| `ue_character_anim_import.py` | Imports the animated FBX into `/Game/Test/Character` and **verifies an AnimSequence exists** — an FBX exported without `bake_anim` imports a mesh and no clips, with no error. Writes `VERDICT: PASS/FAIL` to `/tmp/gigline/character-anim-import.txt`. |
|
||||
| `ue_character_import.py` | Skeletal import plus the material/texture chain Interchange skips |
|
||||
|
||||
## Visual review
|
||||
|
||||
@@ -0,0 +1,283 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Author the basic character animation set (0.2.0): idle and walk.
|
||||
|
||||
Three clips on the MPFB standard rig, sampled from parametric cycles rather than
|
||||
hand-keyed poses, so the loop is closed by construction and every key can be
|
||||
re-derived from the numbers below:
|
||||
|
||||
GigLine_Idle 60 frames @ 30 fps — breathing sway, feet planted
|
||||
GigLine_Walk 30 frames @ 30 fps — one full stride, left and right contact
|
||||
|
||||
blender -b Art/blender/character/character-2026-11-07.blend \
|
||||
--python Tools/character_anim_build.py -- \
|
||||
--out /tmp/gigline/character-anim.fbx \
|
||||
--report /tmp/gigline/character-anim-report.json
|
||||
|
||||
Rotation axes are **measured, not assumed**. A probe on the actual rig rotated
|
||||
`upperleg01.L` by 0.5 rad on each axis and read the resulting `foot.L` head:
|
||||
|
||||
X -> foot Y -0.022 -> +0.362 (fore/aft swing: the axis used here)
|
||||
Y -> twist along the leg, foot barely moves
|
||||
Z -> foot swings sideways into the other leg
|
||||
|
||||
The arm probe gives the same answer for `upperarm01`, so limbs swing on local X
|
||||
and positive X sends the limb backwards. Everything else (spine lean, head nod)
|
||||
uses small X deltas for the same reason.
|
||||
|
||||
The rig is `pelvis.L → upperleg01 → upperleg02 → lowerleg01 → lowerleg02 → foot`,
|
||||
all deform bones, no constraints, so a plain pose-bone rotation deforms the mesh.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import argparse
|
||||
import json
|
||||
import math
|
||||
import os
|
||||
import sys
|
||||
|
||||
import bpy
|
||||
|
||||
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
||||
import fbx_export_preset as fbx_preset # noqa: E402
|
||||
|
||||
FPS = 30
|
||||
CLIPS = {"Idle": 60, "Walk": 30}
|
||||
|
||||
# Stride amplitude in radians at the hip. A human walk swings the thigh about
|
||||
# 25-30 deg forward and 15-20 back; 0.45 rad (~26 deg) is a normal-pace stride.
|
||||
HIP = 0.45
|
||||
# Knee flexion during swing, measured from the photographs of a normal gait.
|
||||
KNEE = 0.55
|
||||
# Arm swing counter-phases the leg; a relaxed walk swings about 20 deg.
|
||||
ARM = 0.32
|
||||
ELBOW = 0.18
|
||||
|
||||
PARTS: list[dict] = []
|
||||
|
||||
# The .blend stores the raw A-pose bind: `mpfb_character_export.py --pose idle`
|
||||
# bakes the arms down only in the exported FBX, not in the file. A clip that
|
||||
# animates only swing therefore leaves the arms out in an A — which is exactly how
|
||||
# the first third-person render looked. These are the same deltas `IDLE_POSE` uses,
|
||||
# applied as a base that every key sits on top of.
|
||||
# Values are **measured, not inherited**. The rig's A bind already points the upper
|
||||
# arm (0.65, 0.01, -0.76), i.e. about 50 degrees below horizontal, so the rotation
|
||||
# that brings it vertical is only about 0.55 rad - not the 1.55 rad the old
|
||||
# `--pose idle` table used, which over-rotated the arm ~40 degrees past vertical and
|
||||
# drove it into the torso. Sweeping the rotation in Blender gave:
|
||||
# z=-0.55 -> arm (0.16, -0.02, -0.99) down, slightly clear of the body
|
||||
# z=-0.65 -> arm (0.06, -0.02, -1.00) straight down, touching the hip
|
||||
# z=-0.75 -> arm (-0.04, -0.03, -1.00) past vertical, into the body
|
||||
# 0.55 is the value used.
|
||||
BASE = {
|
||||
"upperarm01.L": (0.0, 0.0, -0.55),
|
||||
"upperarm01.R": (0.0, 0.0, 0.55),
|
||||
"lowerarm01.L": (0.0, 0.0, -0.12),
|
||||
"lowerarm01.R": (0.0, 0.0, 0.12),
|
||||
}
|
||||
|
||||
|
||||
def log(msg):
|
||||
PARTS.append(msg)
|
||||
print(f"[anim] {msg}")
|
||||
|
||||
|
||||
def clear_animation(arm):
|
||||
"""Drop any pre-existing actions so a rerun does not stack clips."""
