The sidewalk stood the full 0.15 m kerb height above the DEM at *both* edges, so the outer (building-side) lip was a 15.8 cm ledge where the walk route crossed from Terrain_DEM onto Sidewalk_South. sidewalk_z now tapers the upstand from full at the road-side edge to zero at the building-side edge (a ~3-4 % ramp, walkable and visually negligible). Pre-check: south max step 20.5 -> 13.4 cm, north 15.1 -> 7.2 cm (the residual 13.4 cm is the crossing-ramp gradient, tracked separately). Street and site rebuilt, site re-imported (7/7 meshes, collision flags intact), DemoMap rebuilt; packaged -qaselftest still PASS. README step table updated.
Art
Editable sources and original textures. Exported, game-ready output goes to Game/Content/.
Layout (as content arrives)
| Path | Contents |
|---|---|
Art/blender/ |
.blend sources, one file per building or asset family |
Art/textures/ |
Original texture sources before baking or compression |
Art/reference/ |
Reference photography, local only, gitignored — never committed. Fetch with Tools/commons_fetch.py; what it is evidence for goes in Docs/reference-notes-hollywood.md |
Rules
- Every
.blendsaves with a real-world metric scene scale. No exceptions; scale drift is the main source of import defects. - Named export presets only. Record the preset name and its settings next to the asset that used it.
- Textures enter as a documented source (author, licence, source URL) and are listed in ../THIRD_PARTY_NOTICES.md.
- Reference photography is never committed and never shipped. It is evidence, not content. Licensing is not a gate for local private development, but anything that would derive from a reference in a shipped asset needs a licensing decision before release.
.blendfiles are LFS-tracked and lockable; pull before editing.