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- 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
Co-authored-by: adam133 <20442729+adam133@users.noreply.github.com> Agent-Logs-Url: https://github.com/adam133/vectorroad/sessions/842df42c-2f5c-44e3-b977-2d3c18a53034
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 grey visual meshes to roadside props
- 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
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