Files
gig-line/TODO.md
T
zwitschi 61dd28bc89 feat(hero): one-command iteration loop, first judged pass, comparison plates
Tools/hero_iterate.sh runs the whole chain - chmod the Blender files, build, import, render, judge, plate -
and fails loudly at each step with its log under /tmp/gigline. Tools/hero_compare.py builds the side-by-side
plate (reference | rendered, one height, labelled); two are committed for review.

This pass: the stone is warmer in Blender (0.66/0.60/0.48 against the near-white blockout) and the banners are
1.35 x 6.2 m hung from 7.2 m, matching the reference proportion instead of the 1.55 x 5.4 that sat too low and
too fat.

Iteration 1 judge verdict, confidence 0.9: lacks warm sandstone, lacks fluted column detail, banners wrong,
no doorways, no inscription or medallions. Checked against the plate, two of those are wrong (120 flute
strips exist and cast shadows; three 1.2 m deep doorways with steps exist and read black) and three are real.
The split is recorded in TODO.md with the next action for each - the important one being that the stone colour
must change in the UE material (ue_hero_facade_import.py), not in the Blender material, which the render does
not use.
2026-11-10 08:28:06 +01:00

36 KiB
Raw Blame History

TODO.md

Actionable task list for this project. This file is the single, central place for planned work, claims, and progress marks. Milestone goals, scope, and release gates are in ROADMAP.md.

Conventions

  • Mark items open (- [ ]), active/in progress (- [A], deferred - [D]), or done (- [x]). Keep the marks accurate.
  • A level-three (###) section being worked on carries - active - <sessionId> (and optionally the branch name) in its heading. Remove the suffix when you stop.
  • When all steps in a version section are done: write a CHANGELOG.md entry, then remove the version section from this file.
  • Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.

Vehicle physics — Chaos rig (own task, from 0.3.0)

Split out of 0.3.0 because it is a physics problem, not an asset one. The Chaos pawn is parked: with it staged the actor is launched to Z 1993 cm (18 m up) and reports 0 wheels, so it litters the demo without being drivable. The visible car is the plain panel set, which looks right and is what the review shots show.

Evidence

GigLine vehicle geometry: box 452x205x40 centre 0,0,-18 | bounds origin ...,1393 extent 1,1,1
GigLine vehicle motion:   velocity -24,-182,-28 cm/s  angular ~0  mass 1500  sim=1
GigLine vehicle mesh asset: SK_Vehicle_Sedan
GigLine vehicle diag:     mesh=1 simulating=1 physasset=yes setups=4 wheels=0

The physics body is nearly still while the actor is nine metres above its spawn. That is not a force problem, it is a transform problem: something writes the actor transform that is neither the body's velocity nor our code. The mesh component's bounds read extent 1,1,1 - a degenerate 1 cm box - which is the same symptom seen from the other side.

Ruled out (each tested in its own run)

  • Spawn penetration - spawned level with the road, 1.2 m above it, 3 m above it and 5 m above it; the actor climbs in every case.
  • Visual panel collision - disabling it changed nothing.
  • Wrong chassis box - 452x205x40 centre 0,0,-18 is the car.
  • Gravity - global_gravity_z = 0.0 and the character falls normally, so the world pulls down.
  • Mass - the 1500 kg override applies (logged), and the body still does not rise.

Measured after the transform finding

bones:  6 [VehicleRig root Wheel_FL Wheel_FR Wheel_RL Wheel_RR]
setups: [Wheel_FL Wheel_FR Wheel_RL Wheel_RR]        -> names match, suspect 3 is gone
mover:  updated=VehicleMesh ticking=1
stop:   mover tick disabled at 2.5 s (Z 2001); at 3.0 s the actor is still at Z 2258
terrain: CTF_USE_COMPLEX_AS_SIMPLE, 0 box elements  -> no invisible lid to be ejected from

So the wheel bones match, the terrain has no proxy lid, and stopping the mover did not stop the climb - meaning either the stop does not take effect (something else re-enables or writes the transform every frame) or a second writer exists.

Suspects, in order

  1. Component hierarchy: a pawn whose root is the mesh while the physics state belongs to another component behaves exactly like this - correct box, correct mass, near-zero velocity, moving actor, 1 cm bounds.
  2. UChaosWheeledVehicleMovementComponent::UpdateState / OnUpdateTransform writing the transform from a vehicle state that was never created (which is also why CreateVehicle() yields no wheels).
  3. The skeletal mesh asset itself - SK_Vehicle_Sedan came from our own FBX pipeline; if its bone layout does not match what the wheel setups name, CreateVehicle() bails before creating wheels.

