Merged PR #16: 1440p perf capture (60 FPS check PASS) Co-authored-by: Zwitschi <zwitschi82@gmail.com>
487 lines
43 KiB
Markdown
487 lines
43 KiB
Markdown
# TODO.md
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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](ROADMAP.md).
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## Conventions
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- Mark items **open** (`- [ ]`), **active/in progress** (`- [A]`, **deferred** `- [D]`), or **done** (`- [x]`). Keep the marks accurate.
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- A level-three (`###`) section being worked on carries `- active - <sessionId>` (and optionally the branch name) in its heading. Remove the suffix when you stop.
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- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
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- Release gate: `v0.1.0` is tagged only on the owner's explicit go-ahead once the release checks pass, not automatically when the checkboxes close.
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## 0.1.0 — Local setup and walkable Hollywood block (weeks 1–6)
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### Environment setup
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Status detail in [Docs/setup.md](Docs/setup.md); pins in [Docs/toolchain.md](Docs/toolchain.md). The workstation audit is local only.
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- [x] Update Bazzite using its supported mechanism; verify NVIDIA driver and Vulkan operation.
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- [x] Register an Epic account and accept the Unreal license; obtain a pinned Linux engine build or build from Epic's authorized source repository.
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- [x] Validate Unreal runs on Bazzite before asset production (not an officially supported distribution). 2026-11-07: headless `-NullRHI` smoke test **and** full editor GUI launch with the Vulkan RHI passed — device `NVIDIA GeForce RTX 5070 Ti`, Vulkan loader 1.4.350, `VULKAN_SM5`, map check 0 errors. Only benign log noise (Android Turnkey status, telemetry DNS failures).
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- [x] Install the engine-required compiler/SDK, Git, Git LFS, and an editor; use Distrobox for isolated CLI dependencies where useful. clang 23.1.4 / cmake 4.3.0 / ninja 1.13.2 installed; this engine build bundles no Linux clang, so the system compiler is the toolchain. **Accepted 2026-11-07:** the first C++ game-module compile and link (`libUnrealEditor-GigLine.so`) succeeded with system clang.
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- [x] Pin Blender, MPFB, Blosm, and QGIS versions; confirm add-on compatibility; record in `docs/toolchain.md`. Done: Blender 5.2.0 LTS, MPFB 2.0.18, Blosm 2.7.28, QGIS 4.2.3 with PROJ 9.9.0 (stale `lts` removed 2026-11-07), Unreal 5.8.4 finalized as pin after the editor GUI launch.
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- [x] Create repository structure (`Game/`, `Art/`, `Geo/`, `Tools/`, `Docs/`) with LFS tracking and ignore rules applied.
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- [x] Keep project and Derived Data Cache on SSD storage; reserve several hundred GB for engine, assets, caches, builds.
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### Project bootstrap
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- [x] Create a C++ Unreal project with Blueprint gameplay iteration and Enhanced Input. Created 2026-11-07 at `Game/GigLine/GigLine.uproject` (primary game module + default game mode, Enhanced Input plugin + input classes in `Config/DefaultInput.ini`); `GigLineEditor` target compiles clean with system clang (UBT: Result Succeeded).
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- [x] Package and launch a blank Linux build. 2026-11-07: UAT `BuildCookRun` (cook + build + stage + pak, Development config) succeeded in 56 s; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine` (outside the repo, uncommitted). `GigLine.sh` launched on the desktop session, created a Vulkan swapchain, and rendered 759 frames across a 60 s test. Known minor: one handled `PSOPrecache` ensure fires at exit only; not blocking, watch it in `0.1.x`.
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- [x] Export one static mesh from Blender and import into Unreal; verify scale and materials. 2026-11-07: calibration scene (three 1 m cubes at origin / +10 m east / +10 m north) exported from Blender with preset `ue_metric_v1` (`Tools/scale_test_export.py`) and imported headless via `Tools/ue_scale_test_import.py`. Measured in UE: cubes exactly 100.00 cm, origin preserved, material imported. Axis mapping: **east → +X, north → −Y, up → +Z** (the Y mirror is inherent to the right-handed→left-handed conversion; importer handles winding).
