release: v0.1.6 — retail frontage changelog entry, TODO pruning
Writes the 0.1.6 entry, removes the completed section from TODO.md (its goal stays in ROADMAP.md per the convention), and updates the roadmap status line. Release checks: 5/5 shots verify, scene audit 0 failures, 82 tool tests, LFS check clean, owner approval recorded for the retail shot.
This commit is contained in:
1 parent
c72bc41af1
commit
c0d1e9f8fd
3 files changed
+41
-11
No files matched your search
@@ -8,6 +8,46 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
|
|||||||
|
|
||||||
Nothing yet.
|
Nothing yet.
|
||||||
|
|
||||||
|
## [0.1.6] — 2026-11-09
|
||||||
|
|
||||||
|
Retail frontage. The two retail buildings beside the hero are modelled from their own photograph instead of the generic kit, and the photograph is treated as evidence: an analysis is written before any geometry, and every dimension the image does not resolve is carried into the part report as an assumption.
|
||||||
|
|
||||||
|
### Added
|
||||||
|
|
||||||
|
- **`Tools/retail_frontage_build.py`**: 6800 Lee Drug and 6806–6820 built from the one usable reference (`Art/reference/retail-neighbours/`, Gb321, CC BY-SA 4.0). Lee Drug gets a bronze cornice, storefront glazing with mullions, framed portrait panels, a painted lettering band, two-tier parapet with reveals and a fluted corner tower; 6806–6820 gets a burgundy fascia, brown pilasters, white-framed windows with security bars and its own banded parapet. Built in world coordinates from the blockout bounds (Lee Drug X −33.20…−14.37, face Y −14.63, H 12.10 m; 6806–6820 X −66.08…−33.07), joined to one mesh per building with a JSON part report.
|
||||||
|
- **`Tools/ue_import_retail_detail.py`**: imports the two meshes with complex-as-simple collision — trim decorates a solid the player already collides with and must not add snag points.
|
||||||
|
- **`Art/blender/retail/ref-analysis.md`**: the reference analysis the `references` skill pack requires, written before modelling.
|
||||||
|
- **`Tools/_common.py`** and `Tools/tests/test_retail_frontage.py`: the bay-layout arithmetic, extracted so it is testable without Blender (4 tests).
|
||||||
|
- **Review shot 5**, `demo/review-demo-retail-frontage`, embedded in `Screenshots/README.md`.
|
||||||
|
|
||||||
|
### Changed
|
||||||
|
|
||||||
|
- **The generic façade kit skips the two modelled buildings** (`MODELLED` list in `ue_apply_facade_kit.py`). It applies to every `Frontage_*`/`North_*` actor, so it was pasting a second, contradicting façade language over the new trim.
|
||||||
|
- **Retail trim stages as `RetailTrim_*`** and is spawned through the demo builder, so it is regenerable rather than hand-placed.
|
||||||
|
- Trim stucco, white and glass slots are mapped onto the demo's look-dev materials so the walls sit in the same noise and texture family as the rest of the block; the tones sampled from the photograph (bronze, burgundy, mural, lettering) stay as authored.
|
||||||
|
|
||||||
|
### Fixed
|
||||||
|
|
||||||
|
- **`Tools/render_screenshots.sh` never captured anything.** The capture step called `./Engine/...` while every commandlet above it went through `run_cmdlet`'s `cd "$ENGINE"`. Under `set -e` the script died at exit 127 _after_ rebuilding the maps, so the PNGs silently stayed a day old and `--verify` never ran.
|
||||||
|
- **Duplicate `RetailTrim_*` actors on every rebuild**: the demo builder's clear list did not include the new label, so each run stacked another copy. Caught by the scene audit, not by eye.
|
||||||
|
- **Mural plates were placed 0.20 m inside the solid blockout volume** and never rendered; the inset is now faked with a proud frame and a near-flush plate.
|
||||||
|
- **Trim detail sat 0.05 m off the wall**, under a pixel of depth at 40 m, so the wall won the depth test. Trim planes now stand 0.10–0.20 m proud.
|
||||||
|
- **6806–6820 parapet started at 0.62 H**, leaving a 4.6 m blank band; the window storey and parapet moved up to follow the photograph.
|
||||||
|
- **Mural panels, parapet and lettering were sized from the photograph's proportions, not the inherited defaults**: the first pass left a parapet that read as one blank white band.
|
||||||
|
|
||||||
|
### Verified
|
||||||
|
|
||||||
|
- `render_screenshots.sh --verify`: **5/5 shots OK**; scene audit **0 failures** (every mesh materialed, all spans in tolerance, no duplicate labels).
