From ec2917ed59fbae2437f9040cd758c8f32a99d0f4 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Sat, 7 Nov 2026 12:46:12 +0100 Subject: [PATCH] =?UTF-8?q?docs:=20release=20the=20review=20placement=20cl?= =?UTF-8?q?aim=20=E2=80=94=20every=20shot=20item=20is=20closed?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- ROADMAP.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/ROADMAP.md b/ROADMAP.md index 76bb56e..f7cdc2d 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -64,7 +64,7 @@ Tools ported 2026-11-07: every geographic script now lives in `Geo/tools/` with - [~] Import OSM blockouts through Blosm; clean and detail them in Blender. Imported 2026-11-06 and re-framed to EPSG:26911. Tooling for the cleaning pass is now in `Geo/tools/` (height provenance, block report) and `Art/blender/blockout/blosm_blockout.py`. **Still open:** 3 of 15 block buildings carry no height data and render at a placeholder 6.4 m, roofs and facades are untextured, and Blosm `setupScript` façade styles are unused. Earlier: (`Art/blender/blockout/blockout-2026-11-06.blend`, 86 meshes, scale 1:1 against OSM, re-framed into EPSG:26911 with a 0.0 cm affine residual); cleaning and detailing not started. - [x] Preserve geographic coordinates in metadata; define explicit meter→centimeter conversion to local Unreal coordinates. Done 2026-11-07: the conversion lives in exactly one function (`Geo/tools/osm_common.py::to_unreal_local`) and every exporter must call it; `.geo.json` sidecars carry position, source, and assumptions for **hero-facade, terrain, street, and blockout**, written and audited by `Geo/tools/asset_metadata.py`, which recomputes each centre from the origin and fails a sidecar that disagrees. Props follow the same schema when they are imported. The frame is defined (`Geo/manifests/local-origin.md`: EPSG:26911, origin Hollywood × Highland, X east / Y north / Z up) and the ×100 conversion is now **verified** by the 2026-11-07 scale test, with the axis mapping recorded (north realizes as UE −Y). Left: build the production export preset for the actual site meshes using these settings. -### Review scene and player placement - active - gig-line-review-placement +### Review scene and player placement Owner: this session. Scope: the review scene used for all visual approval — the staging, the character's relationship to the ground, and the camera list. Nothing in `Asset production` or `Gameplay` continues until these pass.