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- [x] Export one MPFB character with baked materials and deform skeleton; verify import. 2026-11-07: MPFB 2.0.18 generated human (19 158 verts, 1.66 m tall) + standard rig with weights (137 bones) + v2 skin baked to a 1024² diffuse texture (`Tools/mpfb_character_export.py`, export preset `ue_character_v1`). Imported headless (`Tools/ue_character_import.py`) into `/Game/Test/Character`: `SkeletalMesh` + 138-bone `Skeleton` + `Material` with the baked `Texture2D` assigned to slot 0. Quirks recorded: 5.8 Interchange skips materials for skeletal FBX imports (finished in script); Blender 5.2 dropped the FBX `armature_nla` option; the baked image needs `image.filepath` set for FBX to reference it.
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- [x] Document initial setup in `Docs/`: engine install, project checkout, fresh-checkout build procedure. 2026-11-07: `Docs/setup.md` reconciled with reality (all engine/bootstrap items marked done with evidence); `Docs/build.md` completed with the fresh-checkout build, packaging, and headless-content-check procedures plus known engine quirks.
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### Geographic data
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Tools ported 2026-11-07: every geographic script now lives in `Geo/tools/` with `Geo/README.md` listing its purpose, and the Blender-side builders moved next to their outputs in `Art/blender/*/`, importing the shared helpers and the single unit conversion from `Geo/tools/osm_common.py`.
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| Tool | Purpose |
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| --- | --- |
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| `osm_common.py` | parse `.osm`, stitch/clip streets, PROJ projection, **the only metres→centimetres conversion** |
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| `block_report.py` | streets, boundary intersections, building set by side |
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| `block_height_report.py` | every block building with its height source; 3 of 15 are placeholder guesses |
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| `street_profile.py` | carriageway from crossings, sidewalk offsets, setbacks |
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| `street_section.py` | DEM cross-sections, crown and gutters |
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| `elevation_probe.py` | 3DEP relief sampling |
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| `dem_stats.py` | stdlib tiled-GeoTIFF reader (GDAL does not run on this host) |
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| `asset_metadata.py` | writes and audits the `<asset>.geo.json` sidecars |
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- [x] Save a versioned OSM extract; document date, bounds, and source in `Geo/`.
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- [x] Acquire separately licensed elevation data if needed. Needed and acquired: USGS 3DEP 1 m DEM in EPSG:26911, public domain, NAVD88, 984 KB committed (`Geo/manifests/2026-11-06-3dep-dem.md`); measured relief 3.94 m.
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- [x] Download the 3DEP 1 m DEM for the demo bounds, reproject it to EPSG:26911 with the recorded origin and vertical datum, and record the source, clip bounds, and checksum in `Geo/`.
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- [x] In QGIS, set a suitable local projected CRS (e.g. EPSG:26911) and record a local origin. EPSG:26911, origin and projected easting/northing are recorded in `Geo/manifests/local-origin.md` with PROJ 9.9.0 control points; QGIS 4.2.3 is installed for the DEM reprojection step.
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- [x] Verify the address, building footprints, and demo boundaries for 6840 Hollywood Blvd against source data.
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- [x] Import OSM blockouts through Blosm. Done 2026-11-06: `Art/blender/blockout/blockout-2026-11-06.blend` (86 meshes, scale 1:1 against OSM, re-framed into EPSG:26911 with a 0.0 cm affine residual); tooling for the cleaning pass lives in `Geo/tools/` (height provenance, block report) and `Art/blender/blockout/blosm_blockout.py`. The remaining **cleaning/detailing (height provenance for 3 of 15 buildings, untextured roofs/facades, Blosm `setupScript` façade styles) is now tracked in `0.1.2` (placeholder heights) and `0.1.4` (Proper building façades).**
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- [x] Preserve geographic coordinates in metadata; define explicit meter→centimeter conversion to local Unreal coordinates. Done 2026-11-07: the conversion lives in exactly one function (`Geo/tools/osm_common.py::to_unreal_local`) and every exporter must call it; `<asset>.geo.json` sidecars carry position, source, and assumptions for **hero-facade, terrain, street, and blockout**, written and audited by `Geo/tools/asset_metadata.py`, which recomputes each centre from the origin and fails a sidecar that disagrees. Props follow the same schema when they are imported. The frame is defined (`Geo/manifests/local-origin.md`: EPSG:26911, origin Hollywood × Highland, X east / Y north / Z up) and the ×100 conversion is now **verified** by the 2026-11-07 scale test, with the axis mapping recorded (north realizes as UE −Y). Left: build the production export preset for the actual site meshes using these settings.
