Merged PR #20: v0.1.0 release prep Co-authored-by: Zwitschi <zwitschi82@gmail.com>
17 KiB
TODO.md
Actionable task list for this project. This file is the single, central place for planned work, claims, and progress marks. Milestone goals, scope, and release gates are in ROADMAP.md.
Conventions
- Mark items open (
- [ ]), active/in progress (- [A], deferred- [D]), or done (- [x]). Keep the marks accurate. - A level-three (
###) section being worked on carries- active - <sessionId>(and optionally the branch name) in its heading. Remove the suffix when you stop. - When all steps in a version section are done: write a
CHANGELOG.mdentry, 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.
0.1.1 — Collision fixes (patch)
Suggested blender skills: collision-proxy (UCX/UHX naming, convex hulls, simple collider meshes — the core of the authoring pass), qa-review (validation checklists, viewport screenshots, ship/no-ship verdicts for the audit), asset-optimization (pre-export validation of every collider). Note: these skills assume MCP-driven Blender; use them as method guides for the headless scripts.
Patch tasks
- Sidewalk outer edge against terrain. The pre-check measured a 15.8 cm step where a walk sample crosses from
Terrain_DEMontoSidewalk_South(Art/blender/README.md, s≈207 m). Mostly hidden by buildings; visible wherever the frontage is missing. Fix by extending the sidewalk mesh to meet the terrain, or by lowering the outer lip. - Crossing ramp gradient. The kerb-flush transitions measure 10–13 cm over 1.5 m ≈ 10 %, steeper than the 8 % a real ramp uses (
Geo/tools/street_section.pyoutput, s≈33, 39, 126 m). Grade the three ramp openings properly. - Collision authoring pass. Terrain and site meshes use complex-as-simple /
BlockAll(forced byUGigLineAssetTools, verified 2026-11-08 with 84-sample transect). Remaining: simple convex hulls per building (currently using default collision). Record the final settings inDocs/build.md. - Kerb height is an assumption. 0.15 m modelled, 0.13 m as built, and the 3DEP DEM cannot resolve a kerb at all. Check against the photographs and record the final figure.
- Audit and fix any collision gaps or fall-through geometry found in
0.1.0in the engine. - Regression-test traversal on both sides of the demo.
- Verify no new packaging defects.
- Tag
v0.1.1and writeCHANGELOG.mdentry; then remove this section.
0.1.2 — Scale and façade corrections (patch)
Suggested blender skills: references (reference-image-match and visual-match-checklist templates — measure the guessed heights and colonnade proportions against the photographs), archviz (real-world scale and façade composition discipline), camera-cinematography (reproduce the reference camera angles when comparing renders to photos).
Patch tasks
- Correct building scale and street proportions flagged against references.
- Refine hero façade details where reference photography shows discrepancies.
- Replace the placeholder heights. Three of the fifteen block buildings carry no OSM height and render at a guessed 6.4 m (
Geo/tools/block_height_report.py). Measure them off the photographs and correct the blockout. - Resolve the remaining unknown on the hero: the colonnade currently occupies about 45 % of the height against roughly 50–60 % in the photographs. Fix the vertical proportions.
- Tag
v0.1.2and writeCHANGELOG.mdentry; then remove this section.
0.1.3 — Packaging and setup fixes (patch)
Suggested blender skills: export-pipeline and unreal-export (scale/pivot/normals/materials/collision verification) if any packaging defect traces back to the Blender export presets.
Patch tasks
- Fix any packaging or build issues encountered in
0.1.x. - Update
Docs/setup instructions for anything that changed. - Tag
v0.1.3and writeCHANGELOG.mdentry; then remove this section.