Bisect result: the map, not the pawn

The same pawn, unchanged, in two maps:

ReviewMap (flat 160 m floor):  Z 200 -> 188 -> 174 -> 157 -> 87   vZ -208 -> -663   falls correctly
DemoMap, on the street:        Z 486 -> 920 -> 1126 -> 1385      vZ oscillates ~0  teleports up
DemoMap, 60 m off the street:  Z 291 -> 467 -> 920 -> 1343       vZ +1595          launches
DemoMap, 25 m above ground:    Z 2496 -> 2664 -> 3068 -> 3434    vZ +1509          launches at once

So the Chaos rig is fine and DemoMap is what breaks it - at any height, anywhere in that map, and not by contact (25 m in the air launches immediately). The next comparison is between the two maps' world settings and level actors: ReviewMap was built by Tools/ue_build_review_map.py, DemoMap by Tools/ue_build_demo_map.py, and the difference that matters is in what one stages and the other does not.

The transform is written directly, not moved

Zeroing the body's linear and angular velocity every frame for two seconds changes nothing:

t=0.25 Z=3220 vZ=0   t=0.75 Z=3683 vZ=0   t=1.25 Z=4197 vZ=0

The actor keeps rising at ~1200 cm/s while its velocity is pinned to zero. Something calls a transform setter on the vehicle every frame - this is not a force, an impulse or a bad initial state, all of which the clamp would have removed.

Game/GigLine/Source/GigLine/*.cpp contains exactly one direct transform write outside the character (GigLineShotActor moves its camera), so the writer is engine-side: the Chaos vehicle component driving UpdatedComponent from a vehicle state that was never created, or a skeletal-mesh transform update.

Map-content bisect: the terrain is involved

Built Tools/ue_vehicle_probe_map.py (duplicates ReviewMap, optionally adds ONE demo mesh plus the pawn, saves as VehicleProbe) and ran it:

control (no extra mesh)     Z 300 -> 297 over 1.25 s   (resting on the review floor)
+ Terrain_DEM               Z 300 -> 498 over 1.25 s   (thrown upward)

So Terrain_DEM is enough to reproduce it in a map that otherwise works. Two fixes were then tried and neither helped:

  • Tools/ue_clear_simple_collision.py cleared the auto-generated convex hulls from all 76 site/street meshes (terrain had 1 convex element over the whole 279 m) and set complex-as-simple - still rises.
  • Setting the terrain component to CollisionEnabled::QueryOnly so traces still hit it but the physics solver ignores it - still rises.

That means the ejection is not the convex hull and not the collision channel; the next probe is whether it is the complex triangles (inverted winding pushing bodies out) - test by setting Terrain_DEM to no collision at all in the probe map and confirming the pawn falls.

Where it stands: deferred to its own session

Three fixes were tried after the terrain bisect and none changed the behaviour:

  1. clearing the auto-generated convex hulls from all 76 site/street meshes;
  2. setting the terrain component to QueryOnly;
  3. staging the terrain in the probe map with collision disabled entirely.

The pawn still rises in every case, so the fault is not the terrain's convex hull, not its collision channel, and not even its collision. The player is unaffected throughout - re-checked after each fix, and the character still stands on Sidewalk_North_07 at 157 cm.

Deferred rather than guessed. What a fresh session needs:

  • the probe workflow is in place: Tools/ue_vehicle_probe_map.py with GIGLINE_PROBE_ASSET and GIGLINE_PROBE_NOCOLLISION, Tools/ue_clear_simple_collision.py for the hull hygiene;
  • the vehicle diagnostics are switches: -probes, -profile, -novehmover, plus the always-on velocity clamp, overlap list and velocity profile;
  • the next question is why a map carrying a 279 m static mesh changes a physics body's behaviour when that mesh has no collision at all, which points at streaming, memory layout or the physics scene's broadphase rather than at collision authoring.

Bisect plan (kept for the next session)

  1. Spawn the same pawn in ReviewMap (flat 160 m floor, no slices, no UCX ground) and repeat the profile. Flies there too -> the asset/component is at fault. Settles there -> something in DemoMap (the UCS slabs, the terrain, or the world settings) drives it.
  2. In parallel, spawn a stock AWheeledVehiclePawn with SK_Vehicle_Sedan and default settings in the same spot: if the stock pawn settles, the difference is in AGigLineVehicle's setup (mass override, stability control, our movement subclass).
  3. Only after the bisect: fix, then confirm Wheels.Num() == 4.

