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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@@ -56,6 +56,14 @@
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- **Consequences**: Scripts are version-controlled and repeatable. No live Blender session needed for CI.
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## ADR-8: Realistic building façades are a minor milestone, not a patch
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- **Context**: `0.1.4` carried the first façade pass as a _patch_, while the release policy says patches contain fixes and refinements and never new scope. The `0.1.6` retail pass then showed what that costs: a façade built in a patch has no release gate of its own, so a first pass that does not yet read as the building (`Screenshots/README.md`, 0.1.6 gaps) can sit inside a "done" patch series. Realism is also the project's leading quality goal, which a patch cannot carry.
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- **Decision**: Building realism gets its own minor milestone, `0.9.0 — Realistic buildings`, placed before the feature freeze. Its scope is the façade system (orders, profile library, storefront types, signage as decals), per-building photo-matched models, a measured material library with a texel-density rule, and LODs plus collision proxies. Patches keep fixes and refinements only. Renumbered by this decision: the former `0.9.0` freeze/beta/audit milestone becomes `0.10.0`, its patches `0.10.1`–`0.10.3`, and `1.0.0` moves to weeks 39–44.
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- **Consequences**: Façade work now has a release gate — every building measured against its own photograph, every building with a collision proxy and a LOD, no placeholder materials — so "modelled" means verified, not merely present. The price is that realism work stops being sliced into patches, and the schedule shifts by one minor cycle. Blockouts without a photograph stay blockouts and are listed as such, rather than being dressed up to fill the milestone.
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## ADR-9: Third-person body is an attachment of the first-person pawn, not a second pawn
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- **Context**: `0.2.0` needs a visible body and a third-person camera, while `0.1.0` shipped a first-person pawn with no body and the owner's decision was first person for that release. Two separate pawn classes would duplicate movement, input and reset logic, which is the code most likely to drift.
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