# Screenshots — visual review Rendered in-game captures of the current project content, generated by [`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). **The PNGs in this folder are never committed** (`.gitignore` excludes everything here except this README) — they exist on disk so a human can review the game's appearance after every change that could affect it. The `![...]` embeds below resolve locally next to this file. ## How to regenerate ```bash Tools/render_screenshots.sh ``` This rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current content (floor, key light, sky, MPFB character, the three 1 m scale cubes), runs the game on it in `-game` mode, lets `AGigLineShotActor` walk its fixed camera list and capture, and copies the PNGs here. Takes about a minute. Each screenshot is embedded below with its description and approval state. After reviewing, tick the approval checkbox so agents know whether the look is accepted or needs work. ## review-00-overview.png — generated 2026-11-07, approval: ☐ pending ![Wide overview from the south-west: character at origin, three 1 m calibration cubes in a row at 4 m north, gray floor, key light and sky](review-00-overview.png) Wide shot from the south-west, elevated. The review scene as a whole: character at origin, three 1 m calibration cubes in a row at 4 m north, gray floor, one key light plus fill sky. ## review-01-character.png — generated 2026-11-07, approval: ☐ pending ![Medium eye-height shot of the MPFB-generated character from the south, A-pose with baked skin material](review-01-character.png) Medium shot, eye height, from the south. The MPFB-generated character with its baked skin material and A-pose bind. ## review-02-scale-cubes.png — generated 2026-11-07, approval: ☐ pending ![Close three-quarter view of the 1 m scale-test cube row on the gray floor](review-02-scale-cubes.png) Close three-quarter view of the cube row. Each cube is exactly 1 m — use it to judge scale against the character. ## review-03-first-person.png — generated 2026-11-07, approval: ☐ pending ![Third-person shot from a player's eye line looking across the review floor: the MPFB character at origin (spawn point), one red cube behind it, sky and horizon behind](review-03-first-person.png) New shot for the first-person player work. Camera is at 165 cm — the player's eye height — looking from behind and slightly south-east of the spawn point. It shows where the player lands (the character stands at origin, which is also the default spawn) and how the capsule/camera relate to the 1 m cubes. **What changed in the game since the last review:** the project now has a first-person `AGigLineCharacter` (1.75 m capsule, 1.60 m eye camera, 4 m/s walk, Enhanced Input with WASD + mouse look + jump) wired as the default pawn by `AGigLineGameModeBase`. Nothing visible from these cameras should differ: the review map spawns its own pawn-free staging, so this shot is the reference for the new pawn's position and eye height, not of the pawn itself. **Not shown, needs a human check:** walking, mouse look and jump can only be judged interactively. Launch the editor, press Play on `Test/ReviewMap`, and confirm W/A/S/D move in the expected directions, the mouse looks around with no acceleration, and Space jumps once per press. ## What to look for - **Character**: proportions, bind pose, skin material readability. - **Scale cubes**: each is exactly 1 m — use them to sanity-check anything whose size looks off. - **Lighting**: one warm key light and fill sky; this is the temporary review rig, not the `0.1.0` daytime look. ## Known cosmetic issues in the review scene - The gray floor material renders with a speckled pattern instead of flat gray — suspect the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`. Cosmetic only; the floor exists so shadows and scale read correctly. - The horizon shows a black band below the sky atmosphere (no distant ground plane). Expected in the empty review scene. ## Conventions - `review-NN-name.png` names are produced by `AGigLineShotActor` (`Game/GigLine/Source/GigLine/GigLineShotActor.h`); the camera list lives in `Tools/ue_build_review_map.py`. - Add or adjust shots there when new content needs review, then update this README's table in the same change. - Agents: see the *Visual review* section in [`AGENTS.md`](../AGENTS.md).