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### Review scene and player placement
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Owner: this session. Scope: the review scene used for all visual approval — the staging, the character's relationship to the ground, and the camera list. Nothing in `Asset production` or `Gameplay` continues until these pass.
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- [x] Put the character on the ground rather than floating. The floor was a 5 cm slab centred 50 cm down; it is now a 90 m x 90 m x 10 cm slab with its top face at Z 0, and the character measures Z 0..83 cm — feet on the plane (`Screenshots/README.md`).
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- [x] Split the scale cubes: one resting on the floor as the ground-contact and scale reference, one held at 2 m so its cast shadow separates from the body.
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- [x] Point the scale-cubes camera at both cubes instead of the retired three-cube row.
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- [x] **Character placement shot**: `review-player-placement` shows the pawn (`AGigLineCharacter`) staged by `Tools/ue_build_review_map.py` with a cube behind it. Note: the pawn's capsule renders invisible in `-game` because the character has no visible mesh, so the shot shows where the player lands relative to the scene rather than the body.
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- [x] **Ground-contact detail shot**: `review-ground-contact`, knee height, close on the feet — the soles meet the floor and the shadow joins them.
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- [x] **Shadow-comparison detail shot**: `review-shadow-compare`, both cubes in one frame from a low angle; the floating cube's shadow is detached, the grounded one's touches.
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- [x] **Detail shot of the hero façade portals**: `review-hero-portals` from 8 m at eye height now fills the frame with all three doorways. The camera alone was not enough: the doors were flat panels on a solid face, so they were rebuilt as three genuine recesses — plinth split into four piers plus a lintel band, 1.2 m reveal, stone jambs and lintels standing 0.10 m proud, three mullions each. Facade bounds are now exactly Z 0..14.50 m; a jamb overhang had been sinking the model 0.15 m into the ground.
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- [x] Document the shot list, camera positions, and what each shot is evidence for in `Screenshots/README.md`; shots use stable names with an approval line (10 review + 4 demo).
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- [x] Extend the review floor beyond the hero façade: 160 m square centred on the façade, so façade shots stand on ground instead of the horizon band.
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- [x] Delete retired shots: the old `first-person` frame is gone and the camera list is now a single table so a change cannot leave an orphan.
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### Character development
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The MPFB character asset is planned as the NPC template (see `ROADMAP.md`). Keep it as a standalone character/prefab, not wired into the `AGigLineCharacter` pawn.
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- [x] Give the MPFB character asset a standing idle pose so review and NPC shots show a person, not an A-pose bind. Done: `Tools/mpfb_character_export.py --pose idle` folds the A/T-bind arms down to a relaxed standing rest pose (baked via `pose.armature_apply` before export; `upperarm01.L` rest z −0.71 → −1.91 rad), re-exported, re-imported (138 bones), rendered in `review-01-character`.
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- [x] Bake a second skin tone or clothing layer, so the character does not read as a grey mannequin in shots. Done: the v2-skin bake came out **black** and slow at 1024², so we synthesize a warm skin-tone diffuse directly (`Tools/mpfb_character_export.py` `make_diffuse`, with a darker shorts-suggestive bottom band) via a stdlib/numpy PNG writer. Character reads warm, not grey. Screenshot approved (`Screenshots/review-01-character`).
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- [x] Keep the character as a reusable NPC prefab: a visible body, a collision capsule, and a head-height check that the camera does not clip at 1.60 m — for when NPCs/pedestrians are wired in (`0.2.0+`), not the `0.1.0` player. Done 2026-11-07: `AGigLineNPCPerson` (C++), ACharacter with capsule half-height 83 cm / total 1.66 m (head at ~1.66 m, so a 1.60 m camera does not clip), the MPFB human on the built-in mesh as the visible body, `AutoPossessAI` for pedestrians; confirmed spawned feet-on-Z-0 and rendered in `Screenshots/review-npc-prefab` (☑ approved 2026-11-07).
