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fix: audit game-pipeline arc heroes and stage vse-cut-list presentation#78

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TMHSDigital merged 4 commits into
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audit/game-pipeline-heroes
Jul 19, 2026
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fix: audit game-pipeline arc heroes and stage vse-cut-list presentation#78
TMHSDigital merged 4 commits into
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audit/game-pipeline-heroes

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Summary

Rigorous visual + editorial audit of the three game-asset-arc examples (PRs #75#77) plus vse-cut-list. Verdicts were recorded against every criterion before any fix; three examples had real defects, one was certified unchanged, and vse-cut-list got a deliberate presentation resolution. All fixes at the source, re-rendered and re-verified on both local binaries.

Group contact sheet (7 cells: 4 audited heroes + pinned set): game-pipeline-audit-contact-sheet.webp

Mean luminance (sRGB luma, 0–255) — calibration set: armature-bend 139.4, damped-track-aim 100.1, bmesh-gear 143.4:

Hero Luminance In range?
gltf-export-roundtrip 130.8
lod-decimate-chain 139.4
vertex-weight-limit 105.7
vse-cut-list (resolved) 127.5

Audit table

gltf-export-roundtrip

Criterion Verdict Action
Composition/framing Twins pixel-comparable (mirrored perspective — the point) ✓; labels fail thumbnail (ROUND-TRIP vanished at 320×180) Plaque → diffuse light-grey, size 0.24→0.30; re-render; labels now legible at thumbnail
Lighting/materials Pass (no clipping, saturated glow)
Asset modeling Pass (rivets, latches, corner armor, pips — designed prop)
Editorial All numbers verified vs check output (7,560 loops, 624 cage, 109/20 RNA props, bit-exact) ✓
Arc coherence No cross-references Added "Pipeline arc" line

lod-decimate-chain — certified, no render change

Criterion Verdict
Composition/framing Pass — LOD0/1/2 plaques legible at card crop; progression reads at thumbnail via facet crunch (LOD2 nose, hexagonal porthole)
Lighting/materials Pass
Asset modeling Pass (retro silhouette, swept fins, nozzle, porthole)
Editorial Numbers verified (1,147 v / 2,260 t; 0.00% and 0.44% dev; bbox 7.7e-6; nose-tip 0.0206) ✓
Arc coherence Cross-reference added (only change)

vertex-weight-limit

Criterion Verdict Action
Composition/framing Pass
Lighting/materials Glow disconnected from contract — teal ring sat on forearm armor while the pruned zones (flex boots) stayed unmarked Boots now carry the teal accent (soft emissive 0.38); the bright ring moved to seal the elbow boot (primary 5-influence zone)
Asset modeling Pass (pedestal, pauldron, bellows, claw — mechanical-plausible)
Editorial Values re-verified against final probes (lbs 3.0e-07, sums 1.438e-02, pose 3.0e-03) ✓
Arc coherence Cross-reference added

vse-cut-list — hero resolution: editing-bay presentation

Criterion Verdict Action
Hero treatment Raw broadcast frame was the odd one out Two-pass render: the authentic sequencer frame (evidence, untouched) presented on a reference monitor in a dark-studio editing bay (presentation). Precedent: image-pixels-testcard's mounted test card.
Editorial Caption spans verified against closed forms (A 001-032 = (1,33), B 025-056 = (25,57), CROSS 025-032 = (25,33) clamped, @ F29) ✓ README render section + module docstring updated

Resolution rationale: the raw frame is the API evidence — replacing it with staged geometry would break render-as-proof. But evidence can be presented: the monitor mounting keeps the asserted pixels genuine (the --check-pixels witness and the check path are byte-unchanged) while the hero joins the house look. Found and fixed during the change: the flat screen quad's Generated coordinates are constant in V, so the first pass sampled a single strip of the frame — the screen uses explicit UVs now.

Verification (all live runs, local)

Binaries: .scratch/blender-5.1.2-windows-x64/blender.exe (Blender 5.1.2, hash ec6e62d40fa9) and .scratch/blender-4.5.11-windows-x64/blender.exe (Blender 4.5.11 LTS, hash 4db51e9d1e1e).

