feat(hero): fluting and a recessed motto band; placement gets one source of truth
Hero detail: - Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft (120 pieces) rather than boolean cuts - readable in silhouette and grazing light at a fraction of the cost. - Motto band: real recess with a moulded surround 6 cm proud and the panel 12 cm behind, replacing the 8 cm dark stripe. Hero 148 parts/3044 tris -> 271/5492, still 14.50 m. Placement bug this exposed (a real one, invisible in a render): - ue_hero_facade_import.py carried its own 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 of the boulevard. Only symptom: the reference score fell 0.69 -> 0.56 and the 3x3 composition correlation flipped +0.54 -> -0.08. - New Tools/ue_placement.py is the single source of truth (hero position, verified frontage spans, span validators). Both the importer and the demo builder use it; the import asserts the staged span and logs PLACEMENT ERROR otherwise. - 11 new tests, including one that fails if the stale literal returns. 78 total. Spawn-view score recovered to 0.72 (best yet); screenshots verified 4/4, packaged QA all PASS.
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@@ -23,6 +23,8 @@ import unreal
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MAP = "/Game/Hollywood/DemoMap"
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# Repository root, so the texture generator can be invoked by path.
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ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), ".."))
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import ue_placement # noqa: E402
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RESULT = "/tmp/gigline/demo-map.txt"
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lines = []
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@@ -401,7 +403,7 @@ def build():
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# the NORTH side of the street, which only looked right while it stood alone.
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hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
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if hero:
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actor = spawn(unreal.StaticMeshActor, unreal.Vector(-13336.0, 1307.0, 0.0), "Hero_Facade")
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actor = spawn(unreal.StaticMeshActor, unreal.Vector(*ue_placement.HERO_LOCATION_CM), ue_placement.HERO_ACTOR)
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if actor:
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actor.static_mesh_component.set_static_mesh(hero)
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actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
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