docs(review): embed every screenshot inline so the review happens in the file
Each shot now has its own section with the image embedded, its view, expected content and both verdicts, plus a status table at the top that links to them. A path alone was not a review: the owner had to open five PNGs to judge a pass. Also recorded in AGENTS.md (a path is not a review; approval ticks both the section and the table row), the two retail assets and tools in the arc42 building block view and the combined architecture.md, and prettier-formatted the changed files.
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@@ -47,6 +47,7 @@ Static meshes and materials in `/Game/Hollywood/Site/`:
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| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
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| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
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| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
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| `SM_Retail_LeeDrug`, `SM_Retail_6806` | Retail trim over 6800 and 6806–6820, modelled from their own photograph (`Tools/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
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### Art Pipeline
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@@ -54,13 +55,14 @@ Python scripts in `Tools/` drive the content pipeline:
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| Script group | Purpose |
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| --- | --- |
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| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
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| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
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| `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates |
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| `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement |
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| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
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| `ue_create_input_assets` | Enhanced Input actions + mapping context |
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| `render_screenshots.sh` | Screenshot capture pipeline |
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| `judge_screenshot.py` | Vision-model pre-check (optional) |
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| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
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| `Tools/_common.py` | Pure helper shared by Blender builders, importable without Blender (bay layout) |
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| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
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| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
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@@ -191,6 +191,7 @@ Static meshes and materials in `/Game/Hollywood/Site/`:
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| `SM_HeroFacade` | El Capitan Entertainment Centre detailed façade |
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| `SM_ElCapitanTheatre`, `SM_Budget_6822`, `SM_Hollywood_6806`, `SM_Hollywood_6902`, `SM_Hollywood_6922`, `SM_LeeDrug_6800` | South block frontage (6 buildings) |
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| `SM_Madame_Tussauds`, `SM_TCL_Chinese_Theatre` | North-side buildings (within 50 m) |
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| `SM_Retail_LeeDrug`, `SM_Retail_6806` | Retail trim over 6800 and 6806–6820, modelled from their own photograph (`Tools/retail_frontage_build.py`, staged as `RetailTrim_*`). `6822 Budget` stays a bare volume: no photograph exists. |
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### Art Pipeline
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@@ -198,13 +199,14 @@ Python scripts in `Tools/` drive the content pipeline:
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| Script group | Purpose |
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| --- | --- |
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| `export_*`, `hero_facade_build` | Blender headless export (FBX) |
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| `ue_import_*`, `ue_hero_facade_import` | Unreal headless import + placement |
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| `export_*`, `hero_facade_build`, `retail_frontage_build`, `theatre_trim_build`, `facade_kit_build` | Blender headless export (FBX); trim builders work in world coordinates |
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| `ue_import_*`, `ue_hero_facade_import`, `ue_import_retail_detail` | Unreal headless import + placement |
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| `ue_build_demo_map`, `ue_build_review_map` | Map assembly (lighting, meshes, player start) |
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| `ue_create_input_assets` | Enhanced Input actions + mapping context |
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| `render_screenshots.sh` | Screenshot capture pipeline |
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| `judge_screenshot.py` | Vision-model pre-check (optional) |
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| `input_emulation.py`, `input_test.py` | OS-level virtual keyboard/mouse injection for input verification |
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| `Tools/_common.py` | Pure helper shared by Blender builders, importable without Blender (bay layout) |
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| `Tools/tests/` | Stdlib `unittest` tests for the pure parts of the tools (`requirements-tools.txt`) |
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| `Geo/tools/mapbox_buildings.py` | Second height source: Mapbox `mapbox-streets-v8` building data vs our OSM heights |
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