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- [x] Screenshots use stable camera names (no index prefix), so inserting a shot no longer renumbers/ orphans files; `AGigLineShotActor` + `Screenshots/README.md` updated.
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### Asset production
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- [x] Establish a consistent scale test, named export presets, and repeatable import settings. Scale test = the three-cube calibration scene (`Art/blender/scaletest/`, regenerable via `Tools/scale_test_export.py`); named export preset `ue_metric_v1` (FBX settings in that script); named import preset `ue_metric_v1` (`FbxImportUI` settings in `Tools/ue_scale_test_import.py`). Both scripts are the templates for production asset export/import.
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- [x] Collect reference photography for manual façade work. Local only, never committed: `Art/reference/` is gitignored. **74 images across 13 folders**: hero façades to 4k, the El Capitan Theatre exterior series, premiere-night staging, Ovation Hollywood, the north side, the Lee Drug neighbour. **2026-11-08:** both open gaps closed from Commons — `el-capitan-entrance/` (Andreas Praefcke, CC BY 3.0: isolated hero entrance + entrance detail) fills the door-recess gap, and `el-capitan-night/` adds a night/marquee pair (CC BY / CC BY-SA, next-door theatre — proximity evidence only for the hero).
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- [x] Download reference photography for the two north-side buildings inside the 50 m buffer — TCL Chinese Theatre (OSM way 424105908, 6925 Hollywood Blvd) and Madame Tussaud's (way 424105889, 6933 Hollywood Blvd). Done 2026-11-06 with `Tools/commons_fetch.py` against the Wikimedia Commons API: eleven frames in the local `Art/reference/north-chinese/` and `Art/reference/north-tussauds/`, provenance in each `sidecar.json`, nothing committed.
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- [x] Model hero façade for the El Capitan Entertainment Centre site. **Second pass built 2026-11-07** (proportions recalibrated from the 2009 photograph: entablature 3.4 m, parapet 2.2 m, architrave and cornice bands, square pedestals — the first pass had 5.7 m of blank wall above the capitals and read as a warehouse). **First pass built 2026-11-07** (`Tools/hero_facade_build.py` → `Art/blender/hero/hero-facade-2026-11-07.blend` + JSON part report with evidence per part → `Tools/ue_hero_facade_import.py` → `/Game/Hollywood/ElCapitan/SM_HeroFacade`, 1892 tris, 4 materials, placed on the measured building line). Six columns at 4.96 m over the 25.75 m frontage, plinth, three portal flights (5 risers, not the old 8), entablature 2.2 m, parapet 1.6 m with motto band and medallions. **Screenshot approved** (`Screenshots/review-hero-portals`, `review-hero-facade-front/oblique`). Next pass: banner and window placement, then materials.
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- [x] Model surrounding block frontage. **Done 2026-11-07, screenshots approved.** The five remaining south-side buildings verified for the block (`Geo/verification/2026-11-06-el-capitan-block.md`) are exported in place from the OSM blockout by `Tools/export_block_frontage.py` -> `Tools/ue_import_block_frontage.py` -> `/Game/Hollywood/Frontage/`, and staged by the demo builder: 6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug. **Adding them exposed a pre-existing placement bug**: UE south is +Y (the south sidewalk is Y +718..+1447) but the hero facade sat at Y -1450 (north side) and X -12024..-9420, i.e. 26 m east of its own footprint and on the wrong side of the street; the two north-side buildings were likewise on the south side. The hero is now at X -13336 / Y +1307 (inside the frontage gap between 6902 and 6838) and the north buildings are back on the north side (Y -1802..-9431). The sun was raised to pitch -62 so both frontages read instead of one being silhouetted.
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- [x] Model simplified background buildings directly across Hollywood Boulevard. Done 2026-11-07, the two in-scope north-side buildings — TCL Chinese Theatre (SM_TCL_Chinese_Theatre) and Madame Tussaud's (SM_Madame_Tussauds) — taken from the verified OSM blockout volumes and exported with `ue_metric_v1`, with a Y-mirror so they land north of Hollywood Blvd across the street from the hero (TCL spans Unreal Y 1802..9431, Tussaud's 1888..7586; road centreline ≈ 0, hero façade at Y −1450). Staged in the DemoMap as `North_TCL_Chinese` / `North_Madame_Tussauds`; demo shot `review-03-demo-north-buildings` captured. Simple flat facade materials (surfaces are the `0.1.4` patch).
