docs(work-next): tunnel playtest night -- rib cause, removed floor, what's queued
Records the owner-playtest findings (stale editor build, owner assets vs harness defaults, the 0.1 slope freeze, ribs with every terrace setting at 0), the proven rib cause and its fix on fix/tunnel-shape, the reverted Catmull-Rom attempt and why its evidence was wrong, the in-editor ablation procedure (cvar read once at first Play), current canonical numbers, and the queue awaiting the owner. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -297,6 +297,44 @@ deterministic retry.
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Smaller hardening noted by Sol, not scheduled: field-wise cache hashing instead of raw-memory
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Smaller hardening noted by Sol, not scheduled: field-wise cache hashing instead of raw-memory
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CRC32; an integer-lattice mesher entry point; server-sequenced edit order once networking exists.
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CRC32; an integer-lattice mesher entry point; server-sequenced edit order once networking exists.
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## State after 2026-09-17 night: tunnels from the owner's playtest (branch `fix/tunnel-shape`)
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**Found in play, not in harness:**
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- His editor had been running a 14 Sep build (no crossing fix: `CutMinLevel=0`).
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- A gentle slope of 0.1 froze world loading.
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- Tunnels were ribbed on floor, walls and ceiling with every terrace setting at 0.
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- Tunnels poke into rooms.
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The harness uses plugin defaults, not his `DA_Strate3`/`DA_Settings`. **Reproduce owner reports with
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his assets staged into `Saved\BuildHost`.**
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**Cause of the ribs (`4fa3931`), proven in game by the owner.** `voxel.TunnelAblateTunnelCore=1`
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removes them. That switch is read ONCE per process, at the first Play: set it before pressing Play,
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and check `[VoxelForgeTunnelAblation] resolved mask`. The tunnel core's final reassertion replaced
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interior samples with a fixed +16 air density, so the field lost its distance gradient and marching
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cubes snapped the surface to the voxel grid. It now reasserts the continuous `-Core.SDF`. The
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periodic amplitude along a tunnel is now under 1.1 cm (was up to 16.9 cm on walls).
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- ⛔ The first attempt (`0231072`, a Catmull-Rom centreline) was wrong, cost 18-30% CPU, and is
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reverted. It was "verified" by small, unmatched renders. **Use a quantitative instrument**, e.g. the
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surface-position oscillation along the axis (`tunnelcoreprobe` mode in the explore commandlet).
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**Owner decisions implemented:**
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- no authored tunnel floor: `bTunnelFloorEnabled` is ignored and the slab/support-floor paths are
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detached;
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- slope in degrees (0-90, migrated from tangents, 3840-voxel route cap);
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- winding and ledges independent of any floor switch.
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Canonical walk: Connected, player-fit 41,184, walk-only 13,879 (was 20,830 / 10,909). One perf pair:
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+2.7% static / +4.2% moving vs `bf9384a`, to be re-measured. Not merged: waiting for the owner's
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in-game look.
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**Queued, waiting for the owner's go:**
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1. Terracing he can target: rooms / tunnels / terrain, and floors / walls / ceilings (brief ready:
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scratchpad `terrace-targets.md`).
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2. Tunnel mouths trimmed at room walls (`voxel.TunnelMouthTrim`, default off: 36 m walk gap when on).
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3. The landing random-reach fallback.
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4. Bet B rung 2 (paused).
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### Open design questions for the owner
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### Open design questions for the owner
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- All five strate slots resolve to `DA_Strate3`. Intended?
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- All five strate slots resolve to `DA_Strate3`. Intended?
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- Should a composer roll be allowed to overwrite an explicitly authored value?
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- Should a composer roll be allowed to overwrite an explicitly authored value?
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