One pawn, both rigs (ADR-9): a skeletal body hidden in first person, a collision-tested spring arm, and a toggle that swaps the active camera and the body's visibility. Shipped default stays first person; -thirdperson starts the pawn in the third-person rig so the review shot is reproducible, and the screenshot run passes it. Three defects found and two fixed: - The skin material had no SkeletalMesh usage flag, so Unreal silently substituted the default grey. That is why the body rendered as clay. - render_screenshots.sh still called ./Engine/... on this branch (the fix lives on the facade branch and never reached main); applied here so the shots generate. - OPEN: the idle clip is bound and PlayAnimation is called - the run logs the clip name - but the body still renders in bind pose, arms out. Recorded with that evidence in TODO.md rather than called done. Shot 5 (demo-third-person) added and documented; camera collision is implemented but unproven, since the spawn has open space behind it.
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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.
0.1.6 — Retail frontage (patch)
Suggested blender skills: references (reference-image-match), archviz, historical-worlds for the 1920s–1990s retail mix on this run.
Patch tasks
- Model 6822 Budget, 6806–6820 and 6800 Lee Drug from their own references.
Art/reference/retail-neighbours/holds 6800 and its neighbour (Gb321, CC BY-SA 4.0); Commons has nothing usable for 6822 or 6806–6820, so those two need photography before they can be modelled honestly. Do not substitute the El Capitan Theatre's 18-frame set — it would misattribute the façades. - Review every façade change with
Tools/render_screenshots.sh --verifybefore tagging. - Tag
v0.1.6and writeCHANGELOG.mdentry; then remove this section.
0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)
Character setup - active - session-5598ce7e-27e3-4c64-bb49-c04a4a31ee58 (branch anim-body-0.2.0)
- 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. Done 2026-11-09:
Tools/character_anim_build.pyauthorsGigLine_Idle(60 f) andGigLine_Walk(30 f) at 30 fps from parametric cycles, andTools/ue_character_anim_import.pyimports them. Both AnimSequences verified in/Game/Test/Character: Idle 1.967 s, Walk 0.967 s. Limb axes were measured on the rig, not assumed — the probe rotatedupperleg01.L0.5 rad per axis and readfoot.L, which showed X is the fore/aft swing (Y twists, Z abducts). - [A] Verify animation plays correctly on the imported rig. Playback is broken and now measurable: the pawn's mesh is bound, both clips resolve, and the run logs
GigLine: playing body clip Character_AnimHuman_rig_GigLine_Idle, but shot 5 still renders the body in bind pose (arms out). SoPlayAnimationis called and the pose is not applied — next step is to check whether the imported clip carries bone curves at all (the FBX bake may be sampling only keyed bones) or whether the component needsSetAnimationMode(AnimationSingleNode)beforeSetAnimation/Play.
Camera and controls
- Add third-person camera following the player body. Done 2026-11-09:
USpringArmComponent+ camera on the capsule, boom 340 cm, lag 8, and the body is the animated skeletal mesh with the skin material. Review shot 5 (demo-third-person,Screenshots/README.md) shows the rig; the shipped default view stays first person. - Add first/third-person toggle. V, via
IA_ToggleCamera; the toggle swaps the active camera and the body's visibility.-thirdpersonon the command line starts in third person so the review is reproducible. - Add camera collision to prevent clipping through geometry. The spring arm's collision test (
bDoCollisionTest, probe 12 cm onECC_Camera) shortens the boom instead of letting the camera pass through a wall. Not yet exercised against a wall in a shot — the spawn point has open space behind it, so this is implemented but unproven. - 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.