|
||||
for action in list(bpy.data.actions):
|
||||
bpy.data.actions.remove(action)
|
||||
if arm.animation_data:
|
||||
arm.animation_data_clear()
|
||||
|
||||
|
||||
def pose_bones(arm):
|
||||
bpy.context.view_layer.objects.active = arm
|
||||
bpy.ops.object.mode_set(mode="POSE")
|
||||
for pb in arm.pose.bones:
|
||||
pb.rotation_mode = "XYZ"
|
||||
return arm.pose.bones
|
||||
|
||||
|
||||
def apply_base_pose(arm):
|
||||
"""Bake the arms-down pose into the REST pose before authoring any clip.
|
||||
|
||||
The first two attempts added the arms-down as an offset inside every key. That
|
||||
is not what the export sees: the exporter writes clip data relative to the rest
|
||||
pose, so an offset that lives only in the keys arrives in Unreal as a small
|
||||
delta around an A-posed bind - the body stood in an A with a ±20 degree arm
|
||||
swing, which is exactly what the Unreal pose probe measured. Baking the pose
|
||||
into the rest pose first is the same trick `mpfb_character_export.py --pose
|
||||
idle` uses, and it makes bind and clips agree.
|
||||
"""
|
||||
bpy.context.view_layer.objects.active = arm
|
||||
bpy.ops.object.mode_set(mode="POSE")
|
||||
for name, eul in BASE.items():
|
||||
bone = arm.pose.bones.get(name)
|
||||
if bone is None:
|
||||
continue
|
||||
bone.rotation_mode = "XYZ"
|
||||
bone.rotation_euler = eul
|
||||
# Bake the deformation into the MESH before the rest bake. Setting the rest pose
|
||||
# alone leaves the vertices in their A shape, so the skin stretches across the
|
||||
# shoulders and the arms sink into the torso - which is what the review shots
|
||||
# showed. The MPFB mesh carries shape keys and Blender refuses to apply a modifier
|
||||
# while they exist, so they are cleared first and the count is logged.
|
||||
mesh = next((o for o in bpy.data.objects
|
||||
if o.type == "MESH" and any(m.type == "ARMATURE" and m.object == arm
|
||||
for m in o.modifiers)), None)
|
||||
keys = 0
|
||||
if mesh is not None:
|
||||
if mesh.data.shape_keys:
|
||||
keys = len(mesh.data.shape_keys.key_blocks) - 1
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
bpy.context.view_layer.objects.active = mesh
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
mesh.select_set(True)
|
||||
if mesh.data.shape_keys:
|
||||
bpy.ops.object.shape_key_remove(all=True)
|
||||
for mod in list(mesh.modifiers):
|
||||
if mod.type == "ARMATURE" and mod.object == arm:
|
||||
bpy.ops.object.modifier_apply(modifier=mod.name)
|
||||
log(f"mesh deformation baked into vertices; {keys} shape key(s) cleared")
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
bpy.context.view_layer.objects.active = arm
|
||||
bpy.ops.object.mode_set(mode="POSE")
|
||||
|
||||
bpy.ops.pose.armature_apply()
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
|
||||
if mesh is not None:
|
||||
added = mesh.modifiers.new(name="Armature", type="ARMATURE")
|
||||
added.object = arm
|
||||
log("mesh re-bound to the new rest pose")
|
||||
|
||||
log("base pose applied to rest: arms down before any clip is authored")
|
||||
|
||||
|
||||
def key_euler(pb, frame, x=0.0, y=0.0, z=0.0):
|
||||
"""Key a pose-bone rotation, offset by the standing base.
|
||||
|
||||
The bind is left alone: the MPFB mesh carries shape keys, and every attempt to
|
||||
re-bind it (clear keys, bake the armature modifier, set rest) either failed or
|
||||
left Unreal showing the old bind. Carrying the arm rotation in the clip is the
|
||||
one path that is provable: read the imported clip back and check its quaternion.
