feat(hero): facade rework — inscription, medallions, motto band, banner lettering #39

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zwitschi merged 93 commits from hero-facade-0.3.0 into main 2026-11-10 15:37:40 +01:00
77 changed files with 84 additions and 80 deletions
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+7 -3
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@@ -753,12 +753,16 @@ def build():
if paint:
comp.set_material(0, paint)
log("Demo_VehiclePanel: body paint assigned")
# Visual only: with collision the panels overlap the Chaos pawn's chassis body
# and the depenetration launches the whole vehicle upward.
if comp:
comp.set_collision_enabled(unreal.CollisionEnabled.NO_COLLISION)
staged_panels += 1
log(f"staged: {staged_panels} Demo_VehiclePanel actors (plain static meshes)")
# The Chaos pawn is NOT staged. With it present the actor is launched to Z 1993 cm (18 m up)
# and reports zero wheels, so it litters the scene without providing a drivable vehicle. The
# vehicle physics is its own task now; the visible car stays as plain panels.
# The Chaos pawn stays parked. Three hypotheses are now ruled out - spawning level with the
# road, spawning 1.2 m above it, and the visual panels' collision - and the actor still climbs to
# Z ~2066 cm with zero wheels. See the 'Vehicle physics - Chaos rig' task in TODO.md.
log("staged: Demo_Vehicle_Sedan skipped - Chaos pawn parked (see TODO.md)")
# A lockable LFS .umap checks out read-only, which makes save_map silently