qa(collision): no-blocking-collision release check — seam + wall audit #13

Merged
zwitschi merged 3 commits from collision-seams-0.1.0 into main 2026-11-08 14:55:59 +01:00
3 Commits
Author SHA1 Message Date
zwitschi 808c3c194c docs: record collision/seam audit evidence; close release check 3 2026-11-08 14:53:26 +01:00
zwitschi f0809d6c0f qa(collision): seam+wall audit in qaselftest; keep shot actor out of QA mode
- 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.
2026-11-08 14:53:14 +01:00
zwitschi 963b3424a4 qa(claim): claim no-blocking-collision release check (seam + wall audit)
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.
2026-11-08 14:44:57 +01:00