Commit Graph
35 Commits
Author SHA1 Message Date
zwitschi 4d27109668 refactor(tools): group the sixty scripts by what they talk to
One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:

  Tools/unreal/    commandlets and the two map builders, with ue_common.py and ue_placement.py as the
                   shared imports (they need the engine)
  Tools/blender/   builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
                   (they need the Blender Flatpak)
  Tools/review/    the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
                   build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
                   visual_targets.json
  Tools/gen/       image and texture generation: the ComfyUI driver, deterministic texture writers,
                   reference fetching
  Tools/input/     OS-level input injection
  root             _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/

Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.

51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.

Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
2026-11-10 12:40:30 +01:00
zwitschi 70a7e19841 feat(tools): texture generation through the documented Stability Matrix workflows
Re-read /home/zwitschi/StabilityMatrix/Data/README.md - it now documents 141 GB of models and four
verified, core-node image/texture graphs - and wired the ones that matter into the toolchain.

comfyui_generate.py gains a 'texture' subcommand that rebuilds the API graph for each documented workflow,
because the files in Workflows/ are ComfyUI UI format and /prompt cannot accept them:

  albedobase  AlbedoBase XL v3.1, 30 steps, CFG 6.0, dpmpp_2m/karras, baked VAE
  krea2       Krea-2 Turbo NVFP4, 8 steps, CFG 1.0, euler/simple, ConditioningZeroOut, texture-fix VAE
  qwen21      Qwen-Image 2.1 int8, 25 steps, CFG 1.0, euler/simple, TextEncodeQwenImage21, texture-fix VAE

Default pair is albedobase + krea2 - both commercially usable - generated from the same prompt and seed,
scored by high-frequency detail, and compared before the winner takes --out. Smoke-tested at 512 px: both
rendered, albedobase won 18.91 against 17.51, and the resulting limestone albedo is a plausible material
sheet.

Tools/README.md documents the profiles with their settings, a licence row per profile (Qwen-Image 2.1 is
research-only and must not ship), and the two limits the workflows carry: they produce albedo only, and
ComfyUI 0.44 has no seamless sampler, so tiling has to be checked by offsetting the image 50%. Five tests
cover the graph shapes; the suite is at 108.
2026-11-10 11:40:23 +01:00
zwitschi 65e8f01586 docs(tools): local ComfyUI, how to start it, and the checkpoint pair it actually has
Tools/README.md now covers the generative tools next to each other:

- comfyui_generate.py drives the LOCAL ComfyUI at 127.0.0.1:8188, which this repository does not start. A new
  subsection says so and says what to do: start Stability Matrix, launch ComfyUI, re-run. It points at
  /home/zwitschi/StabilityMatrix/Data/README.md for the package version, the launch arguments and the shared
  80 GB model library, and notes that THIRD_PARTY_NOTICES.md must carry the model and licence before a
  generated texture ships.
- generate_facade_textures.py and generate_character_textures.py are listed as the deterministic procedural
  path: no model, no network, byte-identical on every run.
- The tool's own docstring carries the same Stability Matrix instruction.

The default second checkpoint was sd_xl_base_1.0.safetensors, which is NOT installed; it is now
epicrealismXL_pureFix.safetensors, verified against the running server. The pair was smoke-tested end to end
at 512 px: both checkpoints rendered, both scored, juggernautXL won at 20.37 against 12.93, and the winner
landed on --out with the loser kept beside it.
2026-11-10 09:26:30 +01:00
zwitschi abde390045 feat(tools): every image judged by two models, every generated texture drawn by two checkpoints
A single vision model has been wrong in both directions on this project - it missed real defects and
disputed frames that were correct - so agreement between different model families is worth more than one
confident opinion.

judge_screenshot.py now runs two models by default (openai/gpt-4o-mini + qwen/qwen3.7-flash, both served
on OpenRouter; claude-3.5-haiku is gone, which the first attempt discovered with a 404). combine()
reconciles them: agreement carries the verdict with the mean confidence, disagreement reports 'uncertain'
and keeps both reasons rather than letting the more confident model win. --model still forces a single
judgement, and every line prints which model said what.

comfyui_generate.py generates the same prompt and seed with two checkpoints, scores both by
high-frequency detail (mean absolute Laplacian, which catches blurry or flat results), keeps the loser as
<out>__<model>.png with its sidecar, and moves the winner onto --out. --alt-model  restores the single
run.

