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release - #66

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adam133 merged 14 commits into
releasefrom
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Mar 23, 2026
Merged

release#66
adam133 merged 14 commits into
releasefrom
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@adam133

@adam133 adam133 commented Mar 23, 2026

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Copilot AI and others added 14 commits March 22, 2026 22:59
- Add TemperateNorthAmerica to RegionType (US/CA wider than European Temperate)
- Update OSMParser: US, CA → TemperateNorthAmerica
- Update RegionTextures for TemperateNorthAmerica (same asphalt/roof/wall as Temperate, concrete kerb)
- Add RegionWidthFactors with GetWidthFactor(RegionType) and GetShoulderWidth(RoadType)
- Add GetWidthForRoadType(RoadType,int,RegionType) to RoadMeshExtruder using formula:
    (lanes × laneWidth + shoulder) × regionFactor  [when lanes>0]
    baseTableWidth × regionFactor                  [when lanes==0]
- Update ExtrudeWithDetails(RoadType,...) to use region-aware width formula
- Add/update tests: 622 pass (612 before)

Co-authored-by: adam133 <20442729+adam133@users.noreply.github.com>
Agent-Logs-Url: https://github.com/adam133/vectorroad/sessions/34d3b6ab-22ab-4d21-8601-8b79e570bc3a
…th-factor

feat: region-based road width factor with shoulder widths
- RoadMeshExtruder: add IsUrbanRoadType(), BuildLaneMarkingMesh(), BuildDitchMesh()
- RoadMeshExtruder: auto-select UrbanKerbHeight (15cm) for Residential/Service, no kerb + ditch for rural roads
- RoadMeshResult: add LaneMarkingMesh, DitchMesh, DitchTextureId fields
- RegionTextures: add GetDitchTextureId() returning terrain_grass / terrain_sand / etc
- MapSceneBuilder: create LaneMarking and Ditch child GameObjects in BuildRoad()
- Tests: update 2 existing kerb tests to use urban road type; add 31 new tests

Co-authored-by: adam133 <20442729+adam133@users.noreply.github.com>
Agent-Logs-Url: https://github.com/adam133/vectorroad/sessions/200fa58d-9ef0-43a8-bc20-20a267046466
…ditches

Add lane marking overlay, rural ditches, and 15 cm urban curbs
Each prop type now has a child Mesh GameObject alongside its collider:
- LampPost / SignPost: Capsule mesh scaled (0.2, 2, 0.2) → grey material
- Tree: Capsule mesh scaled (0.6, 2, 0.6) → olive green material
- Fence: Cube mesh scaled (2, 1.5, 0.1) → weathered-wood brown material

PlaceholderMaterialFactory gains four new IDs (prop_lamppost,
prop_signpost, prop_tree, prop_fence) with category-appropriate colours.
SpawnPropCollider is made non-static so it can access Registry.

Co-authored-by: adam133 <20442729+adam133@users.noreply.github.com>
Agent-Logs-Url: https://github.com/adam133/vectorroad/sessions/43f6e8ed-5435-42e0-aa54-687c15822478
- Add .github/workflows/pr-preview.yml: triggers on PRs to main, runs a
  dedicated Unity play-mode test, uploads the PNG as a GitHub Actions
  artifact (14-day retention), and posts a PR comment with a direct
  download link via actions/github-script

- Add Assets/Tests/PlayMode/SceneScreenshotTests.cs: loads the bundled
  ProofOfConcept scene, bypasses the startup menu by advancing the
  GameManager state, waits up to 4 minutes for the map build pipeline to
  reach GameState.Racing, then captures a 1920x1080 PNG using
  Camera.Render() + RenderTexture (works in headless/batch mode)

- Add Assets/Tests/PlayMode/SceneScreenshotTests.cs.meta: Unity metadata

Co-authored-by: adam133 <20442729+adam133@users.noreply.github.com>
Agent-Logs-Url: https://github.com/adam133/vectorroad/sessions/15e71ff2-beeb-4983-9c4b-dca9a8b4341a
… screenshot

- Add `issues: write` permission to pr-preview.yml so that
  actions/github-script can post PR comments via the Issues API
  (github.rest.issues.createComment requires this permission)

- Add `yield return new WaitForSeconds(3f)` after GameState.Racing so
  that physics has time to settle the vehicle onto the road surface and
  ChaseCam's SmoothDamp has time to move from its initial position to
  behind the vehicle before the screenshot is captured

Co-authored-by: adam133 <20442729+adam133@users.noreply.github.com>
Agent-Logs-Url: https://github.com/adam133/vectorroad/sessions/5bceafe7-9ab6-4c42-977f-a4d9b35085dc
…shot-workflow

Add PR preview screenshot workflow
@adam133
adam133 merged commit fba314d into release Mar 23, 2026
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2 participants