release: v0.1.2 — cornice dentils, changelog entry, TODO pruning
- Hero cornice finished: projecting corona over a 52-dentil course (0.18 x 0.30 x 0.22 m at 0.45 m centres) so the top of the order has a shadow line instead of one flat box. Hero 3044 tris / 148 parts, still 14.50 m; rebuilt, re-imported, DemoMap rebuilt, packaged -qaselftest all PASS, screenshots re-rendered. - CHANGELOG: full 0.1.2 entry (added: concept generator, FBX preset, facade probe, Ionic detail, tool tests; changed: 3.1 m storey height, 53.1% colonnade, smoothing groups; fixed: floating windows, flat medallions, missing facade collision, the three non-building heights). - TODO: 0.1.2 section removed (goal stays in ROADMAP, whose status line is updated). - MEMORY: release record incl. the recorded ornament assumptions.
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@@ -59,5 +59,5 @@ Rebuilds `Game/GigLine/Content/Test/ReviewMap.umap` from current content, runs t
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- Floor speckle from the `Constant3Vector` wiring in `Tools/ue_build_review_map.py`.
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- Hero façade renders pale — Blender flat colours with no normal/roughness, so it reads as untextured stone (the `0.1.4` façade patch, not a lighting bug).
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- Banners sit on the column line rather than the wall (acceptable: they hang on the columns in the photographs).
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- ~~Banners and window panels float detached from the colonnade wall~~ — **window panes fixed 2026-11-09**: they sat at Y −1.98, 1.44 m in *front* of the wall and ahead of the column line; they now sit on the wall plane at Y −0.56, behind the columns, and read as dark openings (see `review-hero-facade-front`).
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- ~~Banners and window panels float detached from the colonnade wall~~ — **window panes fixed 2026-11-09**: they sat at Y −1.98, 1.44 m in _front_ of the wall and ahead of the column line; they now sit on the wall plane at Y −0.56, behind the columns, and read as dark openings (see `review-hero-facade-front`).
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- Between kerb and building line, the walkable surface is the terrain mesh, not a modelled pavement.
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