feat(facades): 0.1.6 retail frontage first pass — Lee Drug and 6806-6820
Models the two retail buildings beside the hero from their own photograph rather than the generic kit: bronze cornice, mural row, lettering band, stepped Deco parapet and rounded corner tower on 6800 Lee Drug; burgundy fascia, pilasters, white-framed windows and banded parapet on 6806-6820. Reference analysis written before any geometry (Art/blender/retail/ref-analysis.md), every unmeasured proportion carried into the part report as an assumption. 6822 Budget is deferred, not guessed: no photograph of it exists and the 6.0 x 5.5 m sliver cannot be read out of the neighbour shot. Pipeline fixes found on the way: - render_screenshots.sh called ./Engine/... for the capture step while every commandlet used the absolute path; set -e killed the script at 127 *after* the maps were rebuilt, so screenshots silently stayed a day old. - the facade kit applies to every Frontage_*/North_* actor, so it pasted its own language over the new modelled facades; it now skips them, and the trim stages as RetailTrim_*. - pure bay arithmetic moved to Tools/_common.py so it is unit-testable without Blender (4 new tests, 82 total pass). Known gaps recorded in Screenshots/README.md, not hidden: the parapet reads as a blank band, murals and lettering do not resolve at review distance, the tower is a plain cylinder, and the review camera crops the east end.
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@@ -523,3 +523,11 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
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- Precedent applied again: tag when the stated scope is done, carry blocked scope
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into the next patch rather than letting a release wait indefinitely on missing
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reference photography.
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## 2026-11-09 — Retail frontage and two pipeline traps
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- **`Tools/render_screenshots.sh` called `./Engine/...` for the capture step** while every commandlet above went through `run_cmdlet`'s `cd "$ENGINE"`. With `set -e` the script died at exit 127 *after* rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran. Fixed to `"$ENGINE/Engine/Binaries/..."`. Symptom to remember: maps rebuild, screenshots do not move.
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- **The generic façade kit is applied to every actor labelled `Frontage_*` or `North_*`**, so staging a hand-modelled façade under those labels gets the kit pasted over it — two contradicting façade languages on one wall. `ue_apply_facade_kit.py` now skips `MODELLED` labels, and retail trim stages as `RetailTrim_*`.
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- **A Blender builder cannot be imported by a unit test** (`import bpy` at module scope). Pure layout arithmetic lives in `Tools/_common.py`; `Tools/tests/test_retail_frontage.py` tests it there, and the builder delegates. Same trick `fbx_export_preset.py` uses for its preset dicts.
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- **Joining 85 parts into one mesh per building** before export cut the Unreal import from 85 assets to 2, and the staging step to two spawns. Record per-part dimensions *before* the join: after it only the joined bounds exist.
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