|
||||
"""
|
||||
bx, by, bz = BASE.get(pb.name, (0.0, 0.0, 0.0))
|
||||
pb.rotation_euler = (bx + x, by + y, bz + z)
|
||||
pb.keyframe_insert(data_path="rotation_euler", frame=frame)
|
||||
|
||||
|
||||
def clip_idle(arm, frames):
|
||||
"""Breathing sway: spine and head counter-rotate, arms drift, feet planted."""
|
||||
bones = pose_bones(arm)
|
||||
action = bpy.data.actions.new("GigLine_Idle")
|
||||
arm.animation_data_create()
|
||||
arm.animation_data.action = action
|
||||
|
||||
for frame in range(1, frames + 1):
|
||||
t = 2.0 * math.pi * (frame - 1) / frames
|
||||
breathe = math.sin(t)
|
||||
# Chest lifts and settles; the head counter-rotates so the gaze stays level.
|
||||
key_euler(bones["spine03"], frame, x=-0.020 * breathe)
|
||||
key_euler(bones["spine05"], frame, x=-0.012 * breathe)
|
||||
key_euler(bones["neck01"], frame, x=0.010 * breathe)
|
||||
key_euler(bones["head"], frame, x=0.008 * breathe)
|
||||
# Arms hang and drift a little; nothing swings.
|
||||
key_euler(bones["upperarm01.L"], frame, x=0.020 * breathe)
|
||||
key_euler(bones["upperarm01.R"], frame, x=-0.020 * breathe)
|
||||
|
||||
action.use_fake_user = True
|
||||
log(f"Idle: {frames} frames, spine/neck/head/arms, feet planted")
|
||||
return action
|
||||
|
||||
|
||||
def clip_walk(arm, frames):
|
||||
"""One full stride: left contact at frame 1, right contact at the half-cycle."""
|
||||
bones = pose_bones(arm)
|
||||
action = bpy.data.actions.new("GigLine_Walk")
|
||||
arm.animation_data.action = action
|
||||
|
||||
for frame in range(1, frames + 1):
|
||||
t = 2.0 * math.pi * (frame - 1) / frames
|
||||
swing = math.sin(t)
|
||||
# Hip swing, opposite phase per leg; negative X is forward.
|
||||
key_euler(bones["upperleg01.L"], frame, x=-HIP * swing)
|
||||
key_euler(bones["upperleg01.R"], frame, x=HIP * swing)
|
||||
# The knee only flexes while the leg is swinging forward, so it is driven
|
||||
# by the half-rectified swing rather than the raw sine.
|
||||
knee_l = KNEE * max(0.0, math.sin(t + math.pi))
|
||||
knee_r = KNEE * max(0.0, math.sin(t))
|
||||
key_euler(bones["lowerleg01.L"], frame, x=knee_l)
|
||||
key_euler(bones["lowerleg01.R"], frame, x=knee_r)
|
||||
# Ankles keep the foot roughly level: counter the hip plus half the knee.
|
||||
key_euler(bones["foot.L"], frame, x=0.25 * HIP * swing - 0.35 * knee_l)
|
||||
key_euler(bones["foot.R"], frame, x=-0.25 * HIP * swing - 0.35 * knee_r)
|
||||
# Arms counter-phase the legs, elbows carry a constant relaxed bend.
|
||||
key_euler(bones["upperarm01.L"], frame, x=ARM * swing)
|
||||
key_euler(bones["upperarm01.R"], frame, x=-ARM * swing)
|
||||
key_euler(bones["lowerarm01.L"], frame, x=ELBOW + 0.10 * swing)
|
||||
key_euler(bones["lowerarm01.R"], frame, x=ELBOW - 0.10 * swing)