Tests cover the reconciliation - agreement, disagreement, unknown verdicts, and no verdicts at all - and the
suite is at 103.
2026-11-10 09:12:26 +01:00
zwitschi 61dd28bc89 feat(hero): one-command iteration loop, first judged pass, comparison plates
Tools/hero_iterate.sh runs the whole chain - chmod the Blender files, build, import, render, judge, plate -
and fails loudly at each step with its log under /tmp/gigline. Tools/hero_compare.py builds the side-by-side
plate (reference | rendered, one height, labelled); two are committed for review.

This pass: the stone is warmer in Blender (0.66/0.60/0.48 against the near-white blockout) and the banners are
1.35 x 6.2 m hung from 7.2 m, matching the reference proportion instead of the 1.55 x 5.4 that sat too low and
too fat.

Iteration 1 judge verdict, confidence 0.9: lacks warm sandstone, lacks fluted column detail, banners wrong,
no doorways, no inscription or medallions. Checked against the plate, two of those are wrong (120 flute
strips exist and cast shadows; three 1.2 m deep doorways with steps exist and read black) and three are real.
The split is recorded in TODO.md with the next action for each - the important one being that the stone colour
must change in the UE material (ue_hero_facade_import.py), not in the Blender material, which the render does
not use.
2026-11-10 08:28:06 +01:00
zwitschi a1771cb55f test(vehicle): the terrain alone reproduces it, and two collision fixes did not help
Built the map-content bisect the task asked for: Tools/ue_vehicle_probe_map.py duplicates ReviewMap,
optionally adds one demo mesh and the pawn, and saves it as VehicleProbe.

  control (no extra mesh)   Z 300 -> 297   rests on the review floor
  + Terrain_DEM             Z 300 -> 498   thrown upward

So Terrain_DEM alone reproduces the fault in a map that works. Two fixes were tried:

- Tools/ue_clear_simple_collision.py cleared the auto-generated convex hulls from all 76 site/street
  meshes - the terrain had ONE convex element over 279 m - and set them to complex-as-simple. Still rises.
- The terrain component set to QueryOnly, so traces hit it and physics ignores it. Still rises.

Neither changed the behaviour, so the ejection is neither the convex hull nor the collision channel. The
next probe is the complex triangles themselves: give Terrain_DEM no collision at all in the probe map and
see whether the pawn falls. If it falls, the triangle winding is pushing bodies out of the ground mesh -
the same inverted-winding family that made the sidewalk unstandable earlier.

Both tools have README rows; the pawn is parked again.
2026-11-09 22:20:28 +01:00
zwitschi f1d6283384 test(visual): a shadow-gap measurement, and the spawn height cleared
Tools/shadow_gap.py measures the vertical pixel gap between an object's lowest pixels and the
top of its shadow, as a fraction of the object's height, and calls it contact or floating. It
classifies a shadow by per-channel scaling - a shadow darkens every channel by the same
proportion, an object does not - which separates the two where an absolute delta cannot. Four
unit tests cover contact, floating, an empty box and the border median.

On the real spawn view it returns 'unknown': the crop contains two surfaces (pale wall behind,
dark road below) and one global background cannot classify both. Recorded as the next step, not
presented as working.

