qa(0.1.4): verdict document with budgets, evidence and defect severities

Per the qa-review skill: explicit verdict, measured budgets, the screenshots that
carry the claim, defects by severity and what remains unverified.

Verdict SHIP WITH NOTES - geometry/placement/budgets verified by measurement, the
visual half explicitly pending human review (the vision pre-check is unreliable on
this content and was not used as evidence).

Also fixes the last QA finding: kit pieces kept the grey M_Kit_* material the FBX
import creates, so glazing was not glass and shopfronts were not stone. Assembly now
assigns M_FacadeGlass to glazing, M_FacadeStone to surrounds, M_FacadeStoneShadow to
doors and M_FacadeBanner to fascias (6/6 materials resolved), and the importer
deletes the unused M_Kit_* materials (Kit folder now exactly 16 SM_ meshes).

Packaged QA re-verified after the change: walk, transect 0 holes, wall probe 0/35,
facade probe 0/9, RESULT PASS.
This commit is contained in:
zwitschi committed 2026-11-08 19:44:17 +01:00
1 parent 1b069188a2
commit ad5bb25009
43 files changed
+176 -89

No files matched your search

+6
View File
@@ -83,6 +83,12 @@ def main() -> None:
if mesh is None:
log(f"{asset_name}: IMPORT FAILED")
continue
# The FBX import also creates an M_Kit_* material per piece. The demo
# assigns real site materials at assembly time, so those are clutter.
for slot in mesh.get_editor_property("static_materials"):
mat = slot.get_editor_property("material_interface")
if mat and mat.get_name().startswith("M_Kit_"):
unreal.EditorAssetLibrary.delete_asset(mat.get_path_name().split(".")[0])
unreal.GigLineAssetTools.set_complex_collision_as_simple(mesh, True)
unreal.EditorAssetLibrary.save_loaded_asset(mesh)
box = mesh.get_bounding_box()