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a88cc48be6 | ||
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3fda033726 |
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@@ -15,6 +15,11 @@ TransitionMap=/Game/Hollywood/DemoMap
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; static lighting outright — nothing to build, no warning.
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r.AllowStaticLighting=False
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[ConsoleVariables]
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; Dev diagnostics (spawn/input setup logs) are off by default in shipped builds.
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; Re-enable at runtime: `gigline.SetupLogs 1`.
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gigline.SetupLogs=0
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[URL]
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GameName=GigLine
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@@ -15,6 +15,14 @@
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#include "Misc/CommandLine.h"
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#include "Misc/Parse.h"
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// Development-only diagnostics for the walkable demo. These describe the spawn
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// and input setup and are not needed in a shipped build's log spam; disable
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// with `-NoGigLineSetupLogs` (or set the cvar in release config).
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static TAutoConsoleVariable<int32> CVarGigLineSetupLogs(
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TEXT("gigline.SetupLogs"),
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1,
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TEXT("Log GigLine spawn/input setup diagnostics (0=off, 1=on)."));
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AGigLineCharacter::AGigLineCharacter()
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{
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PrimaryActorTick.bCanEverTick = false;
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@@ -102,15 +110,18 @@ void AGigLineCharacter::LoadInputAssets()
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ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
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{
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Subsystem->AddMappingContext(MappingContext, 0);
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: pushed mapping context %s"),
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*MappingContext->GetName());
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if (CVarGigLineSetupLogs.GetValueOnGameThread())
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: pushed mapping context %s"),
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*MappingContext->GetName());
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}
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}
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else
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else if (CVarGigLineSetupLogs.GetValueOnGameThread())
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: no enhanced input subsystem on local player"));
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}
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}
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else
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else if (CVarGigLineSetupLogs.GetValueOnGameThread())
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: no PlayerController at LoadInputAssets"));
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}
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@@ -143,8 +154,11 @@ void AGigLineCharacter::BeginPlay()
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StartLocation = GetActorLocation();
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StartRotation = GetActorRotation();
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GetWorldTimerManager().ClearTimer(this->SettleHandle);
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UE_LOG(LogTemp, Log, TEXT("GigLine: start captured on ground at Z %.0f"),
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StartLocation.Z);
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if (CVarGigLineSetupLogs.GetValueOnGameThread())
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine: start captured on ground at Z %.0f"),
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StartLocation.Z);
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}
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}
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}
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}, 0.25f, true);
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@@ -410,12 +424,15 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
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Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump);
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Input->BindAction(JumpAction, ETriggerEvent::Completed, this, &AGigLineCharacter::StopJump);
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}
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: bound %d actions; ctx=%s move=%s look=%s jmp=%s"),
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(Input ? 1 : 0),
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MappingContext ? TEXT("ok") : TEXT("nil"),
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MoveAction ? TEXT("ok") : TEXT("nil"),
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LookAction ? TEXT("ok") : TEXT("nil"),
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JumpAction ? TEXT("ok") : TEXT("nil"));
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if (CVarGigLineSetupLogs.GetValueOnGameThread())
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: bound %d actions; ctx=%s move=%s look=%s jmp=%s"),
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(Input ? 1 : 0),
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MappingContext ? TEXT("ok") : TEXT("nil"),
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MoveAction ? TEXT("ok") : TEXT("nil"),
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LookAction ? TEXT("ok") : TEXT("nil"),
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JumpAction ? TEXT("ok") : TEXT("nil"));
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}
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}
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namespace
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@@ -319,3 +319,15 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
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at t=2s with "ShotActor: done (4 shots)" + RequestExit).
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- Results on packaged build: walk 761cm/2s, reset 0cm, pause/unpause, transect
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0 holes, wall 0/35 -> all PASS. Evidence recorded in Docs/release-checks.md.
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## 2026-11-08 — setup logs gated behind a cvar (diagnostics item)
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- The remaining spawn/input setup logs (settle-timer "start captured", "GigLine
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IN:" pushed/bound/errors) are now gated behind `gigline.SetupLogs`
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(TAutoConsoleVariable, default **0** via `DefaultEngine.ini [ConsoleVariables]`).