The spawn height is measured and cleared: tracing down from 30 m, the topmost surface under the
player is Z 366 and the capsule's feet are at 369 - 3 cm, the capsule skin. If the character
still reads as floating, the gap is between the rendered pavement and its collision surface, not
the spawn Z, and that is what to measure next.
2026-11-09 17:07:23 +01:00
zwitschi 046e2c8b9e docs(review): the Blender-vs-in-game comparison lives in Screenshots/README.md
Merged COMPARISON.md into the review README as a generated section between
<!-- blender-comparison:begin/end --> markers, so there is one place to look and one place
to sign off. Tools/build_comparison_md.py rewrites only that block - the hand-written
sections around it are untouched - and formats the file with prettier afterwards, because a
generated table is never byte-identical to prettier's output and the repo gates on
--check.

Run it after every capture or Blender render; it is the routine that keeps the page current
with new images rather than a one-off export.
2026-11-09 16:10:47 +01:00
zwitschi cb94438e0d feat(review): Blender screenshots beside the in-game captures, with signoff
Two tools for the comparison the review was missing.

- Tools/blender_screenshots.py renders out of a .blend: one image per mesh object, and
  four turntable angles of the whole scene, framed from the scene's own bounds so adding
  geometry never silently crops a shot. Output lands in Screenshots/blender/, beside the
  in-game captures.
- Tools/build_comparison_md.py writes Screenshots/COMPARISON.md: a table with the in-game
  capture and its Blender render side by side per row, then a signoff table with one row
  per in-game screen. Unmatched shots show an em dash rather than disappearing, because a
  missing Blender render is information too.

The first run already earns its keep: the Blender render of the owner's hot hatch is red
with clear glazing, while the in-game capture of the same asset is near-black, so the
material colour is being lost on import - visible in one glance in the new page.
2026-11-09 16:04:14 +01:00
zwitschi b50afa4bcd feat(vehicle): the car renders, built from the owner's hot hatch template
The invisible-vehicle defect is closed. Shot 9 now shows the car instead of an empty road.

Tools/vehicle_from_template.py converts Art/blender/vehicle/hot hatch.blend into UE-ready
assets, following two skills:

  vehicle-artist - systems split (body 113k tris, trim 10.5k, glass 20.5k, lights 18.6k,
  wheels 47.8k), one UCX_ hull 1.45 x 3.94 x 0.76 m, two decimated LODs at 39.7k and 13.6k.
  unreal-export - scale normalised to a documented 4.05 m hot hatch before export (the
  template measures 7.26 m, factor 0.5579), then verified after import: body bounds
  1.51 x 4.02 x 1.22 m against the 4.05 m target.

Staged as five plain StaticMeshActors, because the earlier probe proved those render while
the same meshes attached to the vehicle pawn do not.

Open and recorded rather than hidden: judge_screenshot returns verdict=no confidence=0.9 -
the silhouette does not read as a hot hatch from this angle and the car floats slightly.
The likely causes are a system misclassification in the template conversion and an
origin-height error of a few centimetres.
2026-11-09 15:52:42 +01:00
zwitschi 02cadd4964 feat(vehicle): split into systems, add real LODs, import to Unreal
Follows the vehicle-artist object split, which the first build violated: body, glass,
front and rear lights, mirrors and a single wheel mesh are now separate objects and
separate assets in /Game/Hollywood/Vehicle. A single merged mesh across all systems is
what the skill forbids for a game vehicle, and it also meant glass could not be made
transparent or lights emissive independently.

LODs decimate rather than duplicate: LOD1 38 triangles, LOD2 14, against 132 for LOD0.
The first pass copied the shell unchanged and produced 84-triangle 'LODs' that saved
nothing.

Imports verified with bounds: body 4.76 x 1.76 x 1.28 m, wheel 0.22 x 0.66 x 0.66 m,
which match the modelled dimensions.

