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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@@ -235,9 +235,17 @@ def main() -> None:
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removed += 1
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log(f"cleared {removed} previous kit actors")
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# The kit is the fallback for buildings that have nothing but a blockout. These
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# two are modelled from their own photograph in 0.1.6
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# (Tools/retail_frontage_build.py); pasting the generic kit over them put a
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# second, contradicting facade language on the same wall.
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MODELLED = ("Frontage_SM_LeeDrug_6800", "Frontage_SM_Hollywood_6806")
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targets = [a for a in unreal.EditorLevelLibrary.get_all_level_actors()
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if a.get_actor_label().startswith(("Frontage_", "North_"))]
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log(f"frontage actors: {len(targets)}")
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if a.get_actor_label().startswith(("Frontage_", "North_"))
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and a.get_actor_label() not in MODELLED]
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skipped = [a.get_actor_label() for a in unreal.EditorLevelLibrary.get_all_level_actors()
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if a.get_actor_label() in MODELLED]
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log(f"frontage actors: {len(targets)} (kit skipped on modelled facades: {skipped})")
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total = 0
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for actor in targets:
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total += apply_to_actor(actor, kit, materials)
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