Executes 0.1.0 release check 3 — no blocking collision, no invisible walls, no gaps at sidewalk/road seams — verified on the packaged build.
Audit (extended -qaselftest):
Seam transect: 1456 samples across 16 rows covering lane centres + every kerb/road/sidewalk seam Y (probed geometry: N sidewalk −1912..−1053, kerbs −1382..−1053 / +718..+1047, road −1382..+1047, S sidewalk +718..+1447) → 0 holes.
Invisible-wall probe: ground-referenced 30 m horizontal traces 160 cm above ground along road + seam rows → 0/35 blocking hits inside 21 m (no invisible walls).
Walk / reset / pause: 761 cm in 2 s (Z steady 456), reset 0 cm, pause/unpause — all PASS.
Fixes that made the audit correct/reliable:
Wall probe grounded before tracing: a fixed Z 160 probe started inside the earth (street surface is at Z ~366) and reported every row as a dist-0 blocker — a measurement bug, now fixed.
GigLineShotActor now skips screenshot rounds under -qaselftest, otherwise bQuitWhenDone exited the game before the transect phase.
Changes
Game/GigLine/Source/GigLine/GigLineCharacter.cpp — seam rows + grounded wall probe in -qaselftest
Game/GigLine/Source/GigLine/GigLineShotActor.cpp — skip rounds under -qaselftest
Packaging: the packaged build launches, reaches gameplay, QA run quits cleanly.
## Summary
Executes `0.1.0` release check 3 — **no blocking collision, no invisible walls, no gaps at sidewalk/road seams** — verified on the packaged build.
**Audit (extended `-qaselftest`):**
- **Seam transect:** 1456 samples across 16 rows covering lane centres + every kerb/road/sidewalk seam Y (probed geometry: N sidewalk −1912..−1053, kerbs −1382..−1053 / +718..+1047, road −1382..+1047, S sidewalk +718..+1447) → **0 holes**.
- **Invisible-wall probe:** ground-referenced 30 m horizontal traces 160 cm above ground along road + seam rows → **0/35 blocking hits inside 21 m** (no invisible walls).
- **Walk / reset / pause:** 761 cm in 2 s (Z steady 456), reset 0 cm, pause/unpause — all PASS.
**Fixes that made the audit correct/reliable:**
- Wall probe grounded before tracing: a fixed Z 160 probe started inside the earth (street surface is at Z ~366) and reported every row as a dist-0 blocker — a measurement bug, now fixed.
- `GigLineShotActor` now skips screenshot rounds under `-qaselftest`, otherwise `bQuitWhenDone` exited the game before the transect phase.
## Changes
- `Game/GigLine/Source/GigLine/GigLineCharacter.cpp` — seam rows + grounded wall probe in `-qaselftest`
- `Game/GigLine/Source/GigLine/GigLineShotActor.cpp` — skip rounds under `-qaselftest`
- `Docs/release-checks.md` — check table row PASS + audit note
- `TODO.md` — release check 3 closed
- `MEMORY.md` — audit results + gotchas
Packaging: the packaged build launches, reaches gameplay, QA run quits cleanly.
Plan: extend qaselftest with (a) vertical transect rows at the road/kerb/
sidewalk seam boundaries, (b) horizontal walk-height probes to catch invisible
walls or blocking geometry in the street envelope, then run on the packaged
build and record evidence. Branch collision-seams-0.1.0.
- Expand the transect to 1456 samples across 16 rows including the kerb/road/
sidewalk seam Ys (-1382/-1053/+718/+1047 and neighbours), X -20000..-2000.
Result: 0 holes, walk/reset/pause all PASS.
- Add a wall probe: find ground under each start, then trace 30 m horizontally
160 cm above it. A fixed Z 160 probe started inside the earth (street is at
Z ~366) and reported every row as a dist-0 blocker; grounding the probe fixed
it. Result: 0/35 blocking hits inside 21 m -> no invisible walls.
- GigLineShotActor: skip screenshot rounds under -qaselftest, else it quits the
game (bQuitWhenDone) before the transect phase runs.
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.
Summary
Executes
0.1.0release check 3 — no blocking collision, no invisible walls, no gaps at sidewalk/road seams — verified on the packaged build.Audit (extended
-qaselftest):Fixes that made the audit correct/reliable:
GigLineShotActornow skips screenshot rounds under-qaselftest, otherwisebQuitWhenDoneexited the game before the transect phase.Changes
Game/GigLine/Source/GigLine/GigLineCharacter.cpp— seam rows + grounded wall probe in-qaselftestGame/GigLine/Source/GigLine/GigLineShotActor.cpp— skip rounds under-qaselftestDocs/release-checks.md— check table row PASS + audit noteTODO.md— release check 3 closedMEMORY.md— audit results + gotchasPackaging: the packaged build launches, reaches gameplay, QA run quits cleanly.