refs: survey the sibling project and recalibrate the hero facade

Tools/sibling_asset_audit.py reads the sibling security-game project's prop
library straight from the GLB headers: 20 street props, 11.8k triangles, every
one with a Blender source. The 50 .blend sources are copied to
Art/props/blender_src/ with a manifest; nothing is imported into Unreal yet. Its
building meshes are deliberately not taken - they are Godot GLBs built around a
29.6 m facade that this project measured at 25.75 m.

The facade proportions were wrong against the photograph: 5.7 m of blank wall
above the capitals. Entablature is now 3.4 m, parapet 2.2 m, with architrave and
cornice bands and square pedestals, so the elevation reads as layered stone.
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@@ -105,3 +105,11 @@ Scope: facts and traps that cost time to establish. Planned work lives in [ROADM
- **`StaticMaterial` is a struct**: `material.get_editor_property("material_interface")`, no `get_name()` on the wrapper.
- **Review screenshots are committed on the owner's instruction (2026-11-07).** They are large PNGs, so a review run adds weight to the repo; keep the shot list short and delete retired shots rather than accumulating.
## 2026-11-07 — Sibling project reuse survey
- **`security-game` holds 20 reusable street props** with Blender sources (`assets/models/blender_src/*.blend`) and Godot GLBs: bollard, bench, trash bin, stanchion, crowd barrier, street lamp, traffic cone, fire hydrant, newspaper box, palm/street trees, sedan, marquee, doors, lanterns. About 727 KB and 11.8k triangles for the set. Audit: `Tools/sibling_asset_audit.py`, manifest at `Art/props/reuse-manifest.json`; the 50 `.blend` sources are copied to `Art/props/blender_src/`.
- **Their building meshes are not reusable** — they are Godot GLBs built to a different key set (hero facade scaled to 29.6 m, a figure this project measured at 25.75 m). Do not import their venue geometry.
- **`tools/generate_textures.py` in that project is the OpenRouter image endpoint pattern** (`POST /api/v1/images`, `b64_json`, optional `reference_path` for image-to-image on the chat endpoint) and it already has procedural `brick_facade` / `seamless_concrete` / `asphalt` generators. Worth porting for our facade materials.
- **Its AI concept frames are restaged photograph references** (`.refgen.json` sidecars point at photos with a "keep geometry fixed" suffix). Useful as art direction, not as texture sources.
- **Blosm exposes `setupScript`** (`scene.blosm.setupScript` → `loadSetupScript`) for custom building materials, and ships `setup/neoclassical.py` as an example — the hook for giving OSM buildings a per-building facade style instead of flat colours.