Files
gig-line/Screenshots/README.md
T
zwitschi a0de0a6626 feat: first-person player with Enhanced Input
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.
2026-11-07 10:05:13 +01:00

92 lines
4.3 KiB
Markdown

# Screenshots — visual review
Rendered in-game captures of the current project content, generated by
[`Tools/render_screenshots.sh`](../Tools/render_screenshots.sh). **The PNGs in
this folder are never committed** (`.gitignore` excludes everything here
except this README) — they exist on disk so a human can review the game's
appearance after every change that could affect it. The `![...]` embeds below
resolve locally next to this file.
## How to regenerate
```bash
Tools/render_screenshots.sh
```
This rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from the current
content (floor, key light, sky, MPFB character, the three 1 m scale cubes),
runs the game on it in `-game` mode, lets `AGigLineShotActor` walk its fixed
camera list and capture, and copies the PNGs here. Takes about a minute.
Each screenshot is embedded below with its description and approval state.
After reviewing, tick the approval checkbox so agents know whether the look
is accepted or needs work.
## review-00-overview.png — generated 2026-11-07, approval: ☐ pending
![Wide overview from the south-west: character at origin, three 1 m calibration cubes in a row at 4 m north, gray floor, key light and sky](review-00-overview.png)
Wide shot from the south-west, elevated. The review scene as a whole:
character at origin, three 1 m calibration cubes in a row at 4 m north, gray
floor, one key light plus fill sky.
## review-01-character.png — generated 2026-11-07, approval: ☐ pending
![Medium eye-height shot of the MPFB-generated character from the south, A-pose with baked skin material](review-01-character.png)
Medium shot, eye height, from the south. The MPFB-generated character with
its baked skin material and A-pose bind.
## review-02-scale-cubes.png — generated 2026-11-07, approval: ☐ pending
![Close three-quarter view of the 1 m scale-test cube row on the gray floor](review-02-scale-cubes.png)
Close three-quarter view of the cube row. Each cube is exactly 1 m — use it
to judge scale against the character.
## review-03-first-person.png — generated 2026-11-07, approval: ☐ pending
![Third-person shot from a player's eye line looking across the review floor: the MPFB character at origin (spawn point), one red cube behind it, sky and horizon behind](review-03-first-person.png)
New shot for the first-person player work. Camera is at 165 cm — the player's
eye height — looking from behind and slightly south-east of the spawn point.
It shows where the player lands (the character stands at origin, which is also
the default spawn) and how the capsule/camera relate to the 1 m cubes.
**What changed in the game since the last review:** the project now has a
first-person `AGigLineCharacter` (1.75 m capsule, 1.60 m eye camera, 4 m/s
walk, Enhanced Input with WASD + mouse look + jump) wired as the default pawn
by `AGigLineGameModeBase`. Nothing visible from these cameras should differ:
the review map spawns its own pawn-free staging, so this shot is the reference
for the new pawn's position and eye height, not of the pawn itself.
**Not shown, needs a human check:** walking, mouse look and jump can only be
judged interactively. Launch the editor, press Play on `Test/ReviewMap`, and
confirm W/A/S/D move in the expected directions, the mouse looks around with no
acceleration, and Space jumps once per press.
## What to look for
- **Character**: proportions, bind pose, skin material readability.
- **Scale cubes**: each is exactly 1 m — use them to sanity-check anything
whose size looks off.
- **Lighting**: one warm key light and fill sky; this is the temporary review
rig, not the `0.1.0` daytime look.
## Known cosmetic issues in the review scene
- The gray floor material renders with a speckled pattern instead of flat
gray — suspect the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
Cosmetic only; the floor exists so shadows and scale read correctly.
- The horizon shows a black band below the sky atmosphere (no distant ground
plane). Expected in the empty review scene.
## Conventions
- `review-NN-name.png` names are produced by `AGigLineShotActor`
(`Game/GigLine/Source/GigLine/GigLineShotActor.h`); the camera list lives in
`Tools/ue_build_review_map.py`.
- Add or adjust shots there when new content needs review, then update this
README's table in the same change.
- Agents: see the *Visual review* section in [`AGENTS.md`](../AGENTS.md).