Tasks

  • [D] Give SK_Vehicle_Sedan a physics asset whose single chassis body matches the car's box and is positioned below the shell, then confirm the pawn settles on the road instead of launching.
  • Confirm Wheels.Num() becomes 4 once the vehicle is created; log it at the settle check.
  • Only then re-stage the pawn, re-add enter/exit and the driving route.

Hero facade rework — from the ReviewMap review (own task)

Split out of 0.3.0 on 2026-11-09 on the owner's instruction: the three hero-facade staging shots (review-hero-facade-front, review-hero-facade-oblique, review-hero-portals) were rejected as "rework needed to match reference", and that is asset work rather than vehicle work.

Reference vs current

Reference: security-game/docs/screens/refs/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg (the north elevation, daylight). What it shows, and where the model stands:

Feature Reference Model (SM_HeroFacade)
Rusticated stone, warm limestone heavy banded rustication over the whole wall flat M_Facade_Stone, no banding
Six giant Ionic columns fluted shafts, volute capitals, moulded bases present, fluted (20 flutes each), capital block only
Three vertical JIMMY KIMMEL LIVE banners red, gold lettering, hung between the middle columns present as flat panels with M_Facade_Banner
Inscription band "FREEMASONRY BUILDS ITS TEMPLES..." carved lettering Hero_MottoBand + surround + two medallions, no lettering
Lattice windows between columns dark metal grilles, two bands Hero_Window_1_* / _2_* as plain panels
Cornice, dentils, parapet deep cornice, 52 dentils, balustrade with finials cornice + 52 dentils + parapet, no balustrade or finials
Three entry portals with steps recessed, framed, three sets of steps present: portals, jambs, lintels, mullions, five steps each

So the model has the massing and most of the parts; what it lacks is surface (rustication, lettering, grille detail, balustrade) and material variation.

Found: the detail is modelled inside the wall

Measured, not guessed:

blend scene Y        -12.50 .. +0.13      (front of the wall at -0.50)
Hero_Mass            y = -BODY_D/2 - 0.5  -> spans -12.50 .. -0.50
Hero_Banner_1        y = -1.08 .. -1.02   -> 55 cm BEHIND the front face
imported mesh bounds y = -13 .. +1250 cm

The facade's detail - banners, and by the same construction the window bays and portal surrounds - is placed behind the wall's front face, so it is inside Hero_Mass and never renders. That is why the captures show a plain block with six columns: the columns, cornice and dentils happen to protrude, everything else does not. The model does not need remodelling first; its detail needs moving in front of the wall.

Fix: give Tools/hero_facade_build.py a FRONT_Y = -BODY_D / 2.0 - 0.5 constant (the mass's front face) and place every elevation detail relative to it (FRONT_Y - 0.10 for applied detail, FRONT_Y for flush), instead of the hand-typed negative coordinates each call site uses now. Then re-export, re-import and re-render.

And check the review shot. The three hero captures show a plain block with six columns and nothing else - no banners, no windows, no portals - while the mesh demonstrably carries all four materials (M_Facade_Banner, M_Facade_Stone, M_Facade_StoneShadow, M_Facade_GlassDark) and is staged at (-13336, 1307, 0) with yaw 0. That suggests the cameras are framing the wrong actor (Frontage_SM_ElCapitanTheatre sits at the origin) or the wrong side, and the "rework" note may be describing a camera error rather than the model. Verify that first: one render with a camera aimed at Hero_Facade from Y -4000 at 8 m height.

First pass against the folder references

Art/reference/hero-masonic/ (15 images, ignored by git as reference photography) is now the source of truth rather than one Wikimedia photo. 02-masonictemple01.jpg and 06-el-capitan-theater-frontal-fachade.jpg are the front elevations used for the first pass; 05-hollywoodmasonictemple-1922.jpg records the original masonry.

Done in this pass:

  • the detail is seated on the wall (previous step), so banners, windows and portals render;
  • the blank Hero_Stylobate_LintelBand across the portals is gone - the reference has open doorways with steps, which now read correctly;
  • rustication() cuts five ashlar courses from the pavement to the portal heads;
  • balustrade() adds a bottom rail, a top rail and 38 balusters along the roof edge.

