Both floats had different causes and both were measured. Character: the player start sat at Z 600 while the capsule settles at Z 561 on this pavement - the QA self-test has been reporting that settle height all along - so the soles hung 39 cm in the air. The start now uses the measured 561. Car: the template's lowest geometry is exhaust and underbody, so grounding the model on its whole bounding box left the tyres 4 cm above the origin. It is grounded on its WHEELS now. The staged height is 342 rather than the traced road height of 366, because at 367 the render still showed a gap: the trace and the visible road mesh disagree by about 25 cm at that spot, and the number is recorded as empirical rather than derived. Also adds a foot-contact log to the character at BeginPlay (actor Z, ground, capsule half, mesh bottom, gap) so the next float is a measurement rather than a look.
329 lines
19 KiB
Markdown
329 lines
19 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: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
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## 0.3.0 — Chaos vehicle, enter/exit, closed driving route (weeks 10–13)
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### Vehicle production - active - session-5598ce7e-27e3-4c64-bb49-c04a4a31ee58 (branch `vehicle-0.3.0`)
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- [A] Model one vehicle in Blender with collision meshes; export to Unreal. **Model done** (`Tools/vehicle_build.py` → `Art/blender/vehicle/gigline-sedan.blend`, preview in `Art/blender/vehicle/preview.png`): 4.72 x 1.80 x 1.44 m, 2.78 m wheelbase, 1.62 m track, 0.33 m wheels, 252 triangles, four `UCX_` convex hulls. Dimensions come from real sedan figures and are logged to the report, so the vehicle config can read them rather than restating them. - **Imported into Unreal** (`Tools/ue_vehicle_import.py` → `/Game/Hollywood/Vehicle`), split per the vehicle-artist object split: `SM_Vehicle_Body` (3 slots, 4.76 x 1.76 x 1.28 m), `SM_Vehicle_Glass`, `SM_Vehicle_Light_Front`, `SM_Vehicle_Light_Rear`, `SM_Vehicle_Mirrors`, and one `SM_Vehicle_Wheel` (0.22 x 0.66 x 0.66 m) reused four times. The body FBX carries the `UCX_` hulls as simple collision.
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- **LODs cut for real:** decimating the duplicate gives LOD1 at 38 triangles and LOD2 at 14, against 132 for LOD0. The first attempt duplicated the shell unchanged and produced 84-triangle LODs that saved nothing - worth remembering as the failure mode of a "LOD" step nobody measures.
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- **LOD group wiring is open:** `StaticMeshEditorSubsystem.import_lod` is unavailable in a headless commandlet (`get_editor_subsystem` returns None), so the LOD meshes import as their own assets and the group still needs an editor session.
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- [~] Set up Chaos Vehicle with wheel and physics configuration. **It sits on the road now; it does not drive yet.**
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- **Fixed the floating:** the physics asset had a body per bone, and the four wheel bodies intersected the chassis body and pushed the car 3.7 m up. It is now a **single chassis body** on the `root` bone (452 x 205 x 40 cm), which is what Unreal's own vehicle template uses - Chaos simulates the wheels itself, they must not be separate rigid bodies. Settle check: **Z 119 cm** at a spawn of 120 (was 494).
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- **Drive test fails, with a specific cause:** `-drivetest` holds full throttle for 3 s and reports speed and distance. Result: `speed=0 cm/s, travelled 2.2 m -> FAIL`, and BeginPlay logs **`0 wheel objects after register`** while the component reports 4 wheel setups. The setups exist but no wheels are created from them, so there is nothing to apply torque to.
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- **Next:** confirm the skeleton's bone names match the setups (`Wheel_FL`, `Wheel_FR`, `Wheel_RL`, `Wheel_RR`) - a name mismatch silently produces zero wheels - and give the front and rear pairs their own `UChaosVehicleWheel` subclasses rather than the base class, which is what the setups point at today.
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- **Also open:** LOD group wiring, enter/exit, driving route, handling.
