Commit Graph
3 Commits
Author SHA1 Message Date
zwitschi ad5bb25009 qa(0.1.4): verdict document with budgets, evidence and defect severities
Per the qa-review skill: explicit verdict, measured budgets, the screenshots that
carry the claim, defects by severity and what remains unverified.

Verdict SHIP WITH NOTES - geometry/placement/budgets verified by measurement, the
visual half explicitly pending human review (the vision pre-check is unreliable on
this content and was not used as evidence).

Also fixes the last QA finding: kit pieces kept the grey M_Kit_* material the FBX
import creates, so glazing was not glass and shopfronts were not stone. Assembly now
assigns M_FacadeGlass to glazing, M_FacadeStone to surrounds, M_FacadeStoneShadow to
doors and M_FacadeBanner to fascias (6/6 materials resolved), and the importer
deletes the unused M_Kit_* materials (Kit folder now exactly 16 SM_ meshes).

Packaged QA re-verified after the change: walk, transect 0 holes, wall probe 0/35,
facade probe 0/9, RESULT PASS.
2026-11-08 19:44:17 +01:00
zwitschi 1b069188a2 refactor(kit): SM_ asset naming and topology validation per the modeling checklist
- Kit pieces export as SM_Kit_* (Unreal static-mesh convention) while the Blender
  objects keep their readable names; the kit loader strips the prefix so layout
  still addresses pieces by short name.
- facade_kit_build.py validates each piece before handoff (non-manifold edges,
  loose vertices, triangle count) and records the result in the part report:
  16 pieces, all manifold, no loose geometry, 12 tris each.
- ue_import_facade_kit.py removes kit assets the current build no longer produces,
  so a rename cannot leave two generations of the same piece behind.
- Kit re-imported and re-applied (625 pieces); packaged QA still PASS.
2026-11-08 19:38:29 +01:00
zwitschi c9d603f754 feat(kit): façade module kit at the 4.96 m bay, assembled onto eight buildings
- 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).
2026-11-08 19:12:45 +01:00