Open, recorded: LOD group wiring needs StaticMeshEditorSubsystem.import_lod, which is
unavailable in a headless commandlet, so the LOD meshes sit as their own assets for now.
2026-11-09 14:46:02 +01:00
zwitschi a72bf85b2e feat(vehicle): model the sedan with collision hulls
First 0.3.0 asset. Tools/vehicle_build.py builds a 4.72 x 1.80 x 1.44 m sedan - 2.78 m
wheelbase, 1.62 m track, 0.33 m wheels - as a three-tier silhouette: sill slab, bonnet
and boot shoulders, cabin greenhouse, plus glazing, lamps, bumpers and mirrors. 252
triangles.

Collision is four UCX_-prefixed convex hulls (body, cabin, two bumpers) per the
collision-proxy convention, hidden from render so the preview reads as the car rather
than the colliders.

Two corrections from the preview, both visible in the saved image: the first build was
one tall slab plus a floating cabin and read as a box truck, and the wheels were buried
inside a full-width sill - the sill is now 1.56 m so the wheels stand proud.

Reports every dimension to JSON so the Chaos vehicle config can read the wheelbase, track
and radius instead of restating them.
2026-11-09 14:43:20 +01:00
zwitschi 85a8437cbc feat(character): ComfyUI blueprints and a render-vs-blueprint evaluation
Two tools that turn character work into something measurable.

- Tools/comfyui_character_blueprint.py generates a four-view sheet (front, side, back,
  head) plus a contact sheet from one description, with fixed seeds and a JSON record
  of prompts and prompt ids. First sheet: 'GigLine walker', lean pedestrian in a navy
  tee, jeans and sneakers.
- Tools/character_match.py compares a rendered character against a sheet: figure
  aspect, fill and coverage deltas, mean CIE76 colour distance, dominant-palette
  distance, and a side-by-side montage. The deltas stay separate on purpose - a single
  similarity score between a photoreal sheet and a low-detail body would be a number
  with no meaning.
- comfyui_generate.py grew wait_for_image() so both tools share the polling path
  instead of duplicating it.
- 13 unit tests for the colour maths, masks and palette; 95 tool tests pass.

First real result, recorded rather than smoothed over: aspect delta 1.24, fill delta
0.12, mean deltaE 31.9, palette deltaE 25.4. The montage shows the reason - the model
is a nude body and the blueprint wears a tee and jeans, so clothing dominates every
metric. Figure segmentation is explicit (--render-box): auto-detection picked backdrop
blobs on every attempt, and a background plate is the proper fix.
2026-11-09 13:36:28 +01:00
zwitschi 50e023f15d merge: bring main (v0.1.6) into anim-body-0.2.0
Conflicts resolved by union, not by picking a side:

- AGENTS.md keeps the stronger visual-review rule (README updated with every visual
  change; a stale section is a defect).
- render_screenshots.sh keeps the absolute engine path from main and adds
  -thirdperson from this branch - both were needed and neither alone worked.
- Screenshots/README.md now lists six shots, retail and third-person both embedded;
  the known-issues tables merged, with the animation defect and unproven camera
  collision added to main's rows.
- visual_targets.json carries both expectations.
- Architecture docs: ADR-8 (realistic buildings) and ADR-9 (third-person body) both
  present and in numeric order; ADR-8 was mis-placed before the Quality Requirements
  heading in the combined document by an earlier edit, now fixed.
- Binary conflicts resolved to main's content, since the retail trim only exists
  there.

Checks: 82 tool tests, prettier clean, six embeds resolve.
2026-11-09 10:43:00 +01:00
zwitschi 96238bdb6a feat(anim): idle and walk clips on the MPFB rig
Two parametric cycles authored at 30 fps instead of hand-keyed poses, so the loop
closes by construction: GigLine_Idle (60 f, breathing sway, feet planted) and
GigLine_Walk (30 f, one stride, hip 0.45 rad / knee 0.55 / arm 0.32, arms
counter-phased, torso counter-rotation).

The limb axes were measured, not assumed: a probe rotated upperleg01.L by 0.5 rad
on each axis and read foot.L, which moved -0.022 -> +0.362 in Y on X, twisted on Y
and abducted on Z. Using the wrong axis here would have produced a character
scissoring sideways, which no import error would have caught.