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- [x] Fix the vehicle not rendering in the scene. **Chased to a strong clue, not yet solved.** The vehicle is staged and runs (`spawned at (-12950,-900,120)`, `9 visual panels attached`, `panel 0 at (-12950,-900,120) visible=1 extent=238`, `settled at Z 119`), and the review capture shows an empty road with only a soft shadow. `Tools/visual_loop.py --verify` passes the frame; `Tools/judge_screenshot.py` returns `verdict=no confidence=1.0`. A downward trace from the vehicle finds **no ground at all** (`ground at Z -9999`), so the car is over a surface without collision or inside geometry - the shadow and the panels are not in the same place. **Fixed 2026-11-09** — the car renders, built from the owner's `hot hatch.blend`. **Fixed:** the vehicle was spawned 2.5 m under the road - a downward trace measured the surface at Z 366 cm against a spawn of Z 120, so the body was buried and only its shadow showed. The spawn is now Z 470 and it settles there.
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- **Still open:** above ground, the capture still shows road plus a shadow and no car. Panels report `visible=1`, `mesh=SM_Vehicle_Body`, extent 238 cm, at the expected position; `MarkRenderStateDirty()` and `UpdateBounds()` run after registration. Next suspects: the pawn's own `SetActorHiddenInGame` path (a vehicle pawn is not a plain actor), or the panels being attached to a root that the physics simulation moves independently of the actor transform.
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- [x] Fix the character and car floating. Character: the player start at Z 600 left the soles 39 cm in the air (the capsule settles at 561 on this pavement); the start is now the measured 561. Car: the template's lowest geometry is exhaust, so grounding on the whole model put the tyres 4 cm above the origin - it is now grounded on its wheels, staged at Z 342 after the traced road height (366) disagreed with the visible road by ~25 cm.
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- [ ] Implement enter/exit interaction.
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- [ ] Build a closed driving route with boundaries.
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- [ ] Tune basic handling to a drivable state.
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### Release checks
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- [ ] Player can enter, drive the closed route, and exit without defects.
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- [ ] No blocking vehicle collision or packaging defects.
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- [ ] Performance target still met at 1440p.
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- [ ] Tag `v0.3.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.3.1 — Handling tuning (patch)
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### Patch tasks
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- [ ] Refine vehicle handling feel based on `0.3.0` feedback.
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- [ ] Tag `v0.3.1` and write `CHANGELOG.md` entry; then remove this section.
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## 0.3.2 — Vehicle collision fixes (patch)
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### Patch tasks
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- [ ] Fix vehicle collision defects (mesh/physics mismatches).
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- [ ] Tag `v0.3.2` and write `CHANGELOG.md` entry; then remove this section.
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## 0.3.3 — Input fixes (patch)
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### Patch tasks
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- [ ] Fix vehicle/character input issues in `0.3.x`.
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- [ ] Tag `v0.3.3` and write `CHANGELOG.md` entry; then remove this section.
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## 0.4.0 — Small connected neighborhood and map streaming (weeks 14–17)
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### World expansion
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- [ ] Extend geo pipeline to a small connected neighborhood beyond the demo block.
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- [ ] Produce modular buildings, sidewalks, and roads for the expanded area.
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- [ ] Set up World Partition with streaming cells.
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- [ ] Configure HLOD for distant buildings.
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- [ ] Verify no seams or popping between streamed cells during traversal.
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### Release checks
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- [ ] Continuous walking (and driving) across the expanded area works.
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- [ ] Streaming does not introduce blocking defects.
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- [ ] Performance target re-validated at 1440p with streaming active.
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- [ ] Tag `v0.4.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.4.1 — Seam fixes (patch)
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### Patch tasks
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- [ ] Fix visible seams between streamed cells.
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- [ ] Tag `v0.4.1` and write `CHANGELOG.md` entry; then remove this section.
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## 0.4.2 — Streaming corrections (patch)
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### Patch tasks
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- [ ] Correct streaming/loading issues found in `0.4.x`.
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- [ ] Tag `v0.4.2` and write `CHANGELOG.md` entry; then remove this section.
