Adopt the realism pass and refresh screenshots/docs
Full build / Import + headless tests (push) Successful in 34s
Full build / Full desktop build + optional release (push) Skipped

- add the v2 runtime picks: per-phase skyline panoramas, brick, sidewalk
  pavers, dry/wet asphalt, awning canvas, and their normal maps
- add the realism tooling and evidence: tools/scene_concepts.py, capture_realism.gd,
  concept frames, reports/sheets, and tests
- retune phase lighting/fog/exposure, add sun yaw, brighten the night glow,
  add the flashlight beam mesh, and rebuild the planter/tree assets
- regenerate all eleven staged screenshots from the current build; compare is
  11 good / 0 bad
- finish the visual-alignment closeout in DONE/TODO, update architecture,
  blender-assets, PLAN, and ignore rules (editable Blender sources untracked)
- keep the judge retry and document the verified default judge model

Verification: headless 227/227; Python tooling 86/86; check_screenshots 11/11.
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zwitschi committed 2026-11-01 17:03:05 +01:00
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@@ -64,6 +64,10 @@ render about 2.5 min.
- Blender is Z-up. The glTF exporter converts to Godot Y-up.
- **Front = Blender −Y = Godot +Z**, the face direction that
`NpcAvatar.yaw_towards()` assumes.
- **Foliage** (`street_tree`, `planter_box`, `round_planter`) is a cluster of many small
flat-shaded clumps plus outer clumps that break the silhouette, not one smooth blob. That is
how the realism pass made the street greenery read as leaves; the three assets carry fresh AO
maps (`street_tree` is 2,592 triangles).
- Grounded assets have their origin on the floor (`min y ≈ 0`). The two
exceptions are `wall_lantern` (origin on the wall plate, at mount height) and
`marquee` (origin at the wall where the canopy meets it, at canopy height).