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- [x] Build sidewalks, roads, and collision meshes. Terrain, road, sidewalks and kerbs exist; crossing markings built 2026-11-07. **Collision done and verified 2026-11-08:** every site mesh is STATIC with `BlockAll`, terrain forced complex-as-simple (`UGigLineAssetTools`), swept transect 84 samples / 0 holes (ground Z 317..395). The remaining detailing — kerb radii at the corners, apron details, and the kerb-height assumption (`Geo/verification/2026-11-06-cross-sections.md`) — is tracked as `0.1.1` patch tasks (Sidewalk outer edge, Crossing ramp gradient, Kerb height).
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- [x] Materials and look development for all exported assets. **Done 2026-11-07, screenshots approved.** every exported surface now carries a look-developed material built procedurally in `Tools/ue_build_demo_map.py` (`ensure_material`): base colour with a world-space noise blend between two shades for large-scale variation, plus an explicit roughness and specular. Set is `M_Asphalt` 0.92, `M_Concrete` 0.88, `M_KerbConcrete` 0.85, `M_Ground` 0.98, `M_RoadPaint` 0.62, `M_FacadeStone` 0.72 (hero façade) and `M_Stucco` 0.86 (TCL, Tussaud's), assigned by mesh and by actor label. Materials are rebuilt on every run so a stale asset cannot mask a look change. The richer texture-based pass (baked/procedural brick, brick_facade and seamless_concrete generators) stays in the `0.1.4` façade patch.
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### Gameplay
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- [x] First-person movement, mouse look, and Enhanced Input bindings. Implemented 2026-11-07: `AGigLineCharacter` (C++, 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look in deg/s, jump) as the default pawn, with five actions and an 11-entry context in `/Game/Input` built by `Tools/ue_create_input_assets.py`. **Not yet confirmed interactively** — launch PIE on `Test/ReviewMap` and walk. Screenshot review pending (`Screenshots/README.md`).
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- [x] Collision, reset, and pause functionality. Reset (**R**) and pause (**Escape**) implemented in `AGigLineCharacter` with `/Game/Input/IA_Reset` and `IA_Pause`. **Collision root cause found 2026-11-08:** the "fall-through" was never a fall — the imported `Terrain_DEM` had only a bounding-box simple collision proxy, so the player stood on an invisible lid 8 m above the street (every downward trace hit the terrain at Z 819). Fixed by forcing complex-as-simple collision on the terrain (`UGigLineAssetTools`, C++) and saving the asset; the demo spawns at `(-13336, -1150, 600)` and lands on the road at Z 456. **Verified 2026-11-08** by a scripted check (`-qaselftest`, core ticker so pause cannot freeze it): walk 761 cm in 2 s with Z steady, reset returns 0 cm from spawn, pause reports `IsGamePaused()` 1, unpause 0 — `RESULT ... PASS`. Writing it found a real bug: `ResetToStart()` teleported to the mid-air PlayerStart (Z 600), dropping the player 1.4 m on every reset; `StartLocation` is now captured on the first grounded frame. A manual smoke test is still worth doing before the release tag.
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- [x] Build the walkable demo level: terrain, street, and hero facade assembled into one map with a start point on the north sidewalk, so the demo is something a player can walk rather than a review staging. **Built 2026-11-07** by `Tools/ue_build_demo_map.py` → `/Game/Hollywood/DemoMap`: sun/sky, `Hero_Facade`, six site meshes imported with collision (`Terrain_DEM`, `Road_Hollywood`, both sidewalks and both kerbs), and a `Demo_PlayerStart` on the north sidewalk 20 m back from the frontage. Demo views in `Screenshots/demo/` re-rendered and ☑ approved 2026-11-07.