0.1.4 — Proper building façades (patch)
Suggested blender skills: procedural-modeling + geometry-nodes (the façade module kit — bay, pilaster, cornice, parapet, window, shopfront, door — as reusable node groups), archviz (real-world scale and façade composition), materials (procedural brick, concrete, stone, render, glass — the ported generators), texture-workflow (AO/curvature/normal bakes and decals for the motto band and medallions), uv-workflow (texel density and modular UV layouts for the kit), scene-assembly (assembling kit pieces onto the fifteen block buildings), lookdev (screenshot-comparison loop until shading reads correctly), historical-worlds or realistic-style (1920s Hollywood Blvd neoclassical direction), asset-optimization + unreal-export (pre-export validation, ue_metric_v1 preset), qa-review (final gate before the Tools/render_screenshots.sh review).
Patch tasks
- Finish the Blosm blockout cleaning/detailing (moved from the deferred
0.1.0item). Import state:Art/blender/blockout/blockout-2026-11-06.blend(86 meshes, EPSG:26911, 0.0 cm affine residual) with cleaning tooling inGeo/tools/andArt/blender/blockout/blosm_blockout.py. To do here: (a) untextured roofs/facades → Replace placeholder materials below; (b) BlosmsetupScriptfaçade styles → Give OSM buildings a façade style below; (c) the 3 of 15 buildings lacking height data are the0.1.2placeholder-heights item. - Define the façade module. One set of reusable pieces (bay, pilaster, cornice, parapet, window, shopfront, door) at a fixed module, exported with the
ue_metric_v1preset so every building assembles from the same kit. - Replace placeholder materials. Every blockout building currently carries Blender flat colours. Port the procedural generators from
Tools/sibling_asset_audit.py's sibling project (brick_facade,seamless_concrete,asphalt) and add stone, render, and glass, then wire them through Unreal material instances. - Give OSM buildings a façade style. Blosm exposes
scene.blosm.setupScript(setup/neoclassical.pyis the example) so a building can carry a real elevation instead of a plain extrusion. Build one style script for the south frontage and one for the north. - Hero façade detail pass. Ionic capitals and fluting, the parapet motto band and medallions as geometry or decal, window rhythm behind the colonnade, and the three portal flights at their photographed proportions.
- El Capitan Theatre (6838) and the retail neighbours. Model from the 18-frame 5472×3648 reference set; the theatre shares the measured 4.96 m bay rhythm with the temple.
- Review every façade change with
Tools/render_screenshots.shbefore tagging. - Tag
v0.1.4and writeCHANGELOG.mdentry; then remove this section.
0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)
Character setup
- 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+ warmmake_diffuse). - Import character into Unreal; validate skeleton, scale, and materials. Done:
/Game/Test/Character—SkeletalMesh(138 bones),Skeleton, warmM_Character_Exportmaterial with bakedT_Character_Diffuse. - 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);0.5.0reuses 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
v0.2.0and writeCHANGELOG.mdentry; then remove this section.
0.2.1 — Rig fixes (patch)
Patch tasks
- Fix skeletal/rigging defects reported after
0.2.0. - Tag
v0.2.1and writeCHANGELOG.mdentry; then remove this section.
0.2.2 — Skin and hair tuning (patch)
Patch tasks
- Tune skin shading and hair materials on the player character.
- Tag
v0.2.2and writeCHANGELOG.mdentry; then remove this section.
0.2.3 — Camera clipping fixes (patch)
Patch tasks
- Fix remaining camera clipping cases in
0.2.x. - Tag
v0.2.3and writeCHANGELOG.mdentry; then remove this section.
0.3.0 — Chaos vehicle, enter/exit, closed driving route (weeks 10–13)
Vehicle production
- Model one vehicle in Blender with collision meshes; export to Unreal.
- Set up Chaos Vehicle with wheel and physics configuration.
- Implement enter/exit interaction.
- Build a closed driving route with boundaries.
- Tune basic handling to a drivable state.
Release checks
- Player can enter, drive the closed route, and exit without defects.
- No blocking vehicle collision or packaging defects.
- Performance target still met at 1440p.
- Tag
v0.3.0and writeCHANGELOG.mdentry; then remove this section.
