merge: bring main (v0.1.6) into anim-body-0.2.0
Conflicts resolved by union, not by picking a side: - AGENTS.md keeps the stronger visual-review rule (README updated with every visual change; a stale section is a defect). - render_screenshots.sh keeps the absolute engine path from main and adds -thirdperson from this branch - both were needed and neither alone worked. - Screenshots/README.md now lists six shots, retail and third-person both embedded; the known-issues tables merged, with the animation defect and unproven camera collision added to main's rows. - visual_targets.json carries both expectations. - Architecture docs: ADR-8 (realistic buildings) and ADR-9 (third-person body) both present and in numeric order; ADR-8 was mis-placed before the Quality Requirements heading in the combined document by an earlier edit, now fixed. - Binary conflicts resolved to main's content, since the retail trim only exists there. Checks: 82 tool tests, prettier clean, six embeds resolve.
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@@ -49,6 +49,7 @@ Static meshes and materials in `/Game/Hollywood/Site/`:
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| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
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| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
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| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
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| `SM_Retail_LeeDrug`, `SM_Retail_6806` | Retail trim over 6800 and 6806–6820, modelled from their own photograph (`Tools/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
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### Art Pipeline
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@@ -59,11 +60,14 @@ Python scripts in `Tools/` drive the content pipeline:
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| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
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| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
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| `character_anim_build`, `ue_character_anim_import` | Character animation clips (`GigLine_Idle`, `GigLine_Walk`) and their import |
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| `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates |
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| `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement |
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| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
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| `ue_create_input_assets` | Enhanced Input actions + mapping context |
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| `render_screenshots.sh` | Screenshot capture pipeline |
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| `judge_screenshot.py` | Vision-model pre-check (optional) |
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| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
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| `Tools/_common.py` | Pure helper shared by Blender builders, importable without Blender (bay layout) |
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| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
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| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
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