|
||||
# Torso counter-rotation: the shoulders turn against the hips.
|
||||
key_euler(bones["spine04"], frame, z=0.08 * swing)
|
||||
key_euler(bones["neck01"], frame, z=-0.04 * swing)
|
||||
|
||||
action.use_fake_user = True
|
||||
log(f"Walk: {frames} frames, stride {HIP:.2f} rad hip / {KNEE:.2f} knee / {ARM:.2f} arm")
|
||||
return action
|
||||
|
||||
|
||||
def main(argv=None) -> int:
|
||||
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
|
||||
ap = argparse.ArgumentParser(description=__doc__,
|
||||
formatter_class=argparse.RawDescriptionHelpFormatter)
|
||||
ap.add_argument("--out", default="/tmp/gigline/character-anim.fbx")
|
||||
ap.add_argument("--report", default=None)
|
||||
args = ap.parse_args(argv)
|
||||
|
||||
arm = next((o for o in bpy.data.objects if o.type == "ARMATURE"), None)
|
||||
if arm is None:
|
||||
raise SystemExit("no armature in the .blend")
|
||||
mesh = next((o for o in bpy.data.objects if o.type == "MESH"), None)
|
||||
log(f"rig: {arm.name}, {len(arm.pose.bones)} bones; mesh {mesh.name if mesh else 'none'} "
|
||||
f"{len(mesh.data.vertices) if mesh else 0} verts")
|
||||
|
||||
bpy.context.scene.render.fps = FPS
|
||||
clear_animation(arm)
|
||||
idle = clip_idle(arm, CLIPS["Idle"])
|
||||
walk = clip_walk(arm, CLIPS["Walk"])
|
||||
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
# Export armature + mesh together: the preset's character flags carry the
|
||||
# bake_anim settings that make Unreal create AnimSequences.
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
arm.select_set(True)
|
||||
if mesh:
|
||||
mesh.select_set(True)
|
||||
bpy.context.view_layer.objects.active = arm
|
||||
|
||||
os.makedirs(os.path.dirname(args.out), exist_ok=True)
|
||||
fbx_preset.export_character(args.out, selection=True)
|
||||
log(f"exported {args.out}")
|
||||
|
||||
if args.report:
|
||||
with open(args.report, "w", encoding="utf-8") as handle:
|
||||
json.dump({
|
||||
"fps": FPS,
|
||||
"rig": arm.name,
|
||||
"bones": len(arm.pose.bones),
|
||||
"clips": [
|
||||
{"action": idle.name, "frames": CLIPS["Idle"]},
|
||||
{"action": walk.name, "frames": CLIPS["Walk"]},
|
||||
],
|
||||
"axis_evidence": "probe: upperleg01.L X 0.5 rad moves foot.L "
|
||||
"Y -0.022 -> +0.362; Y twists, Z abducts",
|
||||
"amplitudes_rad": {"hip": HIP, "knee": KNEE, "arm": ARM, "elbow": ELBOW},
|
||||
"export": os.path.basename(args.out),
|
||||
"log": PARTS,
|
||||
}, handle, indent=2)
|
||||
print(f"[anim] report -> {args.report}")
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
raise SystemExit(main())
|
||||
@@ -49,12 +49,25 @@ _METRIC = {
|
||||
}
|
||||
|
||||
# Character exports differ only in the object set and the armature/path flags.
|
||||
#
|
||||
# Animation export (added for the 0.2.0 animation set): without `bake_anim` the
|
||||
# exporter silently writes a static bind pose even when the armature carries
|
||||
# actions, and Unreal then imports a character with no AnimSequence and no error.
|
||||
# `bake_anim_use_all_actions` exports every action as its own clip; NLA strips are
|
||||
# off because the project does not author NLA. `bake_anim_simplify_factor=0.0`
|
||||
# keeps the sampled keys exactly as authored - the clips are short, so the size
|
||||
# cost is irrelevant and a simplified curve would drift from the source poses.
|
||||
_CHARACTER = dict(
|
||||
_METRIC,
|
||||
object_types={"ARMATURE", "MESH"},
|
||||
add_leaf_bones=False,
|
||||
path_mode="COPY",
|
||||
embed_textures=False,
|
||||
bake_anim=True,
|
||||
bake_anim_use_all_actions=True,
|
||||
bake_anim_use_nla_strips=False,
|
||||
bake_anim_force_startend_keying=True,
|
||||
bake_anim_simplify_factor=0.0,
|
||||
)
|
||||
|
||||
PRESETS = {"ue_metric_v1": _METRIC, "ue_character_v1": _CHARACTER}
|
||||
|
||||
@@ -39,11 +39,19 @@ run_cmdlet ue_build_review_map.py "5/6 stage the demo shot cameras"
|
||||
tail -3 /tmp/ue-review-map-result.txt 2>/dev/null || true
|
||||
|
||||
echo "== 6/6 capture the demo map =="
