Use the photo-anchored ashlar limestone on the masonic facade
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@@ -9,6 +9,7 @@ const T_CONCRETE := preload(PICK_DIR + "sidewalk_pavers.png")
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const T_ASPHALT := preload(PICK_DIR + "asphalt.png")
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const T_AWNING := preload(PICK_DIR + "awning_canvas.png")
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const T_LIMESTONE := preload(PICK_DIR + "stone_steps.png")
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const T_ASHLAR := preload(PICK_DIR + "limestone_ashlar.png")
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## One skyline panorama per shift phase (realism pass): hazy daylight, warm dusk
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## with lit windows, and a night city. The old single strip was a black silhouette.
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const T_SKYLINE_DAY := preload(PICK_DIR + "skyline_day.png")
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@@ -86,8 +87,10 @@ const VENUE_SPECS := {
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## a recessed central entrance and two street-level side doors.
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"architecture": "masonic",
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"facade_width": 29.6, "facade_height": 14.5, "facade_depth": 8.0,
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"facade_center_z": -8.0, "facade_texture": T_LIMESTONE,
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"facade_tint": Color(0.88, 0.86, 0.82), "facade_role": "stone",
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"facade_center_z": -8.0, "facade_texture": T_ASHLAR,
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# Photo target: warm cream limestone, mid value ~0.78 (the old tint was
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# a flat cool 0.88 that read as plaster in the day capture).
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"facade_tint": Color(0.85, 0.81, 0.74), "facade_role": "stone",
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"window_columns": [], "window_rows": [],
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"stair_width": 12.0, "stair_count": 8, "stair_tread": 0.38, "stair_height": 0.10,
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"landing_depth": 4.0, "landing_center_z": -1.8,
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@@ -929,8 +932,10 @@ func _build_masonic_building() -> void:
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# Main stone mass. The real building is brick/concrete clad in a light
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# limestone-like render; granite/limestone keeps the block consistent with
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# the existing PBR surface library.
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# Ashlar courses are ~0.55 m tall: the 768 px tile covers ~4.4 m of wall
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# height, so the facade repeats it 3.2× vertically and 6.4× across.
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var facade := _add_box(building, Vector3(w, h, d), Vector3(0, h * 0.5, cz),
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stone, false, T_LIMESTONE, Vector2(w * 0.22, h * 0.18), "stone")
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stone, false, T_ASHLAR, Vector2(w * 0.216, h * 0.22), "stone")
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facade.name = "MasonicFacade"
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# Rusticated base and string courses.
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_add_box(building, Vector3(w + 0.3, 1.0, d + 0.3), Vector3(0, 0.5, cz + 0.12),
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