The character export preset now bakes animation. Without bake_anim the exporter
writes a static bind pose and Unreal imports a mesh with no AnimSequence and no
error, so the importer asserts a clip exists and prints VERDICT: PASS/FAIL.

Verified in /Game/Test/Character: Idle 1.967 s and Walk 0.967 s, both AnimSequences,
skeleton intact. Playback on a possessed pawn is not yet verified: the demo pawn has
no visible body, so that check belongs with the third-person camera item.
2026-11-09 10:14:05 +01:00
zwitschi 2614d259aa feat(facades): 0.1.6 retail frontage first pass — Lee Drug and 6806-6820
Models the two retail buildings beside the hero from their own photograph rather
than the generic kit: bronze cornice, mural row, lettering band, stepped Deco
parapet and rounded corner tower on 6800 Lee Drug; burgundy fascia, pilasters,
white-framed windows and banded parapet on 6806-6820. Reference analysis written
before any geometry (Art/blender/retail/ref-analysis.md), every unmeasured
proportion carried into the part report as an assumption.

6822 Budget is deferred, not guessed: no photograph of it exists and the 6.0 x 5.5 m
sliver cannot be read out of the neighbour shot.

Pipeline fixes found on the way:
- render_screenshots.sh called ./Engine/... for the capture step while every
  commandlet used the absolute path; set -e killed the script at 127 *after* the
  maps were rebuilt, so screenshots silently stayed a day old.
- the facade kit applies to every Frontage_*/North_* actor, so it pasted its own
  language over the new modelled facades; it now skips them, and the trim stages as
  RetailTrim_*.
- pure bay arithmetic moved to Tools/_common.py so it is unit-testable without
  Blender (4 new tests, 82 total pass).

Known gaps recorded in Screenshots/README.md, not hidden: the parapet reads as a
blank band, murals and lettering do not resolve at review distance, the tower is a
plain cylinder, and the review camera crops the east end.
2026-11-09 09:10:49 +01:00
zwitschi 73aca9db80 feat(facades): 0.1.5 — hero detail, scene audit, material orphaning fixed (#32)
Merged PR #32: 0.1.5 — hero detail, scene audit, material orphaning fixed

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 22:56:08 +01:00
zwitschi 5e2c5e29c0 feat(facades): 0.1.4 — module kit, textured materials, theatre trim (#30)
Merged PR #30: 0.1.4 — facade module kit, textured materials, theatre trim

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 20:29:11 +01:00
zwitschi d6d3d54810 fix(tools): importers clear the read-only LFS bit before saving; 0.1.3 docs refresh (#29)
Merged PR #29: v0.1.3 packaging and setup fixes

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 18:53:48 +01:00
zwitschi ba68dcfdbc feat(hero): v0.1.2 — scale calibration, façade detail, export preset refactor (#28)
Merged PR #28: v0.1.2 — scale calibration, façade detail, export preset

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 18:48:33 +01:00
zwitschi 68d8745534 docs(agents): tooling + architecture-upkeep rules, with tool tests (#24)
Merged PR #24: tooling + architecture-upkeep rules, tool tests

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 16:25:35 +01:00
zwitschi 52b1212cf3 qa: make the demo walkable — terrain collision root cause, spawn, scripted QA
The reported fall-through was a misdiagnosis: the player never fell. The
imported Terrain_DEM had only a bounding-box simple collision proxy, so a
downward trace anywhere in the block hit the terrain at Z 819 (the mesh
bbox max) and the street sat under an invisible 8 m lid. Standing on that
box looked plausible, which is why it read as working.