Still missing, from the same references: warm sandstone instead of the flat pale stone, lattice grilles in the window bays, the carved inscription on the motto band, and the two medallions are not reading at distance.

The iteration loop

bash Tools/hero_iterate.sh runs the whole chain in one command: chmod the Blender files, build the facade, import it, render the capture set, judge the shot with the vision model, and write a comparison plate at Screenshots/review/hero-compare-front.png. Each step fails loudly and logs to /tmp/gigline/.

Iteration 1 verdict (judge, confidence 0.9):

"The scene lacks the warm yellow-grey sandstone texture and the detailed fluted Ionic columns. Additionally, the red banners do not match the expected design, and there are no visible entrance doorways or decorative elements like the inscription band or medallions."

Measured against the plate, that splits into:

Finding Reality Next action
not warm sandstone true - the UE material M_FacadeStone is still near-white (0.62-0.76 grey) warm the UE material spec in Tools/ue_hero_facade_import.py, not the Blender one
fluting missing false - 120 flute strips exist and cast shadows; they are lost at 45 m not a modelling problem; check the review camera distance
banners wrong partly - proportions are now 1.35 x 6.2 m and hang correctly, the lettering is absent needs a texture, not geometry
no doorways false - three 1.2 m deep recesses with steps; they read dark because the reveal is glass-black lighten the reveal material
no inscription/medallions true - the band and two medallions exist but are flat and untextured texture the motto band

Tasks

  • Confirm the hero captures frame Hero_Facade - done: the cameras are aimed at (-13336, 1307), the hero actor is there, and the frontage is at the origin.
  • Move the elevation detail in front of the mass (FRONT_Y constant) and re-render - do this first, it explains the plain block.
  • Add surface detail the reference demands: rusticated banding, carved lettering on the motto band, window grilles, balustrade and finials on the parapet.
  • Rebuild the El Capitan hero facade to match the reference photography: cornice depth, the banner proportions, window rhythm, and the three entry portals.
  • Re-render the three ReviewMap staging shots and put them back in the status table for review.

0.3.0 — Chaos vehicle, enter/exit, closed driving route (weeks 10–13)

Vehicle production - active - session-5598ce7e-27e3-4c64-bb49-c04a4a31ee58 (branch vehicle-0.3.0)

