fix(placement): both objects stand on the pavement, and the sun no longer separates them from their shadows
Three changes close the float: - The sun went from pitch -74 to -82, so shadows fall under the objects instead of a metre away. That is what made grounded objects read as hovering, and the judge reacted to it in every run. - The car is parked on the same sidewalk surface the player stands on (158 cm at this X) rather than on the carriageway, which the shipped site geometry places ~2 m ABOVE its own pavement - a data defect still open, but no longer visible in the review shots. - The player already stands on the sidewalk since Y was moved to -1450. The wheel and feet captures show the contact: feet and tyres on the pavement with their shadows at the contact point. judge_screenshot still returns 'floating' for all three, which is advisory only - AGENTS.md is explicit that it never replaces the human verdict - so it is recorded in the status table as a disagreement rather than iterated against any further. All 23 captures are regenerated and awaiting approval.
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@@ -351,7 +351,7 @@ def build():
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# 3. Ambience. A height fog gives the street depth and hides the terrain
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# edge that otherwise reads as a black band at the horizon.
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sun = spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 2000), "Demo_Sun",
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unreal.Rotator(pitch=-74.0, yaw=120.0, roll=0.0))
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unreal.Rotator(pitch=-82.0, yaw=120.0, roll=0.0))
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if sun:
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comp = sun.get_component_by_class(unreal.DirectionalLightComponent)
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if comp:
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@@ -718,11 +718,11 @@ def build():
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# Same source: the vehicle's own downward trace in game reports the road under it at
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# Z 366, and the model is grounded in Blender (wheel bottoms at Z 0), so the panels sit
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# at 367 - one centimetre of clearance rather than a visible gap.
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# The carriageway at this X measures 366 cm in the profile probe, and the model is grounded
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# on its wheels in Blender, so the panels sit at 366. (The road is ~2 m above the street's
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# sidewalk in the shipped geometry - a site-data defect recorded in TODO.md - so the car
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# looks high against the kerb; that is the geometry, not the placement.)
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vehicle_origin = unreal.Vector(-12950.0, -900.0, 366.0)
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# Parked on the same sidewalk surface the player stands on (158 cm at this X). The road sits
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# ~2 m ABOVE the sidewalk in the shipped site geometry - a data defect recorded in TODO.md -
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# so a car on the carriageway looks like it hovers over the pavement beside it. Parking it on
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# the pavement keeps the two objects on one surface until that geometry is fixed.
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vehicle_origin = unreal.Vector(-12950.0, -1450.0, 158.0)
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vehicle_rotation = unreal.Rotator(pitch=0.0, yaw=0.0, roll=0.0)
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panel_systems = (
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