fix(vehicle): spawn on the road, not 2.5 m under it
Measured rather than guessed: a downward trace from the spawn point reports the road surface at Z 366 cm, while the vehicle was spawned at Z 120. The car was buried; the only thing visible in the capture was its shadow falling on the road above it. Spawn is now Z 470, the camera aims at 430, and it settles at Z 470. Not fixed, and recorded: with the car above ground the capture still shows road and a shadow with no car. Panels register, report visible=1 with mesh=SM_Vehicle_Body and a 238 cm extent at the expected position, and MarkRenderStateDirty()/UpdateBounds() run after registration. The shadow proves a collider is there; the visible geometry is not. Screenshots/README.md now separates the two causes so the next person does not re-fix the buried spawn.
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@@ -292,7 +292,7 @@ try:
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# The sedan, staged on the carriageway at (-12950, -900). Three-quarter front
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# view from the road so both the body and the wheels are visible: a side-on
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# or rear view hides the wheel stances that the build is judged on.
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("demo-vehicle", unreal.Vector(-12250, -1600, 420), unreal.Vector(-12950, -900, 120), 50.0),
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("demo-vehicle", unreal.Vector(-12250, -1600, 620), unreal.Vector(-12950, -900, 430), 50.0),
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("demo-spawn-view", unreal.Vector(-13336, -3100, 620), unreal.Vector(-13336, 1300, 620), 48.0),
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# Street level, from the north sidewalk: the old camera sat at Y -400,
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# inside the facade body (which spans Y -1457..-200), so it looked at
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