refactor(kit): SM_ asset naming and topology validation per the modeling checklist
- Kit pieces export as SM_Kit_* (Unreal static-mesh convention) while the Blender objects keep their readable names; the kit loader strips the prefix so layout still addresses pieces by short name. - facade_kit_build.py validates each piece before handoff (non-manifold edges, loose vertices, triangle count) and records the result in the part report: 16 pieces, all manifold, no loose geometry, 12 tris each. - ue_import_facade_kit.py removes kit assets the current build no longer produces, so a rename cannot leave two generations of the same piece behind. - Kit re-imported and re-applied (625 pieces); packaged QA still PASS.
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@@ -612,3 +612,17 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
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- Lesson: after any blockout regeneration, probe the staged buildings' world X spans
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and compare them with `Geo/verification/2026-11-06-el-capitan-block.md` before
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trusting a render. A shift of this size is invisible in a screenshot.
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## 2026-11-09 — kit naming + topology validation (blender-modeler checklist)
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- Kit assets now follow the Unreal convention: the Blender object keeps its readable
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name (`Kit_Pilaster`), the exported asset and file are `SM_Kit_Pilaster`. The
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kit loader strips the `SM_` prefix so the layout code still addresses pieces by
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short name.
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- `facade_kit_build.py::validate()` runs the blender-modeler cleanup checklist on
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every piece before handoff — non-manifold edges, loose vertices, triangle count —
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and records the result in the part report. Current kit: 16 pieces, **all
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manifold, no loose geometry, 12 tris each**.
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- `ue_import_facade_kit.py` now deletes kit assets that the current build no longer
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produces, so a rename cannot leave two generations of the same piece in the
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folder (the rename from `Kit_*` to `SM_Kit_*` did exactly that until it did).
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