Merged PR #29: v0.1.3 packaging and setup fixes Co-authored-by: Zwitschi <zwitschi82@gmail.com>
11 KiB
Changelog
All notable changes to this project are documented here.
Format: Keep a Changelog style, versions follow Semantic Versioning. Entries are added when a version section in TODO.md is completed.
Unreleased
Nothing yet.
0.1.3 — 2026-11-09
Packaging and setup fixes. No gameplay or visual scope; this patch makes the pipeline and its documentation tell the truth about what 0.1.x taught.
Fixed
- Map imports could report success while saving nothing.
.umapfiles are LFS-tracked and check out read-only, sosave_map()returnedFalsewith no error and the staged actor vanished on the next load. NewTools/ue_common.py(make_writable,require_saved) clears the read-only bit and makes the failure loud;ue_hero_facade_import.pyandue_import_north_buildings.pynow use it. Verified from a forced0o444map: chmod logged,save_map: True, exit 0.
Changed
Docs/build.md: content-pipeline table now lists every step as it exists (seven site FBXs, frontage, north buildings, hero, map) and the shared FBX preset; packaging archive corrected toBuilds/GigLineQA; the packaged log location and-qaselftestusage are documented; new traps table covers the read-only save, the hero--out-is-the-FBX mistake, the MPFB add-on path, the shot actor quitting under QA, and the null-RHI trace trap.Docs/setup.md: the fresh-checkout build is marked verified (2026-11-08) and its blocker closed; a new section documents the two optional keys (OPENROUTER_API_KEY,MAPBOX_ACCESS_TOKEN) and that neither is needed by the build, the tests or a release.Docs/Architecture/07_deployment_view.mdand the combinedarchitecture.md: build-output path corrected and marked as living outside the repository.
Verified
- 54 tool tests pass (5 new for
ue_common). - Packaged build still launches into
DemoMapand-qaselftestpasses every phase.
0.1.2 — 2026-11-09
Scale and façade correction patch. Buildings and the hero elevation now match the reference photography and the cross-checked height data; no new gameplay scope.
Added
Tools/facade_detail_concepts.py— generates frontal building plates (whole elevation, entrance in its façade, building with neighbours) from a local reference photograph through OpenRouter image models. Spec-driven, never overwrites, writes a provenance sidecar per image, output stays in the gitignoredArt/reference/tree. Local working material only.Tools/fbx_export_preset.py— the single FBX export preset (ue_metric_v1/ue_character_v1). Replaces the argument block that had been copied into six exporters.- Façade occlusion probe in
-qaselftest: 40 m traces sideways from the road centre at walking height, required wherever a building is staged. - Ionic detail on the hero: base moulding at every shaft foot, a square abacus over every capital, and a 52-dentil cornice course.
- Tool tests:
Tools/tests/now covers the input driver, height classification, the Mapbox cross-check, the concept generator and the FBX preset (49 tests).
Changed
- Storey height 3.2 → 3.1 m, calibrated against Mapbox building data, with explicit overrides for three rear outbuildings; the block cross-check now reports 66 matches and no disagreements.
- Hero colonnade 47.6 % → 53.1 % of the 14.50 m elevation, inside the photographed 50–60 % band (thinner entablature and parapet).
- Blockout regenerated at the new storey height; frontage re-exported and re-imported (6922 42.1 → 39.1 m, El Capitan Theatre 20.0 → 20.5 m).
- FBX exports now carry smoothing groups (
FACEinstead ofOFF), so round geometry is no longer faceted and imports stop warning.
Fixed
- Windows floated 1.44 m in front of the wall, ahead of the colonnade; they now sit on the wall plane behind the columns.
- Parapet medallions were flat discs lying on the coping instead of discs on the parapet face.
- The hero façade had no usable collision — the player could walk through it. It is now complex-as-simple; auto-generated convex hulls were tried and rejected because they bulged into the street.
- The three "guessed" block heights were never buildings: two
building=roofcanopies and a transit shelter. They are classified as non-building volumes and the block now reports zero guessed heights.
Verified
- Packaged build
-qaselftest: walk, reset and pause pass; seam transect 1456 samples / 0 holes; wall probe 0/35; façade probe 0/9. - Screenshots re-rendered for every change and approved by the owner.
Known limitations
- Cornice dentil spacing, the base and abacus dimensions are recorded assumptions: the reference photography does not resolve them at our scale.
- Façade surfaces remain flat blockout materials; the textured pass is
0.1.4.
0.1.1 — 2026-11-08
Collision-fidelity patch. No new scope: street geometry corrections and the QA tooling that measures them.
Fixed
- Sidewalk outer edge ledge. The sidewalk stood the full 0.15 m kerb height above the DEM at both edges, leaving a 15.8 cm lip where the walk route crossed from terrain onto the south sidewalk. The upstand now tapers from full at the road-side edge to zero at the building-side edge; the north route's worst step fell from 15.1 cm to 6.9 cm.