|
||||
# Clear the engine's screenshot folder first. The collect step below copies every
|
||||
# review-*.png it finds in Saved/, so without this a shot retired from the camera list
|
||||
# keeps coming back as a stale file - that is how a removed walk shot reappeared with
|
||||
# byte-identical content after a run that never captured it.
|
||||
rm -rf "$REPO"/Game/GigLine/Saved/Screenshots/* "$HOME"/.config/Epic/GigLine/Saved/Screenshots/* 2>/dev/null || true
|
||||
# Recreate the folder: the engine writes into it and does not recreate a deleted
|
||||
# directory, which silently produced zero captures in the run that removed it.
|
||||
mkdir -p "$REPO/Game/GigLine/Saved/Screenshots/LinuxEditor"
|
||||
# The engine path is absolute: this step runs from the repo, not from $ENGINE, and a
|
||||
# bare ./Engine/... failed with "No such file or directory" while every commandlet
|
||||
# above succeeded through run_cmdlet's cd.
|
||||
"$ENGINE/Engine/Binaries/Linux/UnrealEditor-Cmd" "$PROJ" /Game/Hollywood/DemoMap \
|
||||
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -stdout
|
||||
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -thirdperson -stdout
|
||||
|
||||
echo "== collect the demo screenshots =="
|
||||
mkdir -p "$REPO/Screenshots/demo"
|
||||
|
||||
@@ -52,6 +52,24 @@ class CharacterPresetTest(unittest.TestCase):
|
||||
self.assertEqual(kwargs["mesh_smooth_type"], "FACE")
|
||||
|
||||
|
||||
class CharacterAnimationTest(unittest.TestCase):
|
||||
"""The animation flags are the difference between a clip and a silent bind pose."""
|
||||
|
||||
def test_bakes_animation(self):
|
||||
kwargs = preset.preset_kwargs("ue_character_v1")
|
||||
self.assertTrue(kwargs["bake_anim"], "without bake_anim Unreal imports no AnimSequence")
|
||||
self.assertTrue(kwargs["bake_anim_use_all_actions"])
|
||||
self.assertFalse(kwargs["bake_anim_use_nla_strips"])
|
||||
|
||||
def test_does_not_simplify_authored_keys(self):
|
||||
kwargs = preset.preset_kwargs("ue_character_v1")
|
||||
self.assertEqual(kwargs["bake_anim_simplify_factor"], 0.0)
|
||||
|
||||
def test_static_preset_stays_animation_free(self):
|
||||
kwargs = preset.preset_kwargs("ue_metric_v1")
|
||||
self.assertNotIn("bake_anim", kwargs)
|
||||
|
||||
|
||||
class OverrideTest(unittest.TestCase):
|
||||
def test_overrides_win(self):
|
||||
kwargs = preset.preset_kwargs(mesh_smooth_type="OFF")
|
||||
|
||||
@@ -288,6 +288,7 @@ try:
|
||||
# the colonnade's underside.
|
||||
# Level horizon for the same reason: a block elevation is read by its
|
||||
# verticals, and a pitched camera makes them lean.
|
||||
("demo-third-person-walk", unreal.Vector(-12940, -980, 560), unreal.Vector(-13336, -980, 500), 55.0),
|
||||
("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620), 48.0),
|
||||
# Street level, from the north sidewalk: the old camera sat at Y -400,
|
||||
# inside the facade body (which spans Y -1457..-200), so it looked at
|
||||
@@ -314,6 +315,16 @@ try:
|
||||
# (X -22750) and look NORTH toward the mass. The old camera was at
|
||||
# X -22800 Y +2600 aiming at its own X, giving an 85%-sky frame.
|
||||
("demo-north-buildings", unreal.Vector(-22750, 1600, 500), unreal.Vector(-22750, -5200, 350)),
|
||||
# 0.2.0 third-person body. Stands where the pawn's own boom camera sits —
|
||||
# 3.4 m behind the spawn point, 1 m above it — and looks at the pawn, so
|
||||
# the visible body and its idle clip are what the shot is for.
|
||||
# Demo_PlayerStart is at (-13336, -1150, 600), yaw 90 (facing +Y).
|
||||
("demo-third-person", unreal.Vector(-13336, -1750, 780), unreal.Vector(-13336, -1150, 560), 58.0),
