Merged PR #22: v0.1.1 release prep Co-authored-by: Zwitschi <zwitschi82@gmail.com>
135 lines
6.4 KiB
Markdown
135 lines
6.4 KiB
Markdown
# Changelog
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All notable changes to this project are documented here.
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Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [Semantic Versioning](https://semver.org/). Entries are added when a version section in `TODO.md` is completed.
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## [Unreleased]
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Nothing yet.
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## [0.1.1] — 2026-11-08
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Collision-fidelity patch. No new scope: street geometry corrections and the QA
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tooling that measures them.
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### Fixed
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- **Sidewalk outer edge ledge.** The sidewalk stood the full 0.15 m kerb height
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above the DEM at both edges, leaving a 15.8 cm lip where the walk route crossed
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from terrain onto the south sidewalk. The upstand now tapers from full at the
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road-side edge to zero at the building-side edge; the north route's worst step
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fell from 15.1 cm to 6.9 cm.
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- **Crossing ramps too steep.** The kerb-flush run was a fixed 1.5 m, giving
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~8.7 % (measured 10–13 cm over 1.5 m). The run is now derived from a target
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grade (`--max-ramp-grade`, default 8 % ⇒ 1.63 m); the crossing steps 3.4 cm at
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0.25 m sampling.
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### Added
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- **Walk pre-check improvements** (`Art/blender/site/site_assembly.py`): sampling
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coverage is independent of `--sample` (it previously shrank the route), and the
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report now prints the grade and the arc-length/offset **location** of the worst
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step, so a step can be located rather than guessed.
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### Changed
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- **Kerb height recorded as final** at 0.15 m modelled / 0.13 m as built — a
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standard 6 in LA kerb; neither the 3DEP DEM nor the reference photography can
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resolve it further (±2 cm), which is far below the character's 45 cm step
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height.
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### Verified
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- Site meshes rebuilt and re-imported (7/7, collision flags intact), DemoMap
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rebuilt, packaged Development build `EXIT=0`.
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- `-qaselftest` on the packaged build: walk 761 cm in 2 s at steady Z 456, reset
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0 cm, pause/unpause, transect 1456 samples across 16 rows / **0 holes**, wall
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probe **0/35** blocking hits.
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### Known limitations
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- One residual **13.4 cm surface step at s≈198 m** on the south sidewalk (8.0 cm
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at s≈251 m north). It is not a gap and is below the 45 cm `MaxStepHeight`, so it
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does not block traversal; the cause is a sidewalk-strip discontinuity near a
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centreline vertex, recorded in `Art/blender/README.md` as a smoothness
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refinement.
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- Kerb radii at junctions, driveway aprons, drainage inlets and pavement joints
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remain unmodelled (unchanged from `0.1.0`).
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Nothing yet.
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## [0.1.0] — 2026-11-08
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The first playable release: a walkable exterior demo of the **6840 Hollywood Blvd**
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(El Capitan Entertainment Centre) block in Unreal Engine, built on OpenStreetMap
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layout data and USGS elevation, with the hero façade and the verified block
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frontage staged on a walkable street.
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### Added
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- **Unreal project** (`Game/GigLine`) — C++ game module, Enhanced Input, packaged
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Linux build, and a `DemoMap` that a plain launch opens directly.
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- **Walkable demo level** — terrain from the 3DEP DEM, Hollywood Blvd carriageway,
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both sidewalks and kerbs with collision, the designated mid-block crossing, and
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fixed daytime lighting (sun, sky light, sky atmosphere, height fog, pinned
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exposure).
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- **Hero façade** for 6840 Hollywood Blvd — six-column neoclassical elevation with
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three genuine portal recesses, entablature, parapet and motto band
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(`Tools/hero_facade_build.py`, `Tools/ue_hero_facade_import.py`).
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- **Block frontage** — the five verified south-side neighbours (6922, 6902, 6838
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El Capitan Theatre, 6822 Budget, 6806–6822, 6800 Lee Drug) and the two north-side
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buildings (TCL Chinese Theatre, Madame Tussaud's) placed at their OSM positions.
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- **First-person player** — `AGigLineCharacter`: 1.75 m capsule, 1.60 m eye camera,
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4 m/s walk, mouse look, jump, reset (`R`) and pause (`Escape`); controls
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documented in `Docs/controls.md` and shown in-game.
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- **In-game ODbL attribution** — `AGigLineHUD` draws the OpenStreetMap credit and
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licence line every frame.
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- **QA harness** — `-qaselftest` (walk, reset, pause, seam transect, invisible-wall
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probe, frame-time capture) and `Tools/input_test.py` / `Tools/input_emulation.py`
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for OS-level virtual keyboard/mouse input.
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- **Documentation** — setup, build, toolchain, licensing, ODbL review, release
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checks, and arc42 architecture docs.
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### Fixed
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- **All controls were dead in packaged and PIE builds.** The mapping-context
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generator wrote key bindings to the deprecated `mappings` array; UE 5.8 reads
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`DefaultKeyMappings.Mappings`, so the cooked game had zero runtime mappings and
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every key resolved to nothing. `Tools/ue_create_input_assets.py` now populates
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the current field.
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- **"Fall-through" was an 8 m invisible box.** `Terrain_DEM` shipped only a
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bounding-box collision proxy; forcing complex-as-simple collision
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(`UGigLineAssetTools`) put the player on the actual street.
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- **Reset returned the player to mid-air** — the start position is now captured on
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the first grounded frame.
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- **Plain launch opened the engine template** — the default map now lives in
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`DefaultEngine.ini` and points at `DemoMap`.
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- **Game target would not compile** — removed editor-only API use
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(`UStaticMesh::PostEditChange`, `AActor::GetActorLabel`).
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- **`demo-north-buildings` screenshot** framed 85 % sky (camera 9.5 km west of the
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buildings); re-pointed to the building mass.
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### Verified
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- Both sides of the demo are traversable: 1456-sample seam transect, 0 holes,
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no blocking collision or invisible walls (`-qaselftest` on the packaged build).
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- Placement and street scale match the reference photography and Geo
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measurements (road 24.3 m, sidewalk offsets 12.5/13.2 m, hero frontage 26.0 m).
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- **414 fps average / p99 3.01 ms at 2560×1440** (Epic preset, TSR, VSync off, no
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frame generation) — far above the 60 fps target.
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- Fresh checkout builds and packages with the documented external engine
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(UE 5.8.4).
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### Known limitations
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- Buildings other than the hero are flat blockout volumes; façade detail,
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materials and Blosm style scripts are planned for `0.1.4`.
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- Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and
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graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
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- One block only; no vehicles, NPCs, audio, or settings UI yet.
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[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.1...main
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[0.1.1]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.1
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[0.1.0]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.0
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