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.
This commit is contained in:
zwitschi committed 2026-11-09 19:05:41 +01:00
1 parent b9919b8d1e
commit 4f9e92d975
112 files changed
+147 -147

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@@ -351,7 +351,7 @@ def build():
# 3. Ambience. A height fog gives the street depth and hides the terrain
# edge that otherwise reads as a black band at the horizon.
sun = spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 2000), "Demo_Sun",
unreal.Rotator(pitch=-74.0, yaw=120.0, roll=0.0))
unreal.Rotator(pitch=-82.0, yaw=120.0, roll=0.0))
if sun:
comp = sun.get_component_by_class(unreal.DirectionalLightComponent)
if comp:
@@ -718,11 +718,11 @@ def build():
# Same source: the vehicle's own downward trace in game reports the road under it at
# Z 366, and the model is grounded in Blender (wheel bottoms at Z 0), so the panels sit
# at 367 - one centimetre of clearance rather than a visible gap.
# The carriageway at this X measures 366 cm in the profile probe, and the model is grounded
# on its wheels in Blender, so the panels sit at 366. (The road is ~2 m above the street's
# sidewalk in the shipped geometry - a site-data defect recorded in TODO.md - so the car
# looks high against the kerb; that is the geometry, not the placement.)
vehicle_origin = unreal.Vector(-12950.0, -900.0, 366.0)
# Parked on the same sidewalk surface the player stands on (158 cm at this X). The road sits
# ~2 m ABOVE the sidewalk in the shipped site geometry - a data defect recorded in TODO.md -
# so a car on the carriageway looks like it hovers over the pavement beside it. Parking it on
# the pavement keeps the two objects on one surface until that geometry is fixed.
vehicle_origin = unreal.Vector(-12950.0, -1450.0, 158.0)
vehicle_rotation = unreal.Rotator(pitch=0.0, yaw=0.0, roll=0.0)
panel_systems = (