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Commit History
7 days ago
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Terrain: light the image model paints from one side is taken out of the colour map (terrain.light_removed) Running
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QA: summary.view_mismatch compares the texture with what each view painted; needs work from 38
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Round 35: keep refused on shared UVs, relief hint lit from above, cover words left to layers, metal prior ignores negations, GL software fallback
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8 days ago
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Round 33: keep the caller's layer colours within 15 (CIELAB), tiles that redraw the layout give only fine texture, canal/bayou water words, /api/jobs refuses terrain bodies
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Terrain round 32: water repaint skips water-coloured ground, colour map keeps callers' colours, small-ground preview cameras, running elapsed time
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Round 31: accept the elevation rule, turn over grounds wound downwards, keep drawn dark bands, forest floors under 3D trees, bare-ground words where nothing grows
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Terrain round 29: large and non-square terrains, water painted above water_level repainted, trees only in wooded layers
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9 days ago
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PBR option: pbr=true / POST /api/jobs/{id}/pbr (per-view albedo/roughness/metallic from the projtex-pbr ZeroGPU Space, baked into a metallicRoughness GLB)
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Round 27: guide agrees with legend (whole-word forest, canopy for from_above trees), water_level, legend names without buildings, precise thin-layer coverage, negated building words
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Round 26: blurred colour map close up (terrain materials), overview leaves out buildings/drawn roads, elevation rule, rule warnings
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Terrain: converging-furrow perspective check, anti-tiling (off for directional textures), cliffs use the triplanar layers, thin-layer warning, upload hints
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Terrain and ground texturing: POST /api/terrain (MCP texture_terrain): splat layers, seamless detail textures, tiled top-down colour map, Blender/three.js materials
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10 days ago
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Retouch dry_run answers 200
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Round 23: retouch dry_run (aim preview), docs on masks cutting through motifs
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Round 18: per-part hole fill, spilled-paint mask, heads seen from behind listed as their back
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Round 17: merged-parts check skips surfaces facing down; next points at views from below after fill-gaps; views report elevation
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Round 16: parts seen edge-on not listed; retry views painting touching parts as one; hue flags need a visible difference
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11 days ago
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Reject steep gap views that redraw the subject from another angle (edges_moved); lettering guide
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Round 12: paint faces seen from behind as a last resort, re-aim steep rejected gap views, pattern swatches auto
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Swatch references: patterns continue onto new surface; fill-gaps suggested for holes
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Default backend: Qwen-Image-2.1-Turbo (hugging-apps/qwen-qwen-image-2-1-turbo); full Qwen-Image-2.1 and Fibo stay selectable
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Optional even base colour for mirror-like metal (metal: flat)
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Round 9: reject views that repaint the painted model, mask gap-view contradictions, keep glTF metallic defaults, calmer verdicts
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12 days ago
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Round 8 fixes: xatlas off the server thread, retouch aiming, roof-as-wall views rejected by colour, plain vessel insides, quota-aware hints
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Round 7 fixes: flagged-view share, partial-view retry, inside of hollow parts, no straight-down gap views
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Partial views: keep geometry-matching views that disagree with painted texture, painting only where they see the surface better
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Agent DX round 5: character facing from named face parts, keep glTF material extensions (glass, emission strength)
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Agent DX round 4: whole-object gap views, softer verdict for tiny inconsistencies, no front/back guess for objects with described parts
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Agent DX round 3: reject re-imagined views (painted agreement), colour guide from material base colours, grounded objects, clearer retry logs
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Agent DX round 2: GPU cache fix, one-pass generation, weighted coverage, glTF front convention, single_mesh export, mixed part_prompts keys
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Agent DX round 1: raw uploads, structure-preserving GLB, part_prompts, inside-out fix, queue/ETA, honest coverage, NaN fix on llvmpipe
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Report each operation's outcome (last_result), retouch progress and recovery hints
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projtex: agent-first projection texturing API (REST + MCP), Qwen Space + Fibo Space backends
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