Files
gig-line/Docs/controls.md
T
zwitschi 1b722048ce fix(tools): importers clear the read-only LFS bit before saving; docs refresh
0.1.3 packaging and setup fixes from what 0.1.x actually exposed.

- New Tools/ue_common.py: make_writable() clears the read-only bit an LFS .umap
  checks out with (save_map() otherwise returns False silently and the staged actor
  is lost) and require_saved() makes that failure visible. ue_hero_facade_import and
  ue_import_north_buildings now call it; the map builders already did. Verified from
  a forced 0o444 map: chmod logged, save_map True, exit 0.
- Docs/build.md: pipeline table now lists the seven site FBXs plus frontage, north,
  hero and map steps and the shared FBX preset; packaging archive corrected to
  Builds/GigLineQA; packaged-log location and -qaselftest usage documented; new
  'Traps that cost real time in 0.1.x' table (read-only save, hero --out is the FBX,
  MPFB add-on path, shot actor quitting under QA, null-RHI trace trap).
- Docs/setup.md: fresh-checkout build marked verified 2026-11-08 and the blocker
  closed; new optional-keys section for OPENROUTER_API_KEY and MAPBOX_ACCESS_TOKEN
  (gitignored .env, not needed by build/tests/release).
- Docs/Architecture 07 + architecture.md: build-output path corrected, marked
  outside the repository.
- 5 new tests for ue_common (54 total).
2026-11-08 18:50:37 +01:00

1.3 KiB

Controls (0.1.0 walkable demo)

Keyboard and mouse. The same list is shown in-game, bottom-right of the frame (AGigLineHUD), and the packaged Linux build ships with these bindings.

Action Key Notes
Move forward W 4 m/s walk
Move back S
Strafe right D
Strafe left A
Look Mouse Captured on launch; Escape releases it
Jump Space
Reset to start R Returns to the grounded spawn point
Pause / release mouse Escape Second press resumes and recaptures the mouse

Notes

  • Movement is relative to where you are looking (controller yaw), so the capsule stays upright on the sloped street.
  • The mouse is captured on launch, so looking works without clicking first. Escape toggles the capture as part of pause.
  • Bindings are Enhanced Input actions in /Game/Input built by Tools/ue_create_input_assets.py; the mapping context is IMC_Default.

Testing input without a physical keyboard

Tools/input_test.py injects OS-level keyboard/mouse events through a virtual /dev/uinput device (see Tools/input_emulation.py), e.g.:

python3 Tools/input_test.py --sequence move:2,look:3

It drives the focused game window exactly like real hardware, which is how the controls were regression-tested on the packaged build.