0.3.1 — Handling tuning (patch)
Patch tasks
- Refine vehicle handling feel based on
0.3.0feedback. - Tag
v0.3.1and writeCHANGELOG.mdentry; then remove this section.
0.3.2 — Vehicle collision fixes (patch)
Patch tasks
- Fix vehicle collision defects (mesh/physics mismatches).
- Tag
v0.3.2and writeCHANGELOG.mdentry; then remove this section.
0.3.3 — Input fixes (patch)
Patch tasks
- Fix vehicle/character input issues in
0.3.x. - Tag
v0.3.3and writeCHANGELOG.mdentry; then remove this section.
0.4.0 — Small connected neighborhood and map streaming (weeks 14–17)
World expansion
- Extend geo pipeline to a small connected neighborhood beyond the demo block.
- Produce modular buildings, sidewalks, and roads for the expanded area.
- Set up World Partition with streaming cells.
- Configure HLOD for distant buildings.
- Verify no seams or popping between streamed cells during traversal.
Release checks
- Continuous walking (and driving) across the expanded area works.
- Streaming does not introduce blocking defects.
- Performance target re-validated at 1440p with streaming active.
- Tag
v0.4.0and writeCHANGELOG.mdentry; then remove this section.
0.4.1 — Seam fixes (patch)
Patch tasks
- Fix visible seams between streamed cells.
- Tag
v0.4.1and writeCHANGELOG.mdentry; then remove this section.
0.4.2 — Streaming corrections (patch)
Patch tasks
- Correct streaming/loading issues found in
0.4.x. - Tag
v0.4.2and writeCHANGELOG.mdentry; then remove this section.
0.4.3 — HLOD tuning (patch)
Patch tasks
- Tune HLOD quality and distance settings.
- Tag
v0.4.3and writeCHANGELOG.mdentry; then remove this section.
0.5.0 — Pedestrians, crosswalk behavior, ambient traffic (weeks 18–21)
Simulation
- Add pedestrian characters with navigation, using
AGigLineNPCPerson(the reusable NPC prefab) as the base, driving it via AI/AutoPossessAI. - Implement crosswalk behavior (pedestrians use the designated crossing).
- Add limited ambient traffic on the street network.
- Optimize simulation cost to stay within frame budget.
Release checks
- Pedestrians and traffic behave without blocking defects.
- Performance target re-validated at 1440p.
- Tag
v0.5.0and writeCHANGELOG.mdentry; then remove this section.
0.5.1 — Navigation fixes (patch)
Patch tasks
- Fix pedestrian navigation issues.
- Tag
v0.5.1and writeCHANGELOG.mdentry; then remove this section.
0.5.2 — Crossing fixes (patch)
Patch tasks
- Fix crosswalk behavior defects.
- Tag
v0.5.2and writeCHANGELOG.mdentry; then remove this section.
0.5.3 — Simulation optimization (patch)
Patch tasks
- Optimize pedestrian/traffic simulation cost.
- Tag
v0.5.3and writeCHANGELOG.mdentry; then remove this section.
0.6.0 — Visual/audio pass and evening lighting preset (weeks 22–24)
Look and sound
- Create an evening lighting preset.
- Complete a visual polish pass across the neighborhood.
- Add ambient audio (city ambience, traffic, basic SFX).
- Verify licenses for all added audio files.
Release checks
- Both day and evening presets render without defects.
- Audio plays without gaps or licensing issues.
- Performance target re-validated at 1440p.
- Tag
v0.6.0and writeCHANGELOG.mdentry; then remove this section.
0.6.1 — Lighting fixes (patch)
Patch tasks
- Fix lighting defects in day/evening presets.
- Tag
v0.6.1and writeCHANGELOG.mdentry; then remove this section.
0.6.2 — Material corrections (patch)
Patch tasks
- Fix material errors found in
0.6.x. - Tag
v0.6.2and writeCHANGELOG.mdentry; then remove this section.