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- [x] Walkable sidewalks and a designated street crossing. Crossing chosen: mid-block signalised crossing, OSM way 385648319, at 130 m along the block (`Geo/verification/2026-11-06-street-profile.md`). Done 2026-11-07: continental zebra markings (0.5 m bars / 0.5 m gaps, 3 m band) at all three signalised crossings, no collision on the paint; kerbs were already flushed at the crossings. Enablers found on the way: the street surfaces were 100 % down-facing (invisible in engine) — winding flipped; the terrain buried the street — 10.7 m corridor cut around the centreline (sidewalks cover the transition, walk-check 0 holes); LFS-lockable `.blend`/`.umap` check out read-only — builders now chmod before saving and fail loudly. Screenshot ☑ approved 2026-11-07 (`Screenshots/demo/review-demo-crossing`); the corridor renders near-black in shadow — that was the **Fixed daytime lighting** item, now also done.
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- [x] Fixed daytime lighting and basic ambience. **Done 2026-11-07, screenshots approved.** Demo map now has a fixed daytime rig in `Tools/ue_build_demo_map.py`: sun pitch −50 / yaw 120 (intensity 4, warm 255/245/230, atmosphere sun light), sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008), and a manual-exposure post-process volume (min = max brightness 1.0) so a shot cannot wash out or crush to black. Two root causes found while doing it: (a) **Blender flat diffuse colours do not survive the FBX→UE import** — every site mesh arrived white and the terrain arrived with `WorldGridMaterial`, which is what actually made the scene look blown out; explicit `M_Asphalt` / `M_Concrete` / `M_Ground` / `M_RoadPaint` materials are now created and assigned in the demo builder. (b) only **one of the three crossings** was reaching the game: each band was its own object and Blender renamed the duplicates `.001`/`.002`, which site assembly skips; all bands are now one `Crossing_Markings` object. Demo cameras also fixed: street-level sat inside the façade body, and the crossing camera aimed at the wrong crossing (s=36.6 instead of the designated s=130.1 at UE X −14956). Lighting is dynamic-only (`r.AllowStaticLighting=False`, all lights Movable) so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer fires. All four demo views approved by the owner.
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### Repository publication
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- [x] Remove confirmed private documents and bundled skills from publishable history while preserving local copies; validate all refs and LFS objects. Rewritten 2026-11-07; original history is in a separate private local backup.
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- [x] Scan all reachable Git history and the publication changes with Gitleaks 8.28.0. Removed an Android File Server security token from history and disabled the unused server; the rescans found no leaks.
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- [x] Review Unreal asset provenance via the generation/import scripts and inspect all 18 reachable Unreal asset versions for recognizable private-reference paths. No such paths were found; this is not a full binary-content audit.
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- [x] Validate Gitea LFS support. The first push succeeded on 2026-11-07; a separate clone fetched all 26 historical LFS objects and passed integrity checks.
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- [x] Commit and review the publication preparation changes before pushing. Initial publication commit: `101db3f`.
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- [x] Review ODbL obligations for each shipped derivative database or produced work before public release. **Done 2026-11-08** — full review recorded in `Docs/odbl-review.md`: the shipped streets/footprints/sidewalks are a Produced Work of the OpenStreetMap database; obligations held are on-screen attribution (`AGigLineHUD`), the ODbL link, and the committed source extract with provenance; share-alike applies to the data layer only (project code/art stay CC0). THIRD_PARTY_NOTICES and `Docs/licensing.md` updated.
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### Release checks
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- [x] Player can traverse both sides of the demo without falling through geometry. **Verified 2026-11-08:** Blender pre-check plus an in-engine swept transect (`-qaselftest`) over the north sidewalk, carriageway and south sidewalk from X -14900 to -9420 — 84 samples, 0 holes, ground Z 317..395 (sidewalk 395, road 366, south walk 317). The player spawns at Z 456 and stays there for the whole run (`fall=0`, single Z).
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- [x] Building placement, street scale, and site identity checked against references. **Done 2026-11-08:** rendered current DemoMap content, probed world-space geometry (road 24.3 m vs ref 20.9–25.9 m; sidewalk centreline offsets 12.5/13.2 vs ref 12.6/13.6 m; hero frontage 26.0 m, setback ~13 m vs ref 25.75/14.5 m; frontage + north buildings in verified OSM positions), recorded PASS + deliberate deviations (flat blockout surfaces → `0.1.4`, kerb upstand → `0.1.1`, kerb-flush ramps → `0.1.1`) in `Docs/release-checks.md`, and fixed the mis-aimed north-buildings camera (was 9.5 km west → 85% sky; now frames the buildings). Final human verdict pending on `Screenshots/demo/*`.