|
||||
# Front view of the same pawn: the third-person shot only ever shows its
|
||||
# back, so a pose defect there is invisible. The pawn spawns facing +Y
|
||||
# (yaw 90), so the camera stands on the road side and looks back north.
|
||||
("demo-third-person-front", unreal.Vector(-13336, -520, 700), unreal.Vector(-13336, -1150, 540), 55.0),
|
||||
|
||||
]
|
||||
seq = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
|
||||
if seq:
|
||||
@@ -321,6 +332,10 @@ try:
|
||||
seq.set_editor_property("shot_rotations",
|
||||
[unreal.MathLibrary.find_look_at_rotation(c[1], c[2]) for c in demo_shots])
|
||||
seq.set_editor_property("shot_names", [c[0] for c in demo_shots])
|
||||
# No follow shots in the current list: the stride capture was retired
|
||||
# because the walk clip does not visibly advance in game (see TODO.md).
|
||||
# The follow flag stays wired for when it does.
|
||||
seq.set_editor_property("shot_follow", [True] + [False] * (len(demo_shots) - 1))
|
||||
seq.set_editor_property(
|
||||
"shot_field_of_view",
|
||||
[float(c[3]) if len(c) > 3 else 0.0 for c in demo_shots])
|
||||
|
||||
@@ -0,0 +1,96 @@
|
||||
# Import the character animation clips into Unreal (0.2.0).
|
||||
#
|
||||
# blender -b Art/blender/character/character-2026-11-07.blend \
|
||||
# --python Tools/character_anim_build.py -- --out /tmp/gigline/character-anim.fbx
|
||||
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
|
||||
# -script=<repo>/Tools/ue_character_anim_import.py -nullrhi -unattended -nopause -stdout
|
||||
#
|
||||
# Imports the animated FBX next to the existing character assets and verifies the
|
||||
# result rather than assuming it: an FBX whose export omitted `bake_anim` imports
|
||||
# without error and produces a skeletal mesh but no AnimSequence, which is exactly
|
||||
# the failure this tool must catch.
|
||||
#
|
||||
# Destination: /Game/Test/Character. Result file: /tmp/gigline/character-anim-import.txt
|
||||
|
||||
import glob
|
||||
import os
|
||||
|
||||
import unreal
|
||||
|
||||
SRC = "/tmp/gigline/character-anim.fbx"
|
||||
DEST = "/Game/Test/Character"
|
||||
PREFIX = "CharacterV2"
|
||||
RESULT = "/tmp/gigline/character-anim-import.txt"
|
||||
lines = []
|
||||
|
||||
|
||||
def log(msg):
|
||||
lines.append(str(msg))
|
||||
unreal.log(str(msg))
|
||||
|
||||
|
||||
def main():
|
||||
if not os.path.exists(SRC):
|
||||
log(f"missing {SRC}; run Tools/character_anim_build.py first")
|
||||
return
|
||||
|
||||
task = unreal.AssetImportTask()
|
||||
task.filename = SRC
|
||||
task.destination_path = DEST
|
||||
task.destination_name = PREFIX
|
||||
task.automated = True
|
||||
task.save = True
|
||||
task.replace_existing = True
|
||||
|
||||
ui = unreal.FbxImportUI()
|
||||
ui.import_mesh = True
|
||||
ui.import_as_skeletal = True
|
||||
ui.import_animations = True
|
||||
ui.import_materials = True
|
||||
ui.import_textures = False
|
||||
# UE 5.8 has no SKELETON_ONLY content type (FBXICT_ALL/GEOMETRY/SKINNING_WEIGHTS
|
||||
# only), so the clips come in with the mesh and the verification below decides
|
||||
# whether that worked. The mesh is replaced at the same path by design.
|
||||
ui.skeletal_mesh_import_data.import_uniform_scale = 1.0
|
||||
task.options = ui
|
||||
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
|
||||
|
||||
# Verify: the clips are the deliverable, not the mesh.
|
||||
registry = unreal.AssetRegistryHelpers.get_asset_registry()
|
||||
found = []
|
||||
for asset in registry.get_assets_by_path(DEST, recursive=False):
|
||||
name = str(asset.asset_name)
|
||||
if not name.startswith(PREFIX):
|
||||
continue
|
||||
obj = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
|
||||
if isinstance(obj, unreal.AnimSequence):
|
||||
length = obj.get_play_length()