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Re-enable at runtime: `gigline.SetupLogs 1`.
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- The `-qaselftest` QA logs stay ungated (deliberate release-check feature per
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Docs/release-checks.md). Verified packaged build: 0 setup-log lines, QA suite
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still all PASS (walk/reset/pause/transect 0 holes/wall 0-35).
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- Branch qa-diagnostics-0.1.0. SIM/GROUND probes were removed earlier in the
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DefaultKeyMappings fix (PR #8).
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@@ -106,12 +106,12 @@ The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep
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- [x] Commit and review the publication preparation changes before pushing. Initial publication commit: `101db3f`.
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- [x] Review ODbL obligations for each shipped derivative database or produced work before public release. **Done 2026-11-08** — full review recorded in `Docs/odbl-review.md`: the shipped streets/footprints/sidewalks are a Produced Work of the OpenStreetMap database; obligations held are on-screen attribution (`AGigLineHUD`), the ODbL link, and the committed source extract with provenance; share-alike applies to the data layer only (project code/art stay CC0). THIRD_PARTY_NOTICES and `Docs/licensing.md` updated.
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### Release checks - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `collision-seams-0.1.0`)
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### Release checks - active - 01a1b26b-3c94-707f-9665-2f6b4a79b564 (branch `qa-diagnostics-0.1.0`)
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- [x] Player can traverse both sides of the demo without falling through geometry. **Verified 2026-11-08:** Blender pre-check plus an in-engine swept transect (`-qaselftest`) over the north sidewalk, carriageway and south sidewalk from X -14900 to -9420 — 84 samples, 0 holes, ground Z 317..395 (sidewalk 395, road 366, south walk 317). The player spawns at Z 456 and stays there for the whole run (`fall=0`, single Z).
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- [x] Building placement, street scale, and site identity checked against references. **Done 2026-11-08:** rendered current DemoMap content, probed world-space geometry (road 24.3 m vs ref 20.9–25.9 m; sidewalk centreline offsets 12.5/13.2 vs ref 12.6/13.6 m; hero frontage 26.0 m, setback ~13 m vs ref 25.75/14.5 m; frontage + north buildings in verified OSM positions), recorded PASS + deliberate deviations (flat blockout surfaces → `0.1.4`, kerb upstand → `0.1.1`, kerb-flush ramps → `0.1.1`) in `Docs/release-checks.md`, and fixed the mis-aimed north-buildings camera (was 9.5 km west → 85% sky; now frames the buildings). Final human verdict pending on `Screenshots/demo/*`.
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- [x] No blocking collision or packaging defects. **Done 2026-11-08:** extended `-qaselftest` — transect now 1456 samples / 16 rows including the kerb/road/sidewalk seam Ys (0 holes), plus a ground-referenced 30 m wall probe (0/35 blocking hits; no invisible walls). Walk/reset/pause all PASS on the packaged build; `GigLineShotActor` now skips under `-qaselftest`. Evidence in `Docs/release-checks.md` §`0.1.0` audit note.
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- [ ] Remove TEMP QA diagnostics (`GigLine SIM` / `GigLine GROUND` log lines and the settle-timer log) from `GigLineCharacter.cpp` before the release tag, or gate them behind a cvar.
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- [x] Remove TEMP QA diagnostics (`GigLine SIM` / `GigLine GROUND` log lines and the settle-timer log) from `GigLineCharacter.cpp` before the release tag, or gate them behind a cvar. **Done 2026-11-08:** SIM/GROUND probes were already removed in the input fix (PR #8); the remaining settle-timer + `GigLine IN:` input-setup logs are now gated behind the `gigline.SetupLogs` cvar (default 0 in `DefaultEngine.ini [ConsoleVariables]`, re-enable at runtime). Verified on the packaged build: 0 setup-log lines, `-qaselftest` still all PASS.
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- [ ] 60 FPS at 1440p on the dev workstation (Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB) using a documented quality preset; record upscaling state; report performance without frame generation.
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- [ ] Fresh project checkout builds with the documented external engine installation.
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- [ ] Package Linux build with documented controls.
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