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- [x] No blocking collision or packaging defects. **Done 2026-11-08:** extended `-qaselftest` — transect now 1456 samples / 16 rows including the kerb/road/sidewalk seam Ys (0 holes), plus a ground-referenced 30 m wall probe (0/35 blocking hits; no invisible walls). Walk/reset/pause all PASS on the packaged build; `GigLineShotActor` now skips under `-qaselftest`. Evidence in `Docs/release-checks.md` §`0.1.0` audit note.
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- [x] Remove TEMP QA diagnostics (`GigLine SIM` / `GigLine GROUND` log lines and the settle-timer log) from `GigLineCharacter.cpp` before the release tag, or gate them behind a cvar. **Done 2026-11-08:** SIM/GROUND probes were already removed in the input fix (PR #8); the remaining settle-timer + `GigLine IN:` input-setup logs are now gated behind the `gigline.SetupLogs` cvar (default 0 in `DefaultEngine.ini [ConsoleVariables]`, re-enable at runtime). Verified on the packaged build: 0 setup-log lines, `-qaselftest` still all PASS.
|
||
- [x] 60 FPS at 1440p on the dev workstation (Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB) using a documented quality preset; record upscaling state; report performance without frame generation. **Measured 2026-11-08:** Epic preset, TSR on, VSync off, no frame gen — **2.42 ms avg (414 fps), p99 3.01 ms** at 2560×1440 over the fixed `-qaselftest` walk route; frame-time series in `Docs/perf/0.1.0-walk-frametimes.csv`, record in `Docs/release-checks.md`.
|
||
- [ ] Fresh project checkout builds with the documented external engine installation.
|
||
- [ ] Package Linux build with documented controls.
|
||
- [ ] Tag `v0.1.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
### Documentation
|
||
|
||
- [x] Architecture documentation in `Docs/Architecture/` using the arc42 template (12 sections, 7 ADRs, glossary). Markdown is the canonical format; all `.md` passes `prettier --check`. Conversion chain: asciidoctor → docbook5 → pandoc(gfm) → prettier.
|
||
- [x] Doc toolchain installed: pandoc 3.13 (`~/.local/bin`), asciidoctor 2.0.26 (rpm-ostree, pending reboot), prettier 3.9.10 (npm global).
|
||
|
||
## 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_DEM` onto `Sidewalk_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.py` output, s≈33, 39, 126 m). Grade the three ramp openings properly.
|
||
- [x] **Collision authoring pass.** Terrain and site meshes use complex-as-simple / `BlockAll` (forced by `UGigLineAssetTools`, verified 2026-11-08 with 84-sample transect). Remaining: simple convex hulls per building (currently using default collision). Record the final settings in `Docs/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 `0.1.0` in the engine.
|
||
- [ ] Regression-test traversal on both sides of the demo.
|
||
- [ ] Verify no new packaging defects.
|
||
- [ ] Tag `v0.1.1` and write `CHANGELOG.md` entry; 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 `v0.1.2` and write `CHANGELOG.md` entry; 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 `v0.1.3` and write `CHANGELOG.md` entry; 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 `0.1.0` item).** Import state: `Art/blender/blockout/blockout-2026-11-06.blend` (86 meshes, EPSG:26911, 0.0 cm affine residual) with cleaning tooling in `Geo/tools/` and `Art/blender/blockout/blosm_blockout.py`. To do here: (a) untextured roofs/facades → **Replace placeholder materials** below; (b) Blosm `setupScript` façade styles → **Give OSM buildings a façade style** below; (c) the 3 of 15 buildings lacking height data are the `0.1.2` placeholder-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_v1` preset 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.py` is 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.sh` before tagging.
|
||
- [ ] Tag `v0.1.4` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)
|
||
|
||
### Character setup
|
||
|
||
- [x] 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` + warm `make_diffuse`).