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## 0.4.3 — HLOD tuning (patch)
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### Patch tasks
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- [ ] Tune HLOD quality and distance settings.
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- [ ] Tag `v0.4.3` and write `CHANGELOG.md` entry; then remove this section.
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## 0.5.0 — Pedestrians, crosswalk behavior, ambient traffic (weeks 18–21)
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### Simulation
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- [ ] Add pedestrian characters with navigation, using `AGigLineNPCPerson` (the reusable NPC prefab) as the base, driving it via AI/`AutoPossessAI`.
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- [ ] Implement crosswalk behavior (pedestrians use the designated crossing).
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- [ ] Add limited ambient traffic on the street network.
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- [ ] Optimize simulation cost to stay within frame budget.
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### Release checks
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- [ ] Pedestrians and traffic behave without blocking defects.
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- [ ] Performance target re-validated at 1440p.
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- [ ] Tag `v0.5.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.5.1 — Navigation fixes (patch)
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### Patch tasks
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- [ ] Fix pedestrian navigation issues.
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- [ ] Tag `v0.5.1` and write `CHANGELOG.md` entry; then remove this section.
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## 0.5.2 — Crossing fixes (patch)
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### Patch tasks
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- [ ] Fix crosswalk behavior defects.
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- [ ] Tag `v0.5.2` and write `CHANGELOG.md` entry; then remove this section.
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## 0.5.3 — Simulation optimization (patch)
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### Patch tasks
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- [ ] Optimize pedestrian/traffic simulation cost.
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- [ ] Tag `v0.5.3` and write `CHANGELOG.md` entry; then remove this section.
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## 0.6.0 — Visual/audio pass and evening lighting preset (weeks 22–24)
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### Look and sound
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- [ ] Create an evening lighting preset.
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- [ ] Complete a visual polish pass across the neighborhood.
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- [ ] Model the pavement between kerb and building line; today that strip is the terrain mesh, which reads as bare ground under the shopfronts (`Screenshots/README.md`). Carried over 2026-11-09.
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- [ ] Add ambient audio (city ambience, traffic, basic SFX).
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- [ ] Verify licenses for all added audio files.
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### Release checks
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- [ ] Both day and evening presets render without defects.
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- [ ] Audio plays without gaps or licensing issues.
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- [ ] Performance target re-validated at 1440p.
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- [ ] Tag `v0.6.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.6.1 — Lighting fixes (patch)
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### Patch tasks
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- [ ] Fix lighting defects in day/evening presets.
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- [ ] Tag `v0.6.1` and write `CHANGELOG.md` entry; then remove this section.
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## 0.6.2 — Material corrections (patch)
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### Patch tasks
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- [ ] Fix material errors found in `0.6.x`.
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- [ ] Tag `v0.6.2` and write `CHANGELOG.md` entry; then remove this section.
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## 0.6.3 — Audio balancing (patch)
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### Patch tasks
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- [ ] Balance audio levels across the scene.
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- [ ] Tag `v0.6.3` and write `CHANGELOG.md` entry; then remove this section.
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## 0.7.0 — Settings, control rebinding, save/load, accessibility (weeks 25–27)
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### Systems
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- [ ] Build settings menu (graphics and audio options).
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- [ ] Implement control rebinding with persistence.
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- [ ] Implement save/load for player state.
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- [ ] Add accessibility basics (e.g. FOV, subtitle, colorblind options as applicable).
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### Release checks
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- [ ] Settings, rebinding, and save/load all persist across restarts.
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- [ ] No blocking UI defects.
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- [ ] Tag `v0.7.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.7.1 — Save fixes (patch)
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### Patch tasks
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- [ ] Fix save/load defects.
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- [ ] Tag `v0.7.1` and write `CHANGELOG.md` entry; then remove this section.
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## 0.7.2 — UI fixes (patch)
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### Patch tasks
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- [ ] Fix UI issues in `0.7.x`.
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- [ ] Tag `v0.7.2` and write `CHANGELOG.md` entry; then remove this section.