  • [A] Model one vehicle in Blender with collision meshes; export to Unreal. Model done (Tools/vehicle_build.py → Art/blender/vehicle/gigline-sedan.blend, preview in Art/blender/vehicle/preview.png): 4.72 x 1.80 x 1.44 m, 2.78 m wheelbase, 1.62 m track, 0.33 m wheels, 252 triangles, four UCX_ convex hulls. Dimensions come from real sedan figures and are logged to the report, so the vehicle config can read them rather than restating them. - Imported into Unreal (Tools/ue_vehicle_import.py → /Game/Hollywood/Vehicle), split per the vehicle-artist object split: SM_Vehicle_Body (3 slots, 4.76 x 1.76 x 1.28 m), SM_Vehicle_Glass, SM_Vehicle_Light_Front, SM_Vehicle_Light_Rear, SM_Vehicle_Mirrors, and one SM_Vehicle_Wheel (0.22 x 0.66 x 0.66 m) reused four times. The body FBX carries the UCX_ hulls as simple collision.
    • LODs cut for real: decimating the duplicate gives LOD1 at 38 triangles and LOD2 at 14, against 132 for LOD0. The first attempt duplicated the shell unchanged and produced 84-triangle LODs that saved nothing - worth remembering as the failure mode of a "LOD" step nobody measures.
    • LOD group wiring is open: StaticMeshEditorSubsystem.import_lod is unavailable in a headless commandlet (get_editor_subsystem returns None), so the LOD meshes import as their own assets and the group still needs an editor session.
  • [~] Set up Chaos Vehicle with wheel and physics configuration. It sits on the road now; it does not drive yet.
    • Fixed the floating: the physics asset had a body per bone, and the four wheel bodies intersected the chassis body and pushed the car 3.7 m up. It is now a single chassis body on the root bone (452 x 205 x 40 cm), which is what Unreal's own vehicle template uses - Chaos simulates the wheels itself, they must not be separate rigid bodies. Settle check: Z 119 cm at a spawn of 120 (was 494).
    • Drive test fails, with a specific cause: -drivetest holds full throttle for 3 s and reports speed and distance. Result: speed=0 cm/s, travelled 2.2 m -> FAIL, and BeginPlay logs 0 wheel objects after register while the component reports 4 wheel setups. The setups exist but no wheels are created from them, so there is nothing to apply torque to.
    • Next: confirm the skeleton's bone names match the setups (Wheel_FL, Wheel_FR, Wheel_RL, Wheel_RR) - a name mismatch silently produces zero wheels - and give the front and rear pairs their own UChaosVehicleWheel subclasses rather than the base class, which is what the setups point at today.
    • Also open: LOD group wiring, enter/exit, driving route, handling.
  • Fix the vehicle not rendering in the scene. Chased to a strong clue, not yet solved. The vehicle is staged and runs (spawned at (-12950,-900,120), 9 visual panels attached, panel 0 at (-12950,-900,120) visible=1 extent=238, settled at Z 119), and the review capture shows an empty road with only a soft shadow. Tools/visual_loop.py --verify passes the frame; Tools/judge_screenshot.py returns verdict=no confidence=1.0. A downward trace from the vehicle finds no ground at all (ground at Z -9999), so the car is over a surface without collision or inside geometry - the shadow and the panels are not in the same place. Fixed 2026-11-09 — the car renders, built from the owner's hot hatch.blend. Fixed: the vehicle was spawned 2.5 m under the road - a downward trace measured the surface at Z 366 cm against a spawn of Z 120, so the body was buried and only its shadow showed. The spawn is now Z 470 and it settles there.
    • Still open: above ground, the capture still shows road plus a shadow and no car. Panels report visible=1, mesh=SM_Vehicle_Body, extent 238 cm, at the expected position; MarkRenderStateDirty() and UpdateBounds() run after registration. Next suspects: the pawn's own SetActorHiddenInGame path (a vehicle pawn is not a plain actor), or the panels being attached to a root that the physics simulation moves independently of the actor transform.
  • Fix the character and car floating. The measurement was taken at the wrong moment. The foot probe ran in BeginPlay, while the pawn is still at its spawn height and falling, so every trace reported a surface far below it (ground 366 against an actor at 561) and read as a float that was not there. The probe now runs three seconds after spawn, from the capsule's feet, on three channels, and names the actor it hits. Character: the player start at Z 600 left the soles 39 cm in the air (the capsule settles at 561 on this pavement); the start is now the measured 561. Car: the template's lowest geometry is exhaust, so grounding on the whole model put the tyres 4 cm above the origin - it is now grounded on its wheels, staged at Z 342 after the traced road height (366) disagreed with the visible road by ~25 cm.
  • Fix the vehicle's material colour. The template's car paint is a legacy mix-shader graph that the FBX exporter cannot map, so SM_Vehicle_Body imported holding WorldGridMaterial and rendered black while Blender showed red. Legacy graphs are now converted to Principled before export (saturated colour wins over the grey diffuse next to it), and the staged body panel is assigned M_Vehicle_HatchPaint. Judge: verdict=yes confidence=0.9.
  • Fix the missing vehicle glazing. The windows material was metallic 1.0 with roughness 0.0 - a black void that read as an empty cabin. Now tinted translucent (opacity 0.85, roughness 0.08); opacity 0.45 was tried first and made the glass invisible. The vision judge still returns verdict=no for the frame, disagreeing with what is visibly tinted glass; it is advisory, and the human verdict decides.
  • [A] Reconcile the road and sidewalk surfaces. The road strip fans past the sidewalk at the curved end.
    • The site export now slices sidewalks and kerbs into ~20 m pieces with explicit UCX_ boxes, and the slice cuts are fixed (the far cut kept the wrong half, so every slice spanned the whole street). Slice tops descend honestly along the street: 380, 340, 309, 284, 254, 231, 205, 169 at the player's X, 138, 104 cm.
    • In the map at the same X: Sidewalk_North_07 tops at 169 cm, Road_Hollywood at 366 cm. The road is ~2 m above its sidewalk, so the player lands on the road and no collision setting on the sidewalk can change that.
    • Neither slicing, UCX_ hulls, set_complex_collision_as_simple, nor winding (all 2790 sidewalk faces point up) changed the outcome - each of those was the wrong layer.
    • Cause found: the road is built across -10.5..+10.5 m and the north sidewalk +10.5..+15.8 m, so on the straight they meet at the gutter - but the strips follow a curved centreline and the fan-out pushes the road's outer edge to -13.8 m, overlapping the sidewalk band (-17.3..-11.8 m). In that overlap the road sits at 366 cm and the sidewalk at 158 cm.
    • Fix: clamp each row's outer offsets to the nominal gutter in strip() so the road cannot fan past the sidewalk, or trim the road's ends. One function in Art/blender/street/street_mesh.py, then re-export, re-import and the 14 s probe confirms it.
    • Superseded: sample both source meshes at the player's XY in Art/blender/street/street-2026-11-06.blend. The road is built as dem_z + 0.02 and the sidewalk as dem_z + kerb * t from the same DEM sampler, so a 2 m gap cannot come from that code - the suspect is the DEM lookup or the mesh's coordinate frame, not the assembly logic.
  • Implement enter/exit interaction.
  • Build a closed driving route with boundaries.
  • Tune basic handling to a drivable state.

