AGigLineCharacter: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look scaled in degrees per second (no double DeltaTime), jump. Loaded ahead of a Blueprint so the demo is playable with no assets wired by hand. Tools/ue_create_input_assets.py builds /Game/Input headlessly: five 1D actions and an 11-mapping context. One action per direction instead of per-key modifiers, because modifier objects do not survive the save path here: a mapping's modifier array serialises None, and dimensioning a 2D move with per-key axis masks would need exactly those modifiers. The cost is four action assets rather than two. Also adds a fourth review camera at eye height and documents it; its approval is pending.
92 lines
4.3 KiB
Markdown
92 lines
4.3 KiB
Markdown
# Screenshots — visual review
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Rendered in-game captures of the current project content, generated by
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[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). **The PNGs in
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this folder are never committed** (`.gitignore` excludes everything here
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except this README) — they exist on disk so a human can review the game's
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appearance after every change that could affect it. The `![...]` embeds below
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resolve locally next to this file.
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## How to regenerate
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```bash
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Tools/render_screenshots.sh
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```
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This rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current
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content (floor, key light, sky, MPFB character, the three 1 m scale cubes),
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runs the game on it in `-game` mode, lets `AGigLineShotActor` walk its fixed
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camera list and capture, and copies the PNGs here. Takes about a minute.
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Each screenshot is embedded below with its description and approval state.
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After reviewing, tick the approval checkbox so agents know whether the look
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is accepted or needs work.
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## review-00-overview.png — generated 2026-11-07, approval: ☐ pending
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Wide shot from the south-west, elevated. The review scene as a whole:
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character at origin, three 1 m calibration cubes in a row at 4 m north, gray
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floor, one key light plus fill sky.
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## review-01-character.png — generated 2026-11-07, approval: ☐ pending
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Medium shot, eye height, from the south. The MPFB-generated character with
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its baked skin material and A-pose bind.
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## review-02-scale-cubes.png — generated 2026-11-07, approval: ☐ pending
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Close three-quarter view of the cube row. Each cube is exactly 1 m — use it
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to judge scale against the character.
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## review-03-first-person.png — generated 2026-11-07, approval: ☐ pending
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New shot for the first-person player work. Camera is at 165 cm — the player's
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eye height — looking from behind and slightly south-east of the spawn point.
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It shows where the player lands (the character stands at origin, which is also
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the default spawn) and how the capsule/camera relate to the 1 m cubes.
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**What changed in the game since the last review:** the project now has a
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first-person `AGigLineCharacter` (1.75 m capsule, 1.60 m eye camera, 4 m/s
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walk, Enhanced Input with WASD + mouse look + jump) wired as the default pawn
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by `AGigLineGameModeBase`. Nothing visible from these cameras should differ:
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the review map spawns its own pawn-free staging, so this shot is the reference
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for the new pawn's position and eye height, not of the pawn itself.
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**Not shown, needs a human check:** walking, mouse look and jump can only be
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judged interactively. Launch the editor, press Play on `Test/ReviewMap`, and
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confirm W/A/S/D move in the expected directions, the mouse looks around with no
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acceleration, and Space jumps once per press.
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## What to look for
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- **Character**: proportions, bind pose, skin material readability.
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- **Scale cubes**: each is exactly 1 m — use them to sanity-check anything
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whose size looks off.
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- **Lighting**: one warm key light and fill sky; this is the temporary review
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rig, not the `0.1.0` daytime look.
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## Known cosmetic issues in the review scene
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- The gray floor material renders with a speckled pattern instead of flat
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gray — suspect the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
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Cosmetic only; the floor exists so shadows and scale read correctly.
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- The horizon shows a black band below the sky atmosphere (no distant ground
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plane). Expected in the empty review scene.
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## Conventions
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- `review-NN-name.png` names are produced by `AGigLineShotActor`
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(`Game/GigLine/Source/GigLine/GigLineShotActor.h`); the camera list lives in
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`Tools/ue_build_review_map.py`.
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- Add or adjust shots there when new content needs review, then update this
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README's table in the same change.
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- Agents: see the *Visual review* section in [`AGENTS.md`](../AGENTS.md).
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