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## 0.7.3 — Input persistence fixes (patch)
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### Patch tasks
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- [ ] Fix rebinding persistence issues.
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- [ ] Tag `v0.7.3` and write `CHANGELOG.md` entry; then remove this section.
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## 0.8.0 — Performance budgets and broader Linux hardware testing (weeks 28–30)
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### Performance
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- [ ] Define performance budgets (frame time, VRAM) and document them.
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- [ ] Profile the full neighborhood; fix budget violations.
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- [ ] Test on broader Linux hardware and VRAM configurations; document results.
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- [ ] Re-validate the 1440p quality preset with upscaling state recorded.
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### Release checks
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- [ ] Performance budgets met on documented hardware matrix.
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- [ ] No blocking compatibility defects.
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- [ ] Tag `v0.8.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.8.1 — VRAM reductions (patch)
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### Patch tasks
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- [ ] Reduce VRAM usage where profiling shows excess.
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- [ ] Tag `v0.8.1` and write `CHANGELOG.md` entry; then remove this section.
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## 0.8.2 — Frame-time fixes (patch)
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### Patch tasks
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- [ ] Fix frame-time spikes found in `0.8.x`.
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- [ ] Tag `v0.8.2` and write `CHANGELOG.md` entry; then remove this section.
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## 0.8.3 — Compatibility fixes (patch)
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### Patch tasks
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- [ ] Fix compatibility issues from the hardware testing matrix.
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- [ ] Tag `v0.8.3` and write `CHANGELOG.md` entry; then remove this section.
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## 0.9.0 — Realistic buildings (weeks 31–34)
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Suggested blender skills: **archviz** (real-world scale, façade composition, elevation read), **references** (reference-image-match and visual-match checklists — every building is judged against its own photograph), **procedural-modeling** + **geometry-nodes** (the façades system: bay module, cornice and coping profiles, storefront types as reusable node groups), **materials** (measured albedo and roughness per surface type), **texture-workflow** (baked AO/curvature/normal, decals for painted lettering and signs), **uv-workflow** (texel density and modular UVs), **lod-pipeline** (LOD chain per building), **collision-proxy** (UCX proxies so detail geometry is not the collider), **lookdev** (screenshot comparison loop), **camera-cinematography** (reproducing each building's reference angle), **asset-optimization** + **unreal-export** (pre-export validation, `ue_metric_v1`), **qa-review** (the gate before every review shot).
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### Façade system
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- [ ] **Extend the module kit beyond one order.** Art Deco, neoclassical and streamline-moderne variants on the shared 4.96 m bay: alternate window proportions, spandrel and transom bands, and the way each order terminates at the roof.
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- [ ] **Build a profile library** for cornices, copings, string courses, sills and storefront surrounds, so a building is assembled from named profiles rather than ad-hoc boxes.
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- [ ] **Storefront types**: recessed entry, bulkhead and kickplate, mullion spacing, transom, awning/canopy brackets, and grille/shutter variants.
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- [ ] **Signage and lettering as decals.** Painted wall lettering, blade signs and fascia panels become texture and decal work with a documented projection; `0.1.6` proved that lettering built as geometry plates cannot resolve at review distance.
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- [ ] Document the system in `Art/blender/README.md` and the arc42 building block view.
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### Per-building models
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Each building needs its own reference set; where none exists the blockout stays and the item says so.
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- [ ] Hero façade (6840): raise to this pass's detail level — capitals and fluting, window rhythm behind the colonnade, parapet motto band and medallions.
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- [ ] Hero façade (6840), entrance: **doors at street level left and right of the central bay**, as the photographs show, and correct positioning of the central-bay elements (column bases, entrance stairs, set-back entrance, door frames, banners and signage). Nothing may stand in front of the façade that blocks it — no awning, no temporary structure. Carried over from `Screenshots/README.md`, 2026-11-09.
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- [ ] El Capitan Theatre (6838): marquee, blade sign, entrance and the theatre's own elevation from its 18-frame set.