0.6.3 — Audio balancing (patch)
Patch tasks
- Balance audio levels across the scene.
- Tag
v0.6.3and writeCHANGELOG.mdentry; then remove this section.
0.7.0 — Settings, control rebinding, save/load, accessibility (weeks 25–27)
Systems
- Build settings menu (graphics and audio options).
- Implement control rebinding with persistence.
- Implement save/load for player state.
- Add accessibility basics (e.g. FOV, subtitle, colorblind options as applicable).
Release checks
- Settings, rebinding, and save/load all persist across restarts.
- No blocking UI defects.
- Tag
v0.7.0and writeCHANGELOG.mdentry; then remove this section.
0.7.1 — Save fixes (patch)
Patch tasks
- Fix save/load defects.
- Tag
v0.7.1and writeCHANGELOG.mdentry; then remove this section.
0.7.2 — UI fixes (patch)
Patch tasks
- Fix UI issues in
0.7.x. - Tag
v0.7.2and writeCHANGELOG.mdentry; then remove this section.
0.7.3 — Input persistence fixes (patch)
Patch tasks
- Fix rebinding persistence issues.
- Tag
v0.7.3and writeCHANGELOG.mdentry; then remove this section.
0.8.0 — Performance budgets and broader Linux hardware testing (weeks 28–30)
Performance
- Define performance budgets (frame time, VRAM) and document them.
- Profile the full neighborhood; fix budget violations.
- Test on broader Linux hardware and VRAM configurations; document results.
- Re-validate the 1440p quality preset with upscaling state recorded.
Release checks
- Performance budgets met on documented hardware matrix.
- No blocking compatibility defects.
- Tag
v0.8.0and writeCHANGELOG.mdentry; then remove this section.
0.8.1 — VRAM reductions (patch)
Patch tasks
- Reduce VRAM usage where profiling shows excess.
- Tag
v0.8.1and writeCHANGELOG.mdentry; then remove this section.
0.8.2 — Frame-time fixes (patch)
Patch tasks
- Fix frame-time spikes found in
0.8.x. - Tag
v0.8.2and writeCHANGELOG.mdentry; then remove this section.
0.8.3 — Compatibility fixes (patch)
Patch tasks
- Fix compatibility issues from the hardware testing matrix.
- Tag
v0.8.3and writeCHANGELOG.mdentry; then remove this section.
0.9.0 — Feature freeze, public beta, license and build audit (weeks 31–34)
Freeze and audit
- Freeze features; document the freeze in
CHANGELOG.md. - Produce a public beta build for testers.
- Complete license audit:
THIRD_PARTY_NOTICES.md, all MPFB assets, textures, animations, vehicles, audio. - Review Epic distribution requirements before publishing.
- Verify a fresh checkout builds and packages reproducibly.
Release checks
- Beta feedback triaged; blockers logged for
0.9.x. - Tag
v0.9.0and writeCHANGELOG.mdentry; then remove this section.
0.9.1 — Blocker fixes (patch)
Patch tasks
- Fix blockers reported during the public beta.
- Tag
v0.9.1and writeCHANGELOG.mdentry; then remove this section.
0.9.2 — Regression fixes (patch)
Patch tasks
- Fix regressions introduced by
0.9.xfixes. - Tag
v0.9.2and writeCHANGELOG.mdentry; then remove this section.
0.9.3 — Documentation fixes (patch)
Patch tasks
- Update all
Docs/for accuracy before1.0.0. - Tag
v0.9.3and writeCHANGELOG.mdentry; then remove this section.
1.0.0 — Stable neighborhood-scale walking/driving release (weeks 35–40)
Final release
- Complete final acceptance sweep across all
0.xfeatures. - Confirm the stable, agreed game scope is met (neighborhood-scale walking and driving).
- Final build, documentation, and licensing verification.
- Tag
v1.0.0and writeCHANGELOG.mdentry; then remove this section.