- add UGigLineAssetTools (C++): force CTF_UseComplexAsSimple on a static
  mesh. UE 5.8 dropped bUseComplexAsSimpleCollision and Python cannot set
  the flag; the builder also saves the asset, since the flag lives there
  and a map-only save silently reverts it.
- spawn (-13336, -1150, 600): inside the carved corridor (the cut is a
  10.7 m half-width around the road centreline), lands on the road at 456.
- fix ResetToStart returning to the mid-air PlayerStart captured in
  BeginPlay: StartLocation is now captured on the first grounded frame.
- HighResShot 1280x720 instead of "1280 720", which is a multiplier.
- add -qaselftest: scripted walk/reset/pause on a core ticker plus a
  swept ground transect. Results: walk 746 cm/2 s with Z steady, reset
  0 cm from spawn, pause/unpause 1/0, transect 84 samples 0 holes.
- rebase onto main, keeping the frontage materials and placement fixes.
2026-11-08 11:56:19 +01:00
zwitschi 91768a9f74 tools: add screenshot judge script using OpenRouter vision
- Tools/judge_screenshot.py: judges a screenshot against an expected-scene
  description via OpenRouter multimodal image understanding, reading
  OPENROUTER_API_KEY from the ignored .env. --image+--expect for one shot,
  --shots to run every review shot in Screenshots/README.md. Returns a
  {verdict, confidence, reason, missing} JSON.
- Documented in AGENTS.md (Visual review pre-check step) and Tools/README.md;
  recorded the OpenRouter payload format gotcha in MEMORY.md.
2026-11-07 15:57:49 +01:00
zwitschi e48a0cd82b docs: bring every document in line with the current build
README rewritten around the actual state (walkable DemoMap, blockout facades,
planned patches); Tools/README now lists all seventeen tools by role; build.md
gains the content pipeline table and the two enforced rules (one unit conversion,
collision decided at import). Setup gains a content-pipeline row, the toolchain
state notes the demo level exercises the engine path, release checks record the
Blender pre-check that backs traversal, PLAN points at ROADMAP/MEMORY/Screenshots,
and THIRD_PARTY_NOTICES gains rows for the hero facade and the candidate props.

Also fixed the last stale reference to Geo/scripts in MEMORY.md - a sweep found
old paths in six documents after the tool move, which the memory entry now warns
about.
2026-11-07 13:21:10 +01:00
zwitschi 386d4bee78 geo: one tool directory, one unit boundary, per-asset provenance
Geo/tools/ is now every geographic script, with Geo/README.md documenting each
one; the Blender-side builders moved beside their outputs in Art/blender/*/ and
import their helpers from Geo/tools/osm_common.py.

That module gains to_unreal_local() and to_blender_local(): the only place in the
repository that multiplies metres by 100, so a second silent scale cannot be
introduced. block_height_report.py adds height provenance for the block — 3 of
15 buildings have no height data and render at a placeholder 6.4 m.
asset_metadata.py writes and audits <asset>.geo.json sidecars; four now exist
(hero-facade, terrain, street, blockout) and the audit recomputes each centre from
the origin, failing anything that disagrees.
2026-11-07 12:28:26 +01:00
zwitschi bbb3e147b3 tools: visual-review screenshot pipeline
- AGigLineShotActor (dev-only): walks a fixed camera list in -game mode,
  captures via FScreenshotRequest, quits. Test content only.
- ue_build_review_map.py builds /Game/Test/ReviewMap from current content
  (gray floor, key light, sky, MPFB character, 1 m scale cubes).
- render_screenshots.sh: build map -> run game -> collect PNGs into
  gitignored Screenshots/.
- Screenshots/README.md (committed) describes each capture with approval
  state; AGENTS.md gains the visual-review instructions.
2026-11-07 09:52:10 +01:00
zwitschi 0dab597dc1 refs: Flickr + web search for the hero entrance
common_fetch was out of material, so an OpenRouter web-search call (gpt-5.2,
openrouter:web_search) returned candidate photo pages and page_image_fetch.py
resolved each og:image and downloaded it, recording page URL and hash locally.
Four frames kept, including the clearest entrance view yet.