Release checks

  • Player can enter, drive the closed route, and exit without defects.
  • No blocking vehicle collision or packaging defects.
  • Performance target still met at 1440p.
  • Tag v0.3.0 and write CHANGELOG.md entry; then remove this section.

0.3.1 — Handling tuning (patch)

Patch tasks

  • Refine vehicle handling feel based on 0.3.0 feedback.
  • Tag v0.3.1 and write CHANGELOG.md entry; then remove this section.

0.3.2 — Vehicle collision fixes (patch)

Patch tasks

  • Fix vehicle collision defects (mesh/physics mismatches).
  • Tag v0.3.2 and write CHANGELOG.md entry; then remove this section.

0.3.3 — Input fixes (patch)

Patch tasks

  • Fix vehicle/character input issues in 0.3.x.
  • Tag v0.3.3 and write CHANGELOG.md entry; then remove this section.

0.4.0 — Small connected neighborhood and map streaming (weeks 14–17)

World expansion

  • Extend geo pipeline to a small connected neighborhood beyond the demo block.
  • Produce modular buildings, sidewalks, and roads for the expanded area.
  • Set up World Partition with streaming cells.
  • Configure HLOD for distant buildings.
  • Verify no seams or popping between streamed cells during traversal.

Release checks

  • Continuous walking (and driving) across the expanded area works.
  • Streaming does not introduce blocking defects.
  • Performance target re-validated at 1440p with streaming active.
  • Tag v0.4.0 and write CHANGELOG.md entry; then remove this section.

0.4.1 — Seam fixes (patch)

Patch tasks

  • Fix visible seams between streamed cells.
  • Tag v0.4.1 and write CHANGELOG.md entry; then remove this section.

0.4.2 — Streaming corrections (patch)

Patch tasks

  • Correct streaming/loading issues found in 0.4.x.
  • Tag v0.4.2 and write CHANGELOG.md entry; then remove this section.

0.4.3 — HLOD tuning (patch)

Patch tasks

  • Tune HLOD quality and distance settings.
  • Tag v0.4.3 and write CHANGELOG.md entry; then remove this section.

0.5.0 — Pedestrians, crosswalk behavior, ambient traffic (weeks 18–21)

Simulation

  • Add pedestrian characters with navigation, using AGigLineNPCPerson (the reusable NPC prefab) as the base, driving it via AI/AutoPossessAI.
  • Implement crosswalk behavior (pedestrians use the designated crossing).
  • Add limited ambient traffic on the street network.
  • Optimize simulation cost to stay within frame budget.

Release checks

  • Pedestrians and traffic behave without blocking defects.
  • Performance target re-validated at 1440p.
  • Tag v0.5.0 and write CHANGELOG.md entry; then remove this section.

0.5.1 — Navigation fixes (patch)

Patch tasks

  • Fix pedestrian navigation issues.
  • Tag v0.5.1 and write CHANGELOG.md entry; then remove this section.

0.5.2 — Crossing fixes (patch)

Patch tasks

  • Fix crosswalk behavior defects.
  • Tag v0.5.2 and write CHANGELOG.md entry; then remove this section.

0.5.3 — Simulation optimization (patch)

Patch tasks

  • Optimize pedestrian/traffic simulation cost.
  • Tag v0.5.3 and write CHANGELOG.md entry; then remove this section.

0.6.0 — Visual/audio pass and evening lighting preset (weeks 22–24)

Look and sound

  • Create an evening lighting preset.
  • Complete a visual polish pass across the neighborhood.
  • Model the pavement between kerb and building line; today that strip is the terrain mesh, which reads as bare ground under the shopfronts (Screenshots/README.md). Carried over 2026-11-09.
  • Add ambient audio (city ambience, traffic, basic SFX).
  • Verify licenses for all added audio files.

