standalone: the owner's world outside Unreal -- bit-identical density, D3D11 fly-through viewer
Standalone/ (C++20, MSVC /O2 /arch:AVX2 /fp:precise, Build.ps1): copied density pipeline, op stack, cave morphology, passages, strate manager/composer, noise, DetSinCos, mesher, clipmap selection, with a UE compatibility layer (Compat/). Owner data exported once to Standalone/data/owner_world.json by a default-off explore-commandlet exporter (the only plugin-source change). 25 cm voxels. Parity: seed 0, 3,436 samples (strate edges, negative/far coords, rooms, tunnels, passages, landings): bit-identical. Viewer: full 7-level clipmap, per-level toggles 1-7, T = round winding tunnels (standalone option), N/P seed, F wireframe. Timing NOT yet a baseline: 515 s for 12,054 tiles (L0 70 s, L6 296 s); the compat TMap/TSet are vector-backed with linear lookup, which the plugin's caches do not expect. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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#include "VoxelSeasonAsset.h"
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#include "VoxelSeasonManifest.h"
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#include "VoxelStrateDefinition.h"
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#include "VoxelStartupTrace.h"
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// The owner's exported settings have no active Season reference. Engine deserialization already
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// ran the version migration before export, so the standalone data holder only reapplies the
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// current normalized compatibility field.
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void UVoxelStrateDefinition::PostLoad()
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{
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GenerationParams.bTunnelFloorEnabled = true;
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}
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bool UVoxelSeasonAsset::LoadManifest(FVoxelSeasonManifest& OutManifest, FString& OutReport) const
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{
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OutManifest = FVoxelSeasonManifest();
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OutReport = TEXT("Standalone owner snapshot has no active season manifest.");
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return false;
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}
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namespace VoxelForgeStartupTrace
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{
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void BeginFromCommandLine() {}
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bool IsActive() { return false; }
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void RecordEvent(const TCHAR*, const FString&) {}
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void StageBegin(const TCHAR*) {}
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void StageEnd(const TCHAR*) {}
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void RecordTile(const FTileSample&) {}
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void Finish(const TCHAR*) {}
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FStageScope::FStageScope(const TCHAR*) {}
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FStageScope::~FStageScope() = default;
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}
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