plan: approve the review shots, plan collision and facade patches

All nine review shots approved. Roadmap gains the defects the Blender pre-check
already knows about rather than rediscovering them after release: 0.1.1 now names
the 15.8 cm sidewalk edge step, the ~10% crossing ramps, the missing collision
authoring pass and the unverified kerb height. A new 0.1.4 patch plans proper
building facades explicitly - facade kit, procedural materials, Blosm setupScript
styles, hero detail, El Capitan Theatre - and states that the existing geometry is
kept, so shipped blockouts cannot be mistaken for finished architecture.
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@@ -129,9 +129,15 @@ Follow-on work on the player avatar, after the review scene passes. None of it i
## 0.1.1 — Collision fixes (patch) ## 0.1.1 — Collision fixes (patch)
Planned now, applied after `0.1.0` ships. Collision is not authored yet, so these are the defects already visible in the Blender pre-check; the engine pass will add to this list rather than replace it.
### Patch tasks ### Patch tasks
- [ ] Audit and fix any collision gaps or fall-through geometry found in `0.1.0`. - [ ] **Sidewalk outer edge against terrain.** The pre-check measured a **15.8 cm** step where a walk sample crosses from `Terrain_DEM` onto `Sidewalk_South` (`Art/blender/README.md`, s≈207 m). Mostly hidden by buildings; visible wherever the frontage is missing. Fix by extending the sidewalk mesh to meet the terrain, or by lowering the outer lip.
- [ ] **Crossing ramp gradient.** The kerb-flush transitions measure **10–13 cm over 1.5 m ≈ 10 %**, steeper than the 8 % a real ramp uses (`Geo/tools/street_section.py` output, s≈33, 39, 126 m). Grade the three ramp openings properly.
- [ ] **Collision authoring pass.** None exists yet: on Unreal import, complex-as-simple for terrain and street (walkable surfaces must not be approximated into ramps over kerbs), simple convex hulls per building. Record the settings in `Docs/build.md`.
- [ ] **Kerb height is an assumption.** 0.15 m modelled, 0.13 m as built, and the 3DEP DEM cannot resolve a kerb at all. Check against the photographs and record the final figure.
- [ ] Audit and fix any collision gaps or fall-through geometry found in `0.1.0` in the engine.
- [ ] Regression-test traversal on both sides of the demo. - [ ] Regression-test traversal on both sides of the demo.
- [ ] Verify no new packaging defects. - [ ] Verify no new packaging defects.
- [ ] Tag `v0.1.1` and write `CHANGELOG.md` entry; then remove this section. - [ ] Tag `v0.1.1` and write `CHANGELOG.md` entry; then remove this section.
@@ -142,6 +148,8 @@ Follow-on work on the player avatar, after the review scene passes. None of it i
- [ ] Correct building scale and street proportions flagged against references. - [ ] Correct building scale and street proportions flagged against references.
- [ ] Refine hero façade details where reference photography shows discrepancies. - [ ] Refine hero façade details where reference photography shows discrepancies.
- [ ] **Replace the placeholder heights.** Three of the fifteen block buildings carry no OSM height and render at a guessed 6.4 m (`Geo/tools/block_height_report.py`). Measure them off the photographs and correct the blockout.
- [ ] Resolve the remaining unknown on the hero: the colonnade currently occupies about 45 % of the height against roughly 50–60 % in the photographs. Fix the vertical proportions.
- [ ] Tag `v0.1.2` and write `CHANGELOG.md` entry; then remove this section. - [ ] Tag `v0.1.2` and write `CHANGELOG.md` entry; then remove this section.
## 0.1.3 — Packaging and setup fixes (patch) ## 0.1.3 — Packaging and setup fixes (patch)
@@ -152,6 +160,20 @@ Follow-on work on the player avatar, after the review scene passes. None of it i
- [ ] Update `Docs/` setup instructions for anything that changed. - [ ] Update `Docs/` setup instructions for anything that changed.
- [ ] Tag `v0.1.3` and write `CHANGELOG.md` entry; then remove this section. - [ ] Tag `v0.1.3` and write `CHANGELOG.md` entry; then remove this section.
## 0.1.4 — Proper building façades (patch)
Planned explicitly so the shipped blockouts are not mistaken for finished architecture. **The existing geometry is deliberately kept** — this patch replaces surfaces and detail, not footprints or massing.
### Patch tasks
- [ ] **Define the façade module.** One set of reusable pieces (bay, pilaster, cornice, parapet, window, shopfront, door) at a fixed module, exported with the `ue_metric_v1` preset so every building assembles from the same kit.
- [ ] **Replace placeholder materials.** Every blockout building currently carries Blender flat colours. Port the procedural generators from `Tools/sibling_asset_audit.py`'s sibling project (`brick_facade`, `seamless_concrete`, `asphalt`) and add stone, render, and glass, then wire them through Unreal material instances.