Release checks

  • Both day and evening presets render without defects.
  • Audio plays without gaps or licensing issues.
  • Performance target re-validated at 1440p.
  • Tag v0.6.0 and write CHANGELOG.md entry; then remove this section.

0.6.1 — Lighting fixes (patch)

Patch tasks

  • Fix lighting defects in day/evening presets.
  • Tag v0.6.1 and write CHANGELOG.md entry; then remove this section.

0.6.2 — Material corrections (patch)

Patch tasks

  • Fix material errors found in 0.6.x.
  • Tag v0.6.2 and write CHANGELOG.md entry; then remove this section.

0.6.3 — Audio balancing (patch)

Patch tasks

  • Balance audio levels across the scene.
  • Tag v0.6.3 and write CHANGELOG.md entry; then remove this section.

0.7.0 — Settings, control rebinding, save/load, accessibility (weeks 25–27)

Systems

  • Build settings menu (graphics and audio options).
  • Implement control rebinding with persistence.
  • Implement save/load for player state.
  • Add accessibility basics (e.g. FOV, subtitle, colorblind options as applicable).

Release checks

  • Settings, rebinding, and save/load all persist across restarts.
  • No blocking UI defects.
  • Tag v0.7.0 and write CHANGELOG.md entry; then remove this section.

0.7.1 — Save fixes (patch)

Patch tasks

  • Fix save/load defects.
  • Tag v0.7.1 and write CHANGELOG.md entry; then remove this section.

0.7.2 — UI fixes (patch)

Patch tasks

  • Fix UI issues in 0.7.x.
  • Tag v0.7.2 and write CHANGELOG.md entry; then remove this section.

0.7.3 — Input persistence fixes (patch)

Patch tasks

  • Fix rebinding persistence issues.
  • Tag v0.7.3 and write CHANGELOG.md entry; then remove this section.

0.8.0 — Performance budgets and broader Linux hardware testing (weeks 28–30)

Performance

  • Define performance budgets (frame time, VRAM) and document them.
  • Profile the full neighborhood; fix budget violations.
  • Test on broader Linux hardware and VRAM configurations; document results.
  • Re-validate the 1440p quality preset with upscaling state recorded.

Release checks

  • Performance budgets met on documented hardware matrix.
  • No blocking compatibility defects.
  • Tag v0.8.0 and write CHANGELOG.md entry; then remove this section.

0.8.1 — VRAM reductions (patch)

Patch tasks

  • Reduce VRAM usage where profiling shows excess.
  • Tag v0.8.1 and write CHANGELOG.md entry; then remove this section.

0.8.2 — Frame-time fixes (patch)

Patch tasks

  • Fix frame-time spikes found in 0.8.x.
  • Tag v0.8.2 and write CHANGELOG.md entry; then remove this section.

0.8.3 — Compatibility fixes (patch)

Patch tasks

  • Fix compatibility issues from the hardware testing matrix.
  • Tag v0.8.3 and write CHANGELOG.md entry; then remove this section.

0.9.0 — Realistic buildings (weeks 31–34)

Suggested blender skills: archviz (real-world scale, façade composition, elevation read), references (reference-image-match and visual-match checklists — every building is judged against its own photograph), procedural-modeling + geometry-nodes (the façades system: bay module, cornice and coping profiles, storefront types as reusable node groups), materials (measured albedo and roughness per surface type), texture-workflow (baked AO/curvature/normal, decals for painted lettering and signs), uv-workflow (texel density and modular UVs), lod-pipeline (LOD chain per building), collision-proxy (UCX proxies so detail geometry is not the collider), lookdev (screenshot comparison loop), camera-cinematography (reproducing each building's reference angle), asset-optimization + unreal-export (pre-export validation, ue_metric_v1), qa-review (the gate before every review shot).

Façade system

  • Extend the module kit beyond one order. Art Deco, neoclassical and streamline-moderne variants on the shared 4.96 m bay: alternate window proportions, spandrel and transom bands, and the way each order terminates at the roof.
  • Build a profile library for cornices, copings, string courses, sills and storefront surrounds, so a building is assembled from named profiles rather than ad-hoc boxes.
  • Storefront types: recessed entry, bulkhead and kickplate, mullion spacing, transom, awning/canopy brackets, and grille/shutter variants.
  • Signage and lettering as decals. Painted wall lettering, blade signs and fascia panels become texture and decal work with a documented projection; 0.1.6 proved that lettering built as geometry plates cannot resolve at review distance.
  • Document the system in Art/blender/README.md and the arc42 building block view.

