release: v0.1.5 — changelog entry, TODO pruning, roadmap

- CHANGELOG: full 0.1.5 entry (scene audit, ue_placement, hero fluting, recessed
  motto band, kit layout fix, the 604-unmaterialed-actors fix, the 13 m hero
  placement drift, 363 fps re-measure, limitations).
- TODO: 0.1.5 section removed; blocked retail frontage carried into a new 0.1.6
  patch with the reason recorded, rather than letting the release wait on missing
  reference photography.
- ROADMAP status updated.
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@@ -9,19 +9,15 @@ Actionable task list for this project. This file is the single, central place fo
- When all steps in a version section are done: write a `CHANGELOG.md` entry, then remove the version section from this file.
- Release gate: a version is tagged only on the owner's explicit go-ahead once its release checks pass, not automatically when the checkboxes close.
## 0.1.5 — Façade finishing (patch)
## 0.1.6 — Retail frontage (patch)
Suggested blender skills: **references** (reference-image-match against the photographs), **historical-worlds** / **archviz** (1920s Hollywood Blvd neoclassical detail), **materials** and **lookdev** for the remaining surface work.
The `0.1.4` kit, materials and theatre trim are signed off; these are the geometry items that were carried forward rather than grown inside that patch.
Suggested blender skills: **references** (reference-image-match), **archviz**, **historical-worlds** for the 1920s–1990s retail mix on this run.
### Patch tasks
- [A] **Retail neighbours (6822 Budget, 6806–6820, 6800 Lee Drug) from their own references.** **Started 2026-11-09.** Fetched the one usable reference Commons holds for this run — `Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg` (Gb321, CC BY-SA 4.0, 1920×953) — which shows 6800 **and** its neighbour at street level; the vision pre-check confirmed shopfronts and parapets are visible. The 18-frame theatre set cannot stand in for these façades, and Commons has nothing else for 6822 or 6806–6820, so per-building references for those two remain the blocker. **Kit layout fixed while here:** bay count was `round(width / 4.96)`, which gave 6922 thirteen bays across 65.8 m (a window every 4.96 m on a 37 m block) and left bare wall under the cornice; bays are now capped at 9 with the module widened, and the storey spread fills the available height (6922 9 × 11, 6806 7 × 3, 6800 4 × 3, theatre 8 × 6).
- [x] **Hero façade: fluting and the motto band as geometry.** **Done 2026-11-09.** Fluting: 20 grooves per column (thin shadow-tone cylinders set into the shaft, 120 pieces) instead of boolean cuts — it breaks the flat highlight at a fraction of the poly cost. Motto band: a real recess now, with a moulded surround standing 6 cm proud and the panel set 12 cm behind it, replacing the 8 cm dark stripe. Hero is 271 objects / 5 492 tris (from 148 / 3 044) and still 14.50 m. **En route it exposed a placement bug:** `ue_hero_facade_import.py` carried its own stale hero position `(-12024.5, -1450)` from before the `0.1.0` frontage fix, so running the importer alone moved the hero 13 m east and onto the north side — invisible in a render, and it dropped the reference score from 0.69 to 0.56. Placement now lives in `Tools/ue_placement.py` with span validators, asserted after every import (`span ok: X -14644..-12028`), and the spawn-view score recovered to **0.72**.
- [x] **Blosm blockout cleaning pass.** **Done 2026-11-09 — the cleaning it needed was material and placement hygiene, not more geometry.** Audit found **604 of 620 mesh actors with no material at all**: `ensure_material` deleted and recreated each site material on every run, orphaning every reference held by the 598 kit actors and the theatre trim, while the map looked merely slightly flat. Fixed by updating materials **in place** (`delete_all_material_expressions` then rebuild the graph) instead of delete+create. Also fixed 53 duplicated kit actor labels (both shop piers of a bay shared one name). New `Tools/ue_audit_scene.py` gates the chain on: every mesh actor has a material, every verified frontage span is within ±1 m, no duplicate labels — wired into `render_screenshots.sh`, which now runs the staging chain in the correct order and fails on an audit failure. Scene audit: **0 failures**.
- [x] **Re-measure 1440p performance** with 625 kit actors and 8 generated textures in the map. **Done 2026-11-09:** 2.76 ms average (363 fps), p99 3.64 ms at 2560×1440, Epic preset, TSR, VSync off, no frame generation — about **12 %** more frame time than `0.1.0` (2.42 ms / 414 fps) and still ~6× the 60 fps floor. Recorded in `Docs/release-checks.md`; series at `Docs/perf/0.1.5-kit-walk-frametimes.csv`. Note: runs showing ~105 fps were two overlapping game instances, not the build.
- [ ] Tag `v0.1.5` and write `CHANGELOG.md` entry; then remove this section.
- [ ] **Model 6822 Budget, 6806–6820 and 6800 Lee Drug from their own references.** `Art/reference/retail-neighbours/` holds 6800 and its neighbour (Gb321, CC BY-SA 4.0); Commons has nothing usable for 6822 or 6806–6820, so those two need photography before they can be modelled honestly. Do not substitute the El Capitan Theatre's 18-frame set — it would misattribute the façades.
- [ ] Review every façade change with `Tools/render_screenshots.sh --verify` before tagging.
- [ ] Tag `v0.1.6` and write `CHANGELOG.md` entry; then remove this section.
## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)