feat(facades): 0.1.5 — hero detail, scene audit, material orphaning fixed (#32)
Merged PR #32: 0.1.5 — hero detail, scene audit, material orphaning fixed Co-authored-by: Zwitschi <zwitschi82@gmail.com>
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@@ -8,6 +8,42 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
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Nothing yet.
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## [0.1.5] — 2026-11-09
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Façade finishing. The kit gets the hero detail it was missing, and a class of silent defect is found and gated: the map had been rendering with **604 of 620 mesh actors unmaterialed** without a single error.
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### Added
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- **Scene audit** (`Tools/ue_audit_scene.py`): fails when any staged mesh has no material, when a frontage building is more than ±1 m off its verified footprint, or when two actors share a label. Wired into `Tools/render_screenshots.sh`, which now runs the whole staging chain in the correct order and stops on an audit failure.
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- **`Tools/ue_placement.py`**: one source of truth for staged positions and the verified frontage spans, with `span_error` / `describe_span_failure` validators.
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- **Hero fluting**: 20 grooves per column as shallow shadow-tone cylinders (120 pieces) rather than boolean cuts.
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- **Presence of references for the retail run**: `Art/reference/retail-neighbours/` (6800 Lee Drug and its neighbour). Local only, not committed.
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### Changed
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- **Motto band is a real recess** now — moulded surround 6 cm proud, panel 12 cm behind — instead of an 8 cm dark stripe. Hero: 148 parts / 3 044 tris → 271 / 5 492, still 14.50 m.
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- **Kit layout for wide and tall buildings**: bays are capped at 9 with the module widened (6922 was 13 bays across 65.8 m — a window every 4.96 m on a 37 m block), and the storey spread is derived from the available height so the top band always lands inside the volume.
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### Fixed
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- **604 of 620 mesh actors rendered untextured.** `ensure_material` deleted and recreated each site material on every run, orphaning every reference held by the kit pieces and the theatre trim; the map looked only slightly flat. Materials are now updated in place.
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- **The hero could be teleported 13 m east onto the wrong side of the boulevard.** `ue_hero_facade_import.py` carried its own copy of the pre-`0.1.0` hero position; running the importer alone moved the building, invisible in a render and visible only as a reference-score drop. Placement now has one definition and the import asserts the staged span (`span ok: X -14644..-12028`).
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- **53 duplicated kit actor labels** (both shop piers of a bay shared one name).
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### Verified
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- Scene audit: **0 failures** — every mesh materialed, all 7 verified spans within tolerance, no duplicate labels.
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- Packaged `-qaselftest`: walk, reset, pause/unpause, seam transect 1456 samples / 0 holes, wall probe 0/35, façade probe 0/9 — all PASS.
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- **1440p re-measured with the kit**: 2.76 ms average (**363 fps**), p99 3.64 ms, against `0.1.0`'s 2.42 ms (414 fps) — the 625 kit actors and 8 textures cost about 12 % and leave roughly six times the 60 fps floor. Series at `Docs/perf/0.1.5-kit-walk-frametimes.csv`.
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- 78 tool tests pass.
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### Known limitations
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- **Retail neighbours 6822 and 6806–6820 are not modelled**: Commons holds no usable reference for either, and substituting the El Capitan Theatre's photographs would misattribute their façades. Tracked in `TODO.md`.
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- Cornice dentil spacing, abacus and plinth dimensions remain recorded assumptions.
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- Textures are generated, not authored — no decals, signage text or weathering maps.
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- The vision pre-check stays advisory; it has rejected shots the owner approved.
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## [0.1.4] — 2026-11-09
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Building façades. The block goes from flat extruded boxes with flat colours to coursed, textured surfaces assembled from a reusable module kit, and the El Capitan Theatre gets the marquee and blade sign that make it read as itself.
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@@ -172,7 +208,8 @@ The first playable release: a walkable exterior demo of the **6840 Hollywood Blv
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- Kerb height (0.13 m as built vs 0.15 m assumed), kerb radii, driveway aprons and graded crossing ramps are deferred to `0.1.1`; crossing ramps are kerb flushes.
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- One block only; no vehicles, NPCs, audio, or settings UI yet.
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[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.4...main
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[Unreleased]: https://git.allucanget.biz/zwitschi/gig-line/compare/v0.1.5...main
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[0.1.5]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.5
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[0.1.4]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.4
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[0.1.3]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.3
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[0.1.2]: https://git.allucanget.biz/zwitschi/gig-line/releases/tag/v0.1.2
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