|
||||
# UE 5.8 exposes only play length and sequence length here; the sampled
|
||||
# frame count is derived so the report still states the clip duration.
|
||||
frames = round(length * 30.0)
|
||||
found.append(name)
|
||||
log(f"AnimSequence {name:34} {length:.3f} s (~{frames} frames at 30 fps)")
|
||||
elif isinstance(obj, unreal.SkeletalMesh):
|
||||
skeleton = obj.get_editor_property("skeleton")
|
||||
log(f"SkeletalMesh {name:34} skeleton={'ok' if skeleton else 'MISSING'}")
|
||||
|
||||
if not found:
|
||||
log("FAILED: no AnimSequence was created — the FBX carried no baked animation")
|
||||
lines.append("VERDICT: FAIL")
|
||||
return
|
||||
log(f"{len(found)} AnimSequence(s) imported: {', '.join(sorted(found))}")
|
||||
lines.append("VERDICT: PASS")
|
||||
|
||||
|
||||
try:
|
||||
main()
|
||||
except Exception as exc: # noqa: BLE001
|
||||
import traceback
|
||||
log(f"FAILED: {type(exc).__name__}: {exc}")
|
||||
log(traceback.format_exc())
|
||||
lines.append("VERDICT: FAIL")
|
||||
|
||||
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
|
||||
os.makedirs(os.path.dirname(RESULT), exist_ok=True)
|
||||
with open(RESULT, "w", encoding="utf-8") as handle:
|
||||
handle.write("\n".join(lines) + "\n")
|
||||
@@ -127,6 +127,14 @@ def build():
|
||||
ia_reset.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
||||
save(ia_reset)
|
||||
|
||||
ia_debug = fresh("IA_ToggleDebug", unreal.InputAction, unreal.InputAction_Factory)
|
||||
ia_debug.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
||||
save(ia_debug)
|
||||
|
||||
ia_cam = fresh("IA_ToggleCamera", unreal.InputAction, unreal.InputAction_Factory)
|
||||
ia_cam.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
||||
save(ia_cam)
|
||||
|
||||
ia_pause = fresh("IA_Pause", unreal.InputAction, unreal.InputAction_Factory)
|
||||
ia_pause.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
||||
save(ia_pause)
|
||||
@@ -136,7 +144,7 @@ def build():
|
||||
(ia_move, "Gamepad_LeftY"), (ia_strafe, "Gamepad_LeftX"),
|
||||
(ia_look, "MouseX"), (ia_look, "MouseY"), (ia_look, "Gamepad_Right2D"),
|
||||
(ia_jump, "SpaceBar"), (ia_jump, "Gamepad_FaceButton_Bottom"),
|
||||
(ia_reset, "R"), (ia_pause, "Escape"),
|
||||
(ia_reset, "R"), (ia_pause, "Escape"), (ia_cam, "V"), (ia_debug, "F3"),
|
||||
]
|
||||
|
||||
mappings = []
|
||||
|
||||
@@ -60,6 +60,42 @@
|
||||
"Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg"
|
||||
],
|
||||
"expect": "The retail run beside the hero from across the street: 6800 Lee Drug's bronze cornice, mural row and stepped parapet next to 6806-6820's pilasters and window storey, daylight"
|
||||
},
|
||||
{
|
||||
"name": "demo-third-person",
|
||||
"shot": "Screenshots/demo/review-demo-third-person.png",
|
||||
"size": [
|
||||
1920,
|
||||
1080
|
||||
],
|
||||
"references": [
|
||||
"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
|
||||
],
|
||||
"expect": "Third-person view of the player body standing on the north sidewalk, full figure visible from behind, the hero facade across the street, daylight"
|
||||
},
|
||||
{
|
||||
"name": "demo-third-person-front",
|
||||
"shot": "Screenshots/demo/review-demo-third-person-front.png",
|
||||
"size": [
|
||||
1920,
|
||||
1080
|
||||
],
|
||||
"references": [
|
||||
"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
|
||||
],
|
||||
"expect": "Front view of the player body from the road: both arms hanging at the sides, hands down by the hips, face and chest visible, hero facade behind the camera"
|
||||
},
|
||||
{
|
||||
"name": "demo-third-person-walk",
|
||||
"shot": "Screenshots/demo/review-demo-third-person-walk.png",
|
||||
"size": [
|
||||
1920,
|
||||
1080
|
||||
],
|
||||
"references": [
|
||||
"Art/reference/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg"
|
||||
],
|
||||
"expect": "The player body mid-stride in profile: legs apart, arms counter-swinging, walking along the sidewalk"
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user