- Crossing ramps too steep. The kerb-flush run was a fixed 1.5 m, giving ~8.7 % (measured 10–13 cm over 1.5 m). The run is now derived from a target grade (
--max-ramp-grade, default 8 % ⇒ 1.63 m); the crossing steps 3.4 cm at 0.25 m sampling.
Added
- Walk pre-check improvements (
Art/blender/site/site_assembly.py): sampling coverage is independent of--sample(it previously shrank the route), and the report now prints the grade and the arc-length/offset location of the worst step, so a step can be located rather than guessed.
Changed
- Kerb height recorded as final at 0.15 m modelled / 0.13 m as built — a standard 6 in LA kerb; neither the 3DEP DEM nor the reference photography can resolve it further (±2 cm), which is far below the character's 45 cm step height.
Verified
- Site meshes rebuilt and re-imported (7/7, collision flags intact), DemoMap rebuilt, packaged Development build
EXIT=0. -qaselfteston the packaged build: walk 761 cm in 2 s at steady Z 456, reset 0 cm, pause/unpause, transect 1456 samples across 16 rows / 0 holes, wall probe 0/35 blocking hits.
Known limitations
- One residual 13.4 cm surface step at s≈198 m on the south sidewalk (8.0 cm at s≈251 m north). It is not a gap and is below the 45 cm
MaxStepHeight, so it does not block traversal; the cause is a sidewalk-strip discontinuity near a centreline vertex, recorded inArt/blender/README.mdas a smoothness refinement. - Kerb radii at junctions, driveway aprons, drainage inlets and pavement joints remain unmodelled (unchanged from
0.1.0).
Nothing yet.
0.1.0 — 2026-11-08
The first playable release: a walkable exterior demo of the 6840 Hollywood Blvd (El Capitan Entertainment Centre) block in Unreal Engine, built on OpenStreetMap layout data and USGS elevation, with the hero façade and the verified block frontage staged on a walkable street.
Added
- Unreal project (
Game/GigLine) — C++ game module, Enhanced Input, packaged Linux build, and aDemoMapthat a plain launch opens directly. - Walkable demo level — terrain from the 3DEP DEM, Hollywood Blvd carriageway, both sidewalks and kerbs with collision, the designated mid-block crossing, and fixed daytime lighting (sun, sky light, sky atmosphere, height fog, pinned exposure).
- Hero façade for 6840 Hollywood Blvd — six-column neoclassical elevation with three genuine portal recesses, entablature, parapet and motto band (
Tools/hero_facade_build.py,Tools/ue_hero_facade_import.py). - Block frontage — the five verified south-side neighbours (6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806–6822, 6800 Lee Drug) and the two north-side buildings (TCL Chinese Theatre, Madame Tussaud's) placed at their OSM positions.
- First-person player —
AGigLineCharacter: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look, jump, reset (R) and pause (Escape); controls documented inDocs/controls.mdand shown in-game. - In-game ODbL attribution —
AGigLineHUDdraws the OpenStreetMap credit and licence line every frame. - QA harness —
-qaselftest(walk, reset, pause, seam transect, invisible-wall probe, frame-time capture) andTools/input_test.py/Tools/input_emulation.pyfor OS-level virtual keyboard/mouse input. - Documentation — setup, build, toolchain, licensing, ODbL review, release checks, and arc42 architecture docs.
Fixed
- All controls were dead in packaged and PIE builds. The mapping-context generator wrote key bindings to the deprecated
mappingsarray; UE 5.8 readsDefaultKeyMappings.Mappings, so the cooked game had zero runtime mappings and every key resolved to nothing.Tools/ue_create_input_assets.pynow populates the current field. - "Fall-through" was an 8 m invisible box.
Terrain_DEMshipped only a bounding-box collision proxy; forcing complex-as-simple collision (UGigLineAssetTools) put the player on the actual street. - Reset returned the player to mid-air — the start position is now captured on the first grounded frame.
- Plain launch opened the engine template — the default map now lives in
DefaultEngine.iniand points atDemoMap. - Game target would not compile — removed editor-only API use (
UStaticMesh::PostEditChange,AActor::GetActorLabel). demo-north-buildingsscreenshot framed 85 % sky (camera 9.5 km west of the buildings); re-pointed to the building mass.
Verified
- Both sides of the demo are traversable: 1456-sample seam transect, 0 holes, no blocking collision or invisible walls (
-qaselfteston the packaged build). - Placement and street scale match the reference photography and Geo measurements (road 24.3 m, sidewalk offsets 12.5/13.2 m, hero frontage 26.0 m).
- 414 fps average / p99 3.01 ms at 2560×1440 (Epic preset, TSR, VSync off, no frame generation) — far above the 60 fps target.
- Fresh checkout builds and packages with the documented external engine (UE 5.8.4).
Known limitations
- Buildings other than the hero are flat blockout volumes; façade detail, materials and Blosm style scripts are planned for
0.1.4. - Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and graded crossing ramps are deferred to
0.1.1; crossing ramps are kerb flushes. - One block only; no vehicles, NPCs, audio, or settings UI yet.