- [ ] **Give OSM buildings a façade style.** Blosm exposes `scene.blosm.setupScript` (`setup/neoclassical.py` is the example) so a building can carry a real elevation instead of a plain extrusion. Build one style script for the south frontage and one for the north.
- [ ] **Hero façade detail pass.** Ionic capitals and fluting, the parapet motto band and medallions as geometry or decal, window rhythm behind the colonnade, and the three portal flights at their photographed proportions.
- [ ] **El Capitan Theatre (6838) and the retail neighbours.** Model from the 18-frame 5472×3648 reference set; the theatre shares the measured 4.96 m bay rhythm with the temple.
- [ ] Review every façade change with `Tools/render_screenshots.sh` before tagging.
- [ ] Tag `v0.1.4` 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
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@@ -27,55 +27,55 @@ add new shots there and delete retired ones from this folder.
## Shots ## Shots
## review-00-overview.png — Wide scene overview, approval: ☐ pending ## review-00-overview.png — Wide scene overview, approval: ☑ approved 2026-11-07
![Wide scene overview](review-00-overview.png) ![Wide scene overview](review-00-overview.png)
Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once. Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once.
## review-01-character.png — MPFB mannequin, mid shot, approval: ☐ pending ## review-01-character.png — MPFB mannequin, mid shot, approval: ☑ approved 2026-11-07
![MPFB mannequin, mid shot](review-01-character.png) ![MPFB mannequin, mid shot](review-01-character.png)
The imported MPFB character at eye height from the south. Check the feet meet the plane: the contact shadow joins the soles. The imported MPFB character at eye height from the south. Check the feet meet the plane: the contact shadow joins the soles.
## review-02-scale-cubes.png — Scale cubes, approval: ☐ pending ## review-02-scale-cubes.png — Scale cubes, approval: ☑ approved 2026-11-07
![Scale cubes](review-02-scale-cubes.png) ![Scale cubes](review-02-scale-cubes.png)
Both 1 m cubes from the south: the left one floats at 2 m, the right one rests on the floor. Compares cast shadow against contact shadow. Both 1 m cubes from the south: the left one floats at 2 m, the right one rests on the floor. Compares cast shadow against contact shadow.
## review-03-player-placement.png — Player pawn placement, approval: ☐ pending ## review-03-player-placement.png — Player pawn placement, approval: ☑ approved 2026-11-07
![Player pawn placement](review-03-player-placement.png) ![Player pawn placement](review-03-player-placement.png)
The pawn the game actually spawns (`AGigLineCharacter`) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands. The pawn the game actually spawns (`AGigLineCharacter`) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands.
## review-04-ground-contact.png — Ground contact detail, approval: ☐ pending ## review-04-ground-contact.png — Ground contact detail, approval: ☑ approved 2026-11-07
![Ground contact detail](review-04-ground-contact.png) ![Ground contact detail](review-04-ground-contact.png)
Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring. Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring.
## review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☐ pending ## review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☑ approved 2026-11-07
![review-04-hero-facade-front](review-04-hero-facade-front.png) ![review-04-hero-facade-front](review-04-hero-facade-front.png)
## review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☐ pending ## review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☑ approved 2026-11-07
![review-05-hero-facade-oblique](review-05-hero-facade-oblique.png) ![review-05-hero-facade-oblique](review-05-hero-facade-oblique.png)
## review-05-shadow-compare.png — Shadow comparison, approval: ☐ pending ## review-05-shadow-compare.png — Shadow comparison, approval: ☑ approved 2026-11-07
![Shadow comparison](review-05-shadow-compare.png) ![Shadow comparison](review-05-shadow-compare.png)
Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one. Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one.
## review-06-hero-portals.png — Hero façade portals, approval: ☐ pending ## review-06-hero-portals.png — Hero façade portals, approval: ☑ approved 2026-11-07
![Hero façade portals](review-06-hero-portals.png) ![Hero façade portals](review-06-hero-portals.png)
@@ -83,13 +83,13 @@ New: generated 2026-11-07 after the portals were rebuilt. Eye height at 8 m, fil
What this shot is evidence for: that the entrance is three separate openings with individual flights (not the inherited "eight steps, 12 m wide"), and that the facade stands on Z 0 rather than sinking into the ground. What this shot is evidence for: that the entrance is three separate openings with individual flights (not the inherited "eight steps, 12 m wide"), and that the facade stands on Z 0 rather than sinking into the ground.
## review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☐ pending ## review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☑ approved 2026-11-07
![Hero façade, north sidewalk](review-07-hero-facade-front.png) ![Hero façade, north sidewalk](review-07-hero-facade-front.png)
Closer straight-on view from the road side of the building line. Closer straight-on view from the road side of the building line.
## review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☐ pending ## review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☑ approved 2026-11-07
![Hero façade, oblique](review-08-hero-facade-oblique.png) ![Hero façade, oblique](review-08-hero-facade-oblique.png)