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- [ ] 6800 Lee Drug and 6806–6820: second pass on the `0.1.6` trim. Moved here from that patch because geometry cannot close them: **wall lettering as a decal** (a plate at 0.10 m still vanishes at 40 m), a **moulded parapet profile** instead of a two-tier box, richer **corner-tower stepping**, and the portrait panels reworked as textures rather than framed plates.
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- [ ] **Photography gap — 6822 Budget** (deferred out of `0.1.6`, blocked): no photograph exists; the single-storey 6.0 × 5.5 m volume cannot be read from the neighbour shot, so it stays a bare blockout until references are acquired. Record the sources checked in `Geo/`. Also re-shoot 6806–6820 and 6800 from the south sidewalk: the only reference is one oblique with a bus across Lee Drug's shopfront and a car across 6806's.
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- [ ] 6902, 6922 and the remaining south frontage.
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- [ ] North side: TCL Chinese Theatre and Madame Tussaud's façades from their reference sets.
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- [ ] Reconcile every modelled height against `Geo/tools/block_height_report.py` and record the source per building.
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### Materials, UVs and performance
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- [ ] **Measured material library**, including the hero's stone, which currently renders pale because it is a procedural graph and a generated texture set rather than a measured surface: stucco, painted render, ashlar, brick, terrazzo, glazing, bronze and steel trim, with albedo and roughness taken from the photographs rather than guessed; one Unreal material instance per surface type.
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- [ ] **Texel-density rule** per building class, applied through modular UVs; lightmap UVs where required.
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- [ ] **LOD chain and collision proxies** per building: UCX proxies for blocking volume, detail geometry non-colliding.
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- [ ] Re-validate the 60 FPS floor at 1440p once the detail lands, and record the cost of the pass.
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### Release checks
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- [ ] Every building with a photograph has a review shot measured against it, with silhouette and proportion deltas recorded in `Screenshots/README.md`.
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- [ ] No building carries an unverified façade; blockouts without references are listed as such in `TODO.md`.
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- [ ] Every building has a collision proxy and at least one LOD.
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- [ ] No surface left on a placeholder material.
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- [ ] `THIRD_PARTY_NOTICES.md` covers every photographic reference used in this pass.
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- [ ] Performance target still met at 1440p.
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- [ ] Tag `v0.9.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.10.0 — Feature freeze, public beta, license and build audit (weeks 35–38)
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### Freeze and audit
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- [ ] Freeze features; document the freeze in `CHANGELOG.md`.
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- [ ] Produce a public beta build for testers.
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- [ ] Complete license audit: `THIRD_PARTY_NOTICES.md`, all MPFB assets, textures, animations, vehicles, audio.
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- [ ] Review Epic distribution requirements before publishing.
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- [ ] Verify a fresh checkout builds and packages reproducibly.
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### Release checks
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- [ ] Beta feedback triaged; blockers logged for `0.10.x`.
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- [ ] Tag `v0.10.0` and write `CHANGELOG.md` entry; then remove this section.
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## 0.10.1 — Blocker fixes (patch)
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### Patch tasks
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- [ ] Fix blockers reported during the public beta.
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- [ ] Tag `v0.10.1` and write `CHANGELOG.md` entry; then remove this section.
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## 0.10.2 — Regression fixes (patch)
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### Patch tasks
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- [ ] Fix regressions introduced by `0.9.x` fixes.
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- [ ] Tag `v0.10.2` and write `CHANGELOG.md` entry; then remove this section.
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## 0.10.3 — Documentation fixes (patch)
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### Patch tasks
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- [ ] Update all `Docs/` for accuracy before `1.0.0`.
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- [ ] Tag `v0.10.3` and write `CHANGELOG.md` entry; then remove this section.
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## 1.0.0 — Stable neighborhood-scale walking/driving release (weeks 35–40)
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### Final release
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- [ ] Complete final acceptance sweep across all `0.x` features.
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- [ ] Confirm the stable, agreed game scope is met (neighborhood-scale walking and driving).
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- [ ] Final build, documentation, and licensing verification.
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- [ ] Tag `v1.0.0` and write `CHANGELOG.md` entry; then remove this section.
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