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gig-line/Docs/qa/0.1.4-facade-qa.md
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zwitschi ad5bb25009 qa(0.1.4): verdict document with budgets, evidence and defect severities
Per the qa-review skill: explicit verdict, measured budgets, the screenshots that
carry the claim, defects by severity and what remains unverified.

Verdict SHIP WITH NOTES - geometry/placement/budgets verified by measurement, the
visual half explicitly pending human review (the vision pre-check is unreliable on
this content and was not used as evidence).

Also fixes the last QA finding: kit pieces kept the grey M_Kit_* material the FBX
import creates, so glazing was not glass and shopfronts were not stone. Assembly now
assigns M_FacadeGlass to glazing, M_FacadeStone to surrounds, M_FacadeStoneShadow to
doors and M_FacadeBanner to fascias (6/6 materials resolved), and the importer
deletes the unused M_Kit_* materials (Kit folder now exactly 16 SM_ meshes).

Packaged QA re-verified after the change: walk, transect 0 holes, wall probe 0/35,
facade probe 0/9, RESULT PASS.
2026-11-08 19:44:17 +01:00

5.2 KiB
Raw Blame History

QA review — 0.1.4 façade work

Checklist gate for the façade module kit, the replacement materials and the corrected blockout frame. Written per the qa-review skill: budgets, the screenshots that carry the claim, defects by severity, and an explicit verdict.

Date: 2026-11-09 · Branch: facades-0.1.4 · Build under test: packaged GigLineQA, Development, UE 5.8.4, Vulkan SM5.

Result: SHIP WITH NOTES

The geometry, placement and budgets are verified by measurement. The visual half of this review is not complete: nobody has looked at the rendered set since the kit went on, so the reference-match verdict is pending a human. The notes at the end are what that review has to confirm.

Budgets

Asset group Count Triangles Texture Notes
Hero façade 148 parts, 1 mesh 3 044 none (graph materials) was 1 892 before the Ionic detail
Façade kit 16 meshes 12 tris each = 192 none boxes; complex-as-simple collision
Kit instances in DemoMap 625 actors ~7 500 shared materials 8 buildings
Frontage buildings 6 meshes blockout volumes 8 × 512² maps M_FacadeStone, M_Stucco, …
North buildings 2 meshes blockout volumes shared TCL, Tussaud's
Site meshes 7 55 k tris (terrain-dominated) shared terrain/road/sidewalks/kerbs/crossing

Texture set: T_StoneAshlar, T_Stucco, T_Asphalt, T_Concrete, each _BC + _R at 512², deterministic and regenerable.

Evidence

Behaviour, packaged build (-qaselftest):

walk moved 761 cm in 2 s -> PASS (Z 456 -> 456)
transect 1456 samples, 0 holes -> PASS
wall probe 0/35 blocking hits inside 21 m -> PASS
facade probe 0/9 directions without a blocking wall -> PASS
RESULT walk=1 reset=1 pause=1 unpause=1 -> PASS

Geometry and placement, probed from the live map:

  • Frontage spans match the verified block: 6922 −24276..−17700, 6902 −17749..−14591, hero −14644..−12028 between them, theatre −12082..−8210, 6822 −7854..−7252, 6806 −6608..−3307, 6800 −3320..−1437. North: TCL −22889..−18442, Tussaud's −27071..−22799.
  • Kit placed from world bounds (get_actor_bounds), e.g. theatre pieces at −12082..−8694, inside the theatre's own span.
  • Kit module 4.96 m, storey 3.10 m, door 2.45 m, window 1.60 × 1.85 m.
  • Kit topology: 16 pieces, all manifold, no loose vertices, 12 tris each.
  • Asset hygiene: /Game/Hollywood/Kit holds exactly 16 SM_ meshes and no leftover auto-imported materials.

Screenshots: the committed set in Screenshots/, all 14 re-rendered for this state — hero shots 8–10 and demo views 11–14 carry the change.

Defects

Blockers

None outstanding. Two were found and fixed during this cycle:

  • Wrong frame (fixed). The 0.1.2 blockout was regenerated without --origin, shifting the whole frontage ≈119 m in X and 2.4 m in Y and dropping the hero out of the 6902/6838 gap. Regenerated with --origin 34.101545,-118.338718 (affine residual 0.0 cm); spans re-verified against Geo/verification/2026-11-06-el-capitan-block.md.
  • Kit placed 12 km away (fixed). ue_apply_facade_kit used the static-mesh bounding box, which is building-line-local. Now uses get_actor_bounds() (world space).

Majors

  • Window bays were inside the solid wall (fixed). The first piece modelled the whole bay at +Y, so every window sat inside the blockout volume and was invisible. The surround now projects 3 cm with glazing 6 cm behind its face.
  • Kit had no materials (fixed). Pieces kept the grey M_Kit_* material the FBX import creates, so the glazing was not glass and the shopfronts were not stone. Assembly now assigns M_FacadeGlass to glazing, M_FacadeStone to surrounds, M_FacadeStoneShadow to doors and M_FacadeBanner to fascias.

Minors

  • Kit pieces are boxes: no reveals, sills or mouldings beyond the kit's own bands. Acceptable at this patch's fidelity; the kit is the vocabulary, not the detail.
  • M_Kit_* materials are deleted at import rather than reused, so the kit's Blender materials carry no shading intent — the Unreal set is authoritative. Documented, not silent.
  • Actor labels for kit pieces are unique per building but long (Kit_elcapitantheatre_window_3_2).

Notes (polish, not required for v0.1.4)

  • Hero fluting, and the motto band/medallions as geometry, are still pending.
  • The El Capitan Theatre has no marquee or blade sign yet — the features that make it read as itself.
  • Cornice dentil spacing, abacus and plinth dimensions remain recorded assumptions.

Not verified here

  • Reference match. Needs a human comparing Screenshots/demo/* against Art/reference/hollywood/. The vision pre-check is demonstrably unreliable on this content (it rejected shots the owner has since approved), so it was not used as evidence.
  • Silhouette and shading at street level — the same review covers it.

Next actions

  1. Owner review of the 14 demo/review shots; record approval in Screenshots/README.md.
  2. Then the remaining 0.1.4 modelling: theatre marquee + blade sign, hero fluting/motto band, blockout cleaning pass.
  3. CHANGELOG.md entry and v0.1.4 tag once (1) is signed off.