  • gltf: check exit 0 on both binaries, measured values unchanged (pos_err=0, nrm_err=6.35e-05). Plaque change is render-path only — no closed forms touched, no re-falsification required.
  • vertex: check exit 0 on both, values byte-identical (verts=1984 pre=5 post=4 limited=128, sum 1.68e-08, pose 2.99e-03, lbs 2.98e-07). Remodel kept all closed forms; re-falsified: probe A exit 4 (5 groups), probe B exit 6 (sums 1.438e-02), probe C exit 8 (LBS dev 1.834). No tolerance loosened.
  • vse: check exit 0 on both (correct version-gated paths each side: "strips only" on 5.1.2, ".sequences bridged" on 4.5.11); --check-pixels --engine cycles exit 0 on both with identical values (BR blend (0.341, 0.349, 0.463)); --output render exit 0 on both. Check logic untouched (original falsification evidence stands).
  • lod: certified; check not re-run by the audit commit (README-only change) — smoke jobs below re-prove it.
  • Gallery regenerated; detail-page HTML re-read (arc links resolve to GitHub paths; vse render paragraph full). Renders iterated on actual pixels at full size / card / thumbnail.

Inspection only: nothing claims otherwise.

Test plan

  • Validate, validate-manifest, validate-counts (26 examples)
  • Blender 5.1 smoke + Blender 4.5 smoke (all 26 example steps incl. vse --check-pixels)
  • Ecosystem drift; Socket Security
  • Commits: 4 per-example commits (3 fix: + 1 docs:) on audit/game-pipeline-heroes, explicit-path staging, DCO sign-offs

🤖 Generated with Kimi Code

The AUTHORED and ROUND-TRIP plaques are the render's argument, but the
dark metallic text vanished at thumbnail. Diffuse light-grey material and
larger type keep the round-trip story readable at 320x180. Render-path
only; the check's closed forms and measured values are unchanged and
re-verified on 5.1.2 and 4.5.11. README gains the pipeline-arc reference.

Signed-off-by: fOuttaMyPaint <TMhospitalitystrategies@gmail.com>
The teal ring sat on the forearm armor, reading as decoration while the
actual pruned zones (the flex boots) stayed unmarked. The boots now carry
the teal accent and the bright ring seals the elbow boot, so the glow
marks the five-influence zones the limit prunes. Counts, weights, and
measured check values are byte-identical; all three falsification probes
re-run on the remodel (exits 4/6/8), check green on 5.1.2 and 4.5.11.

Signed-off-by: fOuttaMyPaint <TMhospitalitystrategies@gmail.com>
The raw sequencer frame was stylistically the furthest hero from the house
look. The render now makes two passes: the authentic VSE program wall
(evidence, untouched) and a dark-studio editing bay whose reference
monitor displays exactly that frame (presentation). The check and
--check-pixels paths are unchanged and green on 5.1.2 and 4.5.11 with
identical measured values; the 4.5 render path is proven locally. Includes
the explicit-UV fix: the flat screen quad's Generated coords sampled one
frame strip; UVs carry the full frame.

Signed-off-by: fOuttaMyPaint <TMhospitalitystrategies@gmail.com>
…heet

lod-decimate-chain's README gains the modeling/LOD - weighting - export
stage references (the other two arc READMEs carry theirs in their fix
commits), and the combined seven-cell audit contact sheet — four audited
heroes beside the pinned calibration set — is committed per the
contact-sheet gate.

Signed-off-by: fOuttaMyPaint <TMhospitalitystrategies@gmail.com>
@github-actions github-actions Bot added the documentation Improvements or additions to documentation label Jul 19, 2026
@TMHSDigital
TMHSDigital merged commit 704b1e4 into main Jul 19, 2026
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@TMHSDigital
TMHSDigital deleted the audit/game-pipeline-heroes branch July 19, 2026 21:22
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