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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@@ -1,8 +1,13 @@
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import type { AnyNode, FenceNode } from '@pascal-app/core'
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import type { AnyNode, FenceNode, PaintResolveArgs } from '@pascal-app/core'
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import { createSlotPaintCapability, previewGeometrySlot } from '../shared/slot-paint'
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function resolveFenceRole(args: PaintResolveArgs): string | null {
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const slotId = (args.hitObject?.userData as { slotId?: unknown } | undefined)?.slotId
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return slotId === 'panel' || slotId === 'rail' ? slotId : null
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}
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export const fencePaint = createSlotPaintCapability({
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resolveRole: () => 'surface',
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resolveRole: resolveFenceRole,
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applyPreview: previewGeometrySlot,
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legacyEffective: (node: AnyNode) => {
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const fence = node as FenceNode
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