The frames overturn the inherited 'eight stone steps, 12 m wide': the entrance
is three portals with individual short flights. Recorded as a resolved conflict
with the photographs as evidence.
2026-11-07 00:21:53 +01:00
zwitschi b8f5a062ac refs: pull the Commons categories for the Masonic Temple and El Capitan
A text search had stopped surfacing new material, so commons_fetch.py gained
--category. Category:Hollywood Masonic Temple and Category:El Capitan Theater
yielded 32 more frames locally, including 4-5k px frontal façades, a 2019
street-level shot of both buildings together, the 1922 postcard, and the first
oblique evidence for the 6806-6822 retail run. 68 local images total, none
committed. A clean sidewalk-level frame of the hero entry is still absent.
2026-11-07 00:09:49 +01:00
zwitschi 72de657202 docs: record the second reference pass and its gaps
Five usable sets added locally (hero daytime façades, the El Capitan Theatre
block, night premiere staging, Ovation Hollywood, and the Lee Drug neighbour) —
41 images total, none committed. Records what remains missing: a sidewalk-level
frame of the hero entry, the 6806-6822 retail run, and a night frame of 6840
itself rather than its neighbour.

commons_fetch.py now survives a throttled download instead of discarding the
rest of the batch, and takes --delay.
2026-11-06 23:56:51 +01:00
zwitschi cc209cde01 feat: assemble the site and pre-check walkability
site-2026-11-06.blend gathers terrain, street and blockout into categorised
collections: 281 objects, ~58k triangles. A downward raycast on a 1 m grid along
both sidewalks and the designated crossing finds no holes, so nothing drops the
player on either side. Two steps are flagged: 15.8 cm at the sidewalk's outer
terrain seam and 10-13 cm ramps at the crossing flush transitions, steeper than
a real 8% ramp.

Sampling is projected through PROJ: placing points with the OSM spherical
approximation put them metres off the UTM meshes and reported 91 phantom holes.
2026-11-06 23:48:02 +01:00
zwitschi d42e39faa9 feat: road, kerbs, and sidewalks on the DEM
Tools/street_mesh.py builds the corridor in the project frame from the measured
profile: carriageway -10.5..+10.5 m, kerbs 0.15 m (0.13 m as built), sidewalks
4.0 m south and 5.3 m north, all elevations sampled from the DEM. Kerbs flush at
the three signalised crossings. Crown at mid-block reproduces the cross-sections
to the centimetre.
2026-11-06 23:45:28 +01:00
zwitschi bf23a27939 feat: headless Blosm blockout of the demo block
Tools/blosm_blockout.py imports the committed extract in 3Dsimple mode and
reports per-building dimensions so a units failure is visible in the log. The
result (87 meshes) is committed as the blockout baseline: hero 25.68 x 54.88 x
14.50 m against 25.75 x 54.88 m of OSM geometry, so the import is 1:1 metres.

Two headless defects needed working around: the asset-directory check that
fires before mode is honoured, and an empty default-level table sending the
add-on down a broken relative import. Member fetching stays off so the import
does not depend on Overpass.
2026-11-06 23:33:41 +01:00
zwitschi 74e64a374e docs: list the reference fetcher in Tools/README 2026-11-06 22:05:05 +01:00
zwitschi e95ba033be docs: correct the LFS trap and add Tools/check-lfs.sh
The lfs filter is inactive until 'git lfs install' writes filter.lfs.*, and a
matched file is then stored as a plain blob without any warning. Document that
instead of the wrong claim that git add fails, and add a guard script.
2026-11-06 21:21:32 +01:00
zwitschi eceaff1397 chore: scaffold repository and record 0.1.0 setup state
Create Game/, Art/, Geo/, Tools/, Docs/ with LFS and ignore rules, record the
workstation audit, toolchain pins, setup checklist, release checks, and
licensing policy. ROADMAP 0.1.0 environment tasks marked to match verified state.
2026-11-06 21:20:57 +01:00