|
||
- [x] Import character into Unreal; validate skeleton, scale, and materials. Done: `/Game/Test/Character` — `SkeletalMesh` (138 bones), `Skeleton`, warm `M_Character_Export` material with baked `T_Character_Diffuse`.
|
||
- [x] 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); `0.5.0` reuses 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 `v0.2.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.2.1 — Rig fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix skeletal/rigging defects reported after `0.2.0`.
|
||
- [ ] Tag `v0.2.1` and write `CHANGELOG.md` entry; 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 `v0.2.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.2.3 — Camera clipping fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix remaining camera clipping cases in `0.2.x`.
|
||
- [ ] Tag `v0.2.3` and write `CHANGELOG.md` entry; 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 `v0.3.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.3.1 — Handling tuning (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Refine vehicle handling feel based on `0.3.0` feedback.
|
||
- [ ] Tag `v0.3.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.3.2 — Vehicle collision fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix vehicle collision defects (mesh/physics mismatches).
|
||
- [ ] Tag `v0.3.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.3.3 — Input fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix vehicle/character input issues in `0.3.x`.
|
||
- [ ] Tag `v0.3.3` and write `CHANGELOG.md` entry; 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 `v0.4.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.4.1 — Seam fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix visible seams between streamed cells.
|
||
- [ ] Tag `v0.4.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.4.2 — Streaming corrections (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Correct streaming/loading issues found in `0.4.x`.
|
||
- [ ] Tag `v0.4.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.4.3 — HLOD tuning (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Tune HLOD quality and distance settings.
|
||
- [ ] Tag `v0.4.3` and write `CHANGELOG.md` entry; 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 `v0.5.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.5.1 — Navigation fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix pedestrian navigation issues.
|
||
- [ ] Tag `v0.5.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.5.2 — Crossing fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix crosswalk behavior defects.
|
||
- [ ] Tag `v0.5.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.5.3 — Simulation optimization (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Optimize pedestrian/traffic simulation cost.
|
||
- [ ] Tag `v0.5.3` and write `CHANGELOG.md` entry; 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 `v0.6.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.6.1 — Lighting fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix lighting defects in day/evening presets.
|
||
- [ ] Tag `v0.6.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.6.2 — Material corrections (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix material errors found in `0.6.x`.
|
||
- [ ] Tag `v0.6.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.6.3 — Audio balancing (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Balance audio levels across the scene.
|
||
- [ ] Tag `v0.6.3` and write `CHANGELOG.md` entry; 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 `v0.7.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.7.1 — Save fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix save/load defects.
|
||
- [ ] Tag `v0.7.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.7.2 — UI fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix UI issues in `0.7.x`.
|
||
- [ ] Tag `v0.7.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.7.3 — Input persistence fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix rebinding persistence issues.
|
||
- [ ] Tag `v0.7.3` and write `CHANGELOG.md` entry; 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 `v0.8.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.8.1 — VRAM reductions (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Reduce VRAM usage where profiling shows excess.
|
||
- [ ] Tag `v0.8.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.8.2 — Frame-time fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix frame-time spikes found in `0.8.x`.
|
||
- [ ] Tag `v0.8.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.8.3 — Compatibility fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix compatibility issues from the hardware testing matrix.
|
||
- [ ] Tag `v0.8.3` and write `CHANGELOG.md` entry; 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 `v0.9.0` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.9.1 — Blocker fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix blockers reported during the public beta.
|
||
- [ ] Tag `v0.9.1` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.9.2 — Regression fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Fix regressions introduced by `0.9.x` fixes.
|
||
- [ ] Tag `v0.9.2` and write `CHANGELOG.md` entry; then remove this section.
|
||
|
||
## 0.9.3 — Documentation fixes (patch)
|
||
|
||
### Patch tasks
|
||
|
||
- [ ] Update all `Docs/` for accuracy before `1.0.0`.
|
||
- [ ] Tag `v0.9.3` and write `CHANGELOG.md` entry; 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.x` features.
|
||
- [ ] Confirm the stable, agreed game scope is met (neighborhood-scale walking and driving).
|
||
- [ ] Final build, documentation, and licensing verification.
|
||
- [ ] Tag `v1.0.0` and write `CHANGELOG.md` entry; then remove this section.
|