Files
gig-line/Game
zwitschi f1d6283384 test(visual): a shadow-gap measurement, and the spawn height cleared
Tools/shadow_gap.py measures the vertical pixel gap between an object's lowest pixels and the
top of its shadow, as a fraction of the object's height, and calls it contact or floating. It
classifies a shadow by per-channel scaling - a shadow darkens every channel by the same
proportion, an object does not - which separates the two where an absolute delta cannot. Four
unit tests cover contact, floating, an empty box and the border median.

On the real spawn view it returns 'unknown': the crop contains two surfaces (pale wall behind,
dark road below) and one global background cannot classify both. Recorded as the next step, not
presented as working.

The spawn height is measured and cleared: tracing down from 30 m, the topmost surface under the
player is Z 366 and the capsule's feet are at 369 - 3 cm, the capsule skin. If the character
still reads as floating, the gap is between the rendered pavement and its collision surface, not
the spawn Z, and that is what to measure next.
2026-11-09 17:07:23 +01:00
..

Game

The Unreal project lives at Game/GigLine/GigLine.uproject once created. Nothing here yet.

What gets committed

  • Config/ — engine and project settings, including the quality presets used for release checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.uproject

What does not

Binaries/, Intermediate/, Saved/, DerivedDataCache/ — all generated. .gitignore covers them; do not add exceptions.

Engine

Installed outside the repository. Its path and exact version are recorded in ../Docs/toolchain.md. Nothing in this directory may assume a machine-specific engine path; the documented build procedure is ../Docs/build.md.