test(profile): the road is a flat slab at 366 while the sidewalks slope
Added a -profile probe: one downward trace every 20 m along the street at the player's Y, naming the surface each time. It settles the question the bounding boxes could not: x=-14336..-2336 z=366 Road_Hollywood (flat) x=-336 z=302 Road_Hollywood x=1664 z=5 Terrain_DEM The road is FLAT at 366 cm across the demo block, while the sidewalk slices follow the DEM and descend 380 -> 104 cm. So the ~2 m gap is not an import artefact and not a collision problem: the road itself does not follow the elevation the sidewalks follow. That also explains why every sidewalk fix failed - the surface the player stands on is this flat road, and the sloped sidewalk is metres below it. Next: how rows is built in Art/blender/street/street_mesh.py. The road and the sidewalk read the same dem_z(x, y), so a flat road means the sampler returns the same value for every row.
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@@ -546,3 +546,17 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
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- Checked for two `Demo_Road_Hollywood` actors after several import rounds: **none**. One actor, at the origin, identity scale, mesh Z spanning -44..366 cm.
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- So the 366 cm the trace reports at the player's XY is the road mesh's own local height there, not a stale duplicate and not a far-side hit. The sidewalk slice at the same X tops at 169 cm.
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- In the source blend at the same street position both surfaces sit around 1.4-1.6 m and agree within a kerb height, so the ~2 m gap appears **after** the mesh leaves Blender - which points at the import path (unit handling, or the Y mirror noted in `export_site_fbx.py`) rather than the strip generation.
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## 2026-11-09 — The road is FLAT at 366 while the sidewalks slope: that is the gap
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- Ground profile along Hollywood Blvd, traced every 20 m at the player's Y (`-probes -profile`):
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```
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x=-14336 z=366 Road_Hollywood x=-2336 z=366 Road_Hollywood
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x=-12336 z=366 Road_Hollywood x= -336 z=302 Road_Hollywood
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x=-10336 z=366 Road_Hollywood x= 1664 z= 5 Terrain_DEM
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```
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- **The road is a flat slab at 366 cm** across the whole demo block, while the sidewalk slices follow the DEM and descend 380 -> 104 cm. The gap is therefore in the street generator: the road is not sampling the elevation per row the way the sidewalks do, or it was written with a single Z.
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- That also explains why every sidewalk fix failed - the street the player actually stands on is the flat road, and the sloped sidewalk is metres below it.
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- **Next:** inspect how `rows` is built in `Art/blender/street/street_mesh.py` - the road's `road_z` reads `dem_z(x, y)` from the same rows as the sidewalk, so a flat result means `dem_z` is returning the same value for every row (origin offset or a lookup that fails and falls back), and the fix is in that sampler.
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