feat(paint-slots): round-2 feedback — fence 2 slots + UVs, roof defaults, stair body
- fence: split into two paint slots — panel (posts/base/infill, default charcoal) and rail (cap, default wood-finewood27) — as separate meshes with userData.slotId. Fix applyFenceUVs to continuous world-space 1 UV unit = 1 m (drop the per-part min origin that broke tiling across parts). New generateFenceSlotGeometries. - roof: real catalog defaults for the segment surfaces via getRoofMaterialArray (the actual default path): wall/trim concrete-plate (matches walls), deck + soffit soft-white, shingle terracotta; textures-off role escape hatch kept. Align nodes getRoofMaterials no-parent fallback to match. - stair: body slot default -> preset-lightgrey. - (biome formatting normalization of the round-1 merged renderer files rides along.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -2288,11 +2288,7 @@ function ColumnBody({ node }: { node: ColumnNode }) {
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<ColumnSlot slotId="shaft">
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<Shaft height={shaftLayout.shaftHeight} node={node} y={shaftLayout.shaftY} />
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<Rings node={node} shaftHeight={shaftLayout.shaftHeight} shaftY={shaftLayout.shaftY} />
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<LatheBands
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node={node}
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shaftHeight={shaftLayout.shaftHeight}
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shaftY={shaftLayout.shaftY}
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/>
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<LatheBands node={node} shaftHeight={shaftLayout.shaftHeight} shaftY={shaftLayout.shaftY} />
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<Flutes node={node} shaftHeight={shaftLayout.shaftHeight} shaftY={shaftLayout.shaftY} />
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<LowerCarvedBand
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node={node}
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@@ -2304,11 +2300,7 @@ function ColumnBody({ node }: { node: ColumnNode }) {
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shaftHeight={shaftLayout.shaftHeight}
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shaftY={shaftLayout.shaftY}
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/>
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<SpiralRibs
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node={node}
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shaftHeight={shaftLayout.shaftHeight}
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shaftY={shaftLayout.shaftY}
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/>
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<SpiralRibs node={node} shaftHeight={shaftLayout.shaftHeight} shaftY={shaftLayout.shaftY} />
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</ColumnSlot>
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<ColumnSlot slotId="capital">
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<Capital
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