|
||||||
|
- Owner approved `demo-retail-frontage` (second pass) 2026-11-09; all five demo shots now carry approval.
|
||||||
|
- 82 tool tests pass.
|
||||||
|
|
||||||
|
### Known limitations
|
||||||
|
|
||||||
|
- **Wall lettering and the painted band do not read at 40 m.** A plate at 0.10 m still vanishes; this is a decal/texture problem, not geometry. Moved to `0.9.0 — Realistic buildings`.
|
||||||
|
- **The parapet has no moulded profile** and the corner tower is a fluted cylinder with two cap rings — both need the façade system in `0.9.0`.
|
||||||
|
- **6822 Budget is untouched**: no photograph of it exists. Deferred and blocked in `0.9.0`.
|
||||||
|
- The only reference for these two buildings is a single street-level oblique with a bus across Lee Drug's shopfront and a car across 6806's; several vertical proportions are assumptions recorded in the part report.
|
||||||
|
|
||||||
## [0.1.5] — 2026-11-09
|
## [0.1.5] — 2026-11-09
|
||||||
|
|
||||||
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.
|
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.
|
||||||
|
|||||||
+1
-1
@@ -8,7 +8,7 @@ Development roadmap for this project: milestone goals, scope, decisions, and rel
|
|||||||
|
|
||||||
## Status at a glance — 2026-11-08 15:30
|
## Status at a glance — 2026-11-08 15:30
|
||||||
|
|
||||||
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **Next:** `0.1.6` retail frontage (6822, 6806–6820, 6800 — blocked on reference photography for two of the three), then `0.2.0` (player body, third-person camera, animation).
|
Workstation, geo pipeline, and engine validation are done. The art pipeline has a first blockout, terrain, and street in metres, in one shared coordinate frame. **Project bootstrap is complete**: `Game/GigLine` builds, packages, and both content-acceptance tests (static-mesh scale, MPFB skeletal character) pass. **`v0.1.0` released 2026-11-08**: the walkable demo, hero façade, verified block frontage, first-person controls, ODbL attribution, and every release check pass (traversal, placement, collision, 60 fps at 1440p, fresh-checkout build, packaged build with controls). Next: the `0.1.1`–`0.1.4` patch series (collision detail, scale/façade corrections, packaging fixes, real building façades), **`v0.1.6` released 2026-11-09**: retail frontage for 6800 Lee Drug and 6806–6820 modelled from their own photograph; 6822 Budget deferred (no reference) and the lettering/parapet detail moved to `0.9.0`. **Next:** `0.2.0` (player body, third-person camera, animation).
|
||||||
|
|
||||||
| Area | State |
|
| Area | State |
|
||||||
| --- | --- |
|
| --- | --- |
|
||||||
|
|||||||
@@ -9,16 +9,6 @@ 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.
|
- 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.
|
- 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.
|
||||||
|
|
||||||
## 0.1.6 — Retail frontage (patch)
|
|
||||||
|
|
||||||
Suggested blender skills: **references** (reference-image-match), **archviz**, **historical-worlds** for the 1920s–1990s retail mix on this run.
|
|
||||||
|
|
||||||
### Patch tasks
|
|
||||||
|
|
||||||
- [x] **Model 6800 Lee Drug and 6806–6820 from their own reference.** Built 2026-11-09 on branch `facade-retail-0.1.6`: `Tools/retail_frontage_build.py` (analysis in `Art/blender/retail/ref-analysis.md`), imported by `Tools/ue_import_retail_detail.py`, staged as `RetailTrim_*`; the generic façade kit skips these two so the wall carries one façade language. Delivered in this patch: bronze cornice, storefront glazing and mullions, framed portrait panels, two-tier parapets with reveals, burgundy fascia, pilasters, white-framed windows with security bars, fluted corner tower. **Moved out:** lettering decal, moulded parapet profile and tower refinement cannot be solved with geometry at this size and are now items under `0.9.0 — Realistic buildings`; the trim that does read is what this patch ships.
|
|
||||||
- [x] Review every façade change with `Tools/render_screenshots.sh --verify` before tagging. Done 2026-11-09: 5/5 shots verify OK, scene audit 0 failures, and the owner approved `demo-retail-frontage` (second pass) in `Screenshots/README.md`.
|
|
||||||
- [ ] 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)
|
## 0.2.0 — MPFB player body, third-person camera, basic animation (weeks 7–9)
|
||||||
|
|
||||||
### Character setup
|
### Character setup
|
||||||
|
|||||||
Reference in new issue
Block a user