README rewritten around the actual state (walkable DemoMap, blockout facades, planned patches); Tools/README now lists all seventeen tools by role; build.md gains the content pipeline table and the two enforced rules (one unit conversion, collision decided at import). Setup gains a content-pipeline row, the toolchain state notes the demo level exercises the engine path, release checks record the Blender pre-check that backs traversal, PLAN points at ROADMAP/MEMORY/Screenshots, and THIRD_PARTY_NOTICES gains rows for the hero facade and the candidate props. Also fixed the last stale reference to Geo/scripts in MEMORY.md - a sweep found old paths in six documents after the tool move, which the memory entry now warns about.
47 lines
3.2 KiB
Markdown
47 lines
3.2 KiB
Markdown
# Release checks
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Every version in `ROADMAP.md` ends with release checks. A version is not tagged until all of its checks pass. If a check fails, do not tag; open a patch task in `ROADMAP.md` and report the failing check in `CHANGELOG.md`.
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Record results in the table at the end of this file, with the date, the exact build under test, and the evidence (screenshot, log, or command output). A check without recorded evidence counts as failed.
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## General checks (every release)
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0. **Blender pre-check (before the engine pass).** `Art/blender/site/site_assembly.py` raycasts both sidewalks and the designated crossing on a 1 m grid and reports holes and step heights. It is evidence, not the check: the engine traversal below is still required.
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1. **Fresh checkout builds.** Clone into a clean directory, `git lfs pull`, build and package using only the documented external engine installation. No machine-specific paths, no uncommitted steps.
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2. **No packaging errors.** The packaged build launches, reaches gameplay, and quits cleanly. Logs contain no missing-asset, missing-map, or shader-compile errors.
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3. **Licensing.** Every new asset has provenance in `THIRD_PARTY_NOTICES.md`, or is recorded as unresolved and kept out of the build.
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4. **Version discipline.** Patch releases contain fixes, optimisation, docs, or tuning only — no new scope.
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## Performance check
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Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB.
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- Record the quality preset, the exact upscaling state (off, DLSS/TSR/FXAA and mode), and the engine version.
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- Report frame rate without frame generation and with frame generation, separately.
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- Target: 60 FPS at 1440p without frame generation.
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- Capture a frame-time graph over a fixed traversal route, not a single sample. State the route.
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## `0.1.0` checks
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1. Player traverses both the south-side frontage and the north-side frontage of the demo without falling through geometry, including the designated crossing. Walk the route twice: once normally, once with collision debug visualisation enabled.
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2. Building placement, street width, sidewalk depth, and site identity match the reference photography. Compare side by side and note every deliberate deviation. "Looks right" is not evidence.
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3. No blocking collision, no invisible walls, no gaps at sidewalk/road seams.
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4. 60 FPS at 1440p per the performance check above.
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5. Fresh checkout builds against the documented external engine installation.
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6. Linux build packaged and launched; controls documented in `Docs/` and shown in-game.
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7. Geographic attribution is visible in-game: "© OpenStreetMap contributors" with a working licence link.
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8. Tag `v0.1.0`, write the `CHANGELOG.md` entry, then remove the completed section from `ROADMAP.md`.
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## Check-record template
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| Version | Check | Result | Evidence | Date |
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| --- | --- | --- | --- | --- |
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| `0.1.0` | Traversal, both sides | — | — | — |
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| `0.1.0` | Placement vs references | — | — | — |
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| `0.1.0` | Collision and packaging | — | — | — |
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| `0.1.0` | 60 FPS at 1440p | — | — | — |
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| `0.1.0` | Fresh checkout build | — | — | — |
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| `0.1.0` | Packaged Linux build | — | — | — |
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| `0.1.0` | Attribution display | — | — | — |
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