Per-building models

Each building needs its own reference set; where none exists the blockout stays and the item says so.

  • Hero façade (6840): raise to this pass's detail level — capitals and fluting, window rhythm behind the colonnade, parapet motto band and medallions.
  • Hero façade (6840), entrance: doors at street level left and right of the central bay, as the photographs show, and correct positioning of the central-bay elements (column bases, entrance stairs, set-back entrance, door frames, banners and signage). Nothing may stand in front of the façade that blocks it — no awning, no temporary structure. Carried over from Screenshots/README.md, 2026-11-09.
  • El Capitan Theatre (6838): marquee, blade sign, entrance and the theatre's own elevation from its 18-frame set.
  • 6800 Lee Drug and 6806–6820: second pass on the 0.1.6 trim. Moved here from that patch because geometry cannot close them: wall lettering as a decal (a plate at 0.10 m still vanishes at 40 m), a moulded parapet profile instead of a two-tier box, richer corner-tower stepping, and the portrait panels reworked as textures rather than framed plates.
  • Photography gap — 6822 Budget (deferred out of 0.1.6, blocked): no photograph exists; the single-storey 6.0 × 5.5 m volume cannot be read from the neighbour shot, so it stays a bare blockout until references are acquired. Record the sources checked in Geo/. Also re-shoot 6806–6820 and 6800 from the south sidewalk: the only reference is one oblique with a bus across Lee Drug's shopfront and a car across 6806's.
  • 6902, 6922 and the remaining south frontage.
  • North side: TCL Chinese Theatre and Madame Tussaud's façades from their reference sets.
  • Reconcile every modelled height against Geo/tools/block_height_report.py and record the source per building.

Materials, UVs and performance

  • Measured material library, including the hero's stone, which currently renders pale because it is a procedural graph and a generated texture set rather than a measured surface: stucco, painted render, ashlar, brick, terrazzo, glazing, bronze and steel trim, with albedo and roughness taken from the photographs rather than guessed; one Unreal material instance per surface type.
  • Texel-density rule per building class, applied through modular UVs; lightmap UVs where required.
  • LOD chain and collision proxies per building: UCX proxies for blocking volume, detail geometry non-colliding.
  • Re-validate the 60 FPS floor at 1440p once the detail lands, and record the cost of the pass.

Release checks

  • Every building with a photograph has a review shot measured against it, with silhouette and proportion deltas recorded in Screenshots/README.md.
  • No building carries an unverified façade; blockouts without references are listed as such in TODO.md.
  • Every building has a collision proxy and at least one LOD.
  • No surface left on a placeholder material.
  • THIRD_PARTY_NOTICES.md covers every photographic reference used in this pass.
  • Performance target still met at 1440p.
  • Tag v0.9.0 and write CHANGELOG.md entry; then remove this section.

0.10.0 — Feature freeze, public beta, license and build audit (weeks 35–38)

Freeze and audit

  • Freeze features; document the freeze in CHANGELOG.md.
  • Produce a public beta build for testers.
  • Complete license audit: THIRD_PARTY_NOTICES.md, all MPFB assets, textures, animations, vehicles, audio.
  • Review Epic distribution requirements before publishing.
  • Verify a fresh checkout builds and packages reproducibly.

Release checks

  • Beta feedback triaged; blockers logged for 0.10.x.
  • Tag v0.10.0 and write CHANGELOG.md entry; then remove this section.

0.10.1 — Blocker fixes (patch)

Patch tasks

  • Fix blockers reported during the public beta.
  • Tag v0.10.1 and write CHANGELOG.md entry; then remove this section.

0.10.2 — Regression fixes (patch)

Patch tasks

  • Fix regressions introduced by 0.9.x fixes.
  • Tag v0.10.2 and write CHANGELOG.md entry; then remove this section.

0.10.3 — Documentation fixes (patch)

Patch tasks

  • Update all Docs/ for accuracy before 1.0.0.
  • Tag v0.10.3 and write CHANGELOG.md entry; then remove this section.

1.0.0 — Stable neighborhood-scale walking/driving release (weeks 35–40)

Final release

  • Complete final acceptance sweep across all 0.x features.
  • Confirm the stable, agreed game scope is met (neighborhood-scale walking and driving).
  • Final build, documentation, and licensing verification.
  • Tag v1.0.0 and write CHANGELOG.md entry; then remove this section.