Adopt the realism pass and refresh screenshots/docs
- 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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@@ -30,6 +30,26 @@ func test_textured_recipes_keep_their_texture_and_profile() -> bool:
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var e := TestUtils.check(Materials.flat(Color.RED, "metal").metallic > 0.5, "metal role is metallic")
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return a and b and c and d and e
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func test_realism_pick_tiles_and_wet_asphalt() -> bool:
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## The realism pass swapped the flat first-generation tiles for the v2 picks.
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## The street has a dry and a wet variant for day and late night.
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var brick := Materials.brick()
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var dry := Materials.asphalt()
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var wet := Materials.asphalt(Color(0.46, 0.48, 0.53), Vector2(30, 7), true)
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var a := TestUtils.check(brick.albedo_texture.resource_path.contains("v2/picks/"),
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"brick uses the promoted v2 pick")
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var b := TestUtils.check(brick.normal_enabled and brick.normal_texture != null,
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"brick carries its normal map")
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var c := TestUtils.check(dry.albedo_texture != wet.albedo_texture,
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"wet asphalt uses its own albedo")
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var d := TestUtils.check(wet.roughness < dry.roughness,
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"wet asphalt is glossier than dry asphalt")
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var e := TestUtils.check(wet.metallic_specular > dry.metallic_specular,
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"wet asphalt catches the lamps")
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var f := TestUtils.check(wet.albedo_texture.resource_path.contains("picks"),
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"the wet map is a promoted pick")
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return a and b and c and d and e and f
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func test_glass_and_emissive_recipes() -> bool:
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var glass := Materials.glass()
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var pane := Materials.window_pane()
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