Commit History

7 days ago

  1. Terrain: light the image model paints from one side is taken out of the colour map (terrain.light_removed) Running

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  2. QA: summary.view_mismatch compares the texture with what each view painted; needs work from 38

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  3. 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

  1. Round 34: note when the prompt names trees that will be painted, green-floor warning only for the floor of a wood, prefer the token header

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  2. 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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  3. 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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  4. 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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  5. Terrain round 30: drawn layers with rules stay in their shapes, forest-floor swatches, water repaint only on low gentle ground

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  6. Terrain: winter preset for snowy mountains with trees

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  7. Terrain: paint the overview and tiles at the ground's aspect (long terrains)

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  8. Terrain round 29: large and non-square terrains, water painted above water_level repainted, trees only in wooded layers

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  9. Round 28: path edges soft over a fixed width, previews keep to land near drawn layers and draw water, path swatches without strips

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9 days ago

  1. 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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  2. 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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  3. Round 26: blurred colour map close up (terrain materials), overview leaves out buildings/drawn roads, elevation rule, rule warnings

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  4. 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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  5. 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

  1. Round 23: retouch dry_run (aim preview), docs on masks cutting through motifs

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  2. Round 22: two-band seam blending for evenly painted parts, mock jobs not judged on parts, docs on regular patterns

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  3. Round 21: merged-parts check per connected piece, larger white-clay islands filled without guide colours

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  4. Round 20: partial views leave out half-designs, neutral flat chrome, unpainted islands shown in surrounding paint

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  5. Round 19: UV unwrap cache and an 'unwrapping UVs' progress step with an estimate

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  6. Round 18: per-part hole fill, spilled-paint mask, heads seen from behind listed as their back

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  7. 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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  8. 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

  1. Narrow end-on views generated last; views from below and conditioning renders ignore paint earlier views only grazed; guide: painting an underside

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  2. Reject steep gap views that redraw the subject from another angle (edges_moved); lettering guide

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  3. Prompts keep only what a view shows enough of (no lettering on a van roof)

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  4. Round 12: paint faces seen from behind as a last resort, re-aim steep rejected gap views, pattern swatches auto

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  5. Swatch references: patterns continue onto new surface; fill-gaps suggested for holes

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  6. Consistency check: compare views at low frequency with shading evened out (no 'needs work' for a lit vs shaded gable)

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  7. 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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  8. Optional even base colour for mirror-like metal (metal: flat)

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  9. Round 10: colour check ignores the conditioning render's shading (no more false 'colors' rejections)

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  10. Round 9: reject views that repaint the painted model, mask gap-view contradictions, keep glTF metallic defaults, calmer verdicts

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  11. Plan order: each view continues a painted neighbour, the back view closes the ring

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12 days ago

  1. Parts list says where each part is in the view

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  2. Keep background-coloured paint deep inside the silhouette (no more cut-out islands)

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  3. 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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  4. Round 7 fixes: flagged-view share, partial-view retry, inside of hollow parts, no straight-down gap views

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  5. Partial views: keep geometry-matching views that disagree with painted texture, painting only where they see the surface better

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  6. Drop prompt clauses naming parts out of view; clearer colour-guide wording

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  7. Agent DX round 5: character facing from named face parts, keep glTF material extensions (glass, emission strength)

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  8. 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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  9. pick: painted_by names the view that painted a texel

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  10. 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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  11. 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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  12. 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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  13. projtex: agent-first projection texturing API (REST + MCP), Qwen Space + Fibo Space backends

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