The 0.1.2 blockout regeneration ran without --origin, so Blosm centred on the
extract instead of fitting the project frame. The frontage shifted ~119 m in X and
~2.4 m in Y and the hero fell outside the 6902/6838 gap - the verified placement
was silently undone, while every render still looked like a plausible block.
- Blockout regenerated with --origin 34.101545,-118.338718 (affine residual 0.0 cm);
frontage and north buildings re-exported and re-imported.
- Verified spans restored: 6922 -24276..-17700, 6902 -17749..-14591, hero
-14644..-12028 between them, theatre -12082..-8210, TCL -22889..-18442,
Tussaud's -27071..-22799.
- ue_apply_facade_kit now uses get_actor_bounds() (world space). It had used the
static mesh bounding box, which is building-line-local, so every kit piece was
placed ~12 km east of its building in empty ground.
- ue_import_north_buildings.py was missing 'import sys' (NameError, exit 255,
import silently skipped) - the same trap as the hero importer.
- Kit re-applied: 625 pieces across eight buildings; packaged QA still PASS
(walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
- Tools/facade_kit_build.py: the reusable kit (pilaster, sill, lintel, window bay,
shopfront bay, door bay, cornice, parapet + coping) at the measured 4.96 m bay
and 3.10 m storey; 16 meshes exported per object through the shared preset with
a JSON part report recording dims and evidence.
- Tools/ue_import_facade_kit.py: imports to /Game/Hollywood/Kit with
complex-as-simple collision, so thin panes keep their real faces.
- Tools/ue_apply_facade_kit.py: assembles from each building's own bounding box
(bays = round(width/4.96), storeys above the ground floor) with shopfronts at
street level, windows above, pilasters on bay boundaries, cornice and parapet at
the top. Clears a previous application; unique labels per building.
638 pieces across six frontage buildings and both north buildings.
Two bugs fixed en route: the window piece was modelled entirely at +Y so it sat
inside the solid wall and was invisible (now projects 3 cm proud with glazing
6 cm inset), and clearing materials mid-build invalidated handles.
Screenshots re-rendered; window rhythm now reads (edge transitions per row rose
from flat to ~197 on the spawn view).