perf(review): gate never deadlocks, collision radius, 20x faster digs
From the outside performance review (items 1-4; item 5 prototyped and reverted).
1. Collision gate: a support request outside the stamped desired set was cancelled by the rebuild
it forced, and the gate held the pawn with gravity 0. Baseline deep-drop (floor at (0,0,-7),
outside the aligned L0 ring): 1 hold of 30.0 s, never released. Fix: the target and 3 tiles
below are retained through rebuilds at CollisionCritical; hold only when the swept capsule is
about to enter pending support; release restores movement mode, gravity and downward speed.
After: 3 holds, 2.21 s total, 112.8 m horizontal progress; gate off still penetrates (-7.4 cm).
2. Suspected cleanup regression (out-of-layout stacks): not real. 44 paired boundary tiles,
30.9 ms vs 32.6 ms at b4ac996, hashes 44/44 identical. No change.
3. PawnCollisionRadiusChunks (new, default 1): L0 tiles outside the collision set stay visible
without Chaos cooks; anchors and the gate's support column are unioned in. Cook requests
~217/min -> ~30/min (-86%). Critical support ready time did NOT improve (9.5 s -> 10.6 s in the
deep-drop fixture; the wait is the cook itself, ~7.4 s cook-to-ready there).
4. Dig: exact pre-edit L0 density cached (one 35^3 grid, 171.5 KB), carve replays current mods on
it. Sync remesh 99.4 ms -> 4.7 ms. 16/16 random carves hash-identical to full regeneration.
5. Parallel grid fill for the critical tile: 16/16 hash parity, but the waited-on tile was already
meshed; the wait was collision cooking. Reverted.
Review G answered: M_Test1 still ray-marches VolTex0 (custom HLSL mini-sun shadow), so the density
volume is live. Known and left alone: outside the strate layout the fallback density can be solid
while the gate treats those tiles as air.
Tests: VoxelForgeCollisionDesiredTilesTest, VoxelForgePreEditDensityCacheTest; no-overlap, edit
ghost, descent corridor pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -81,6 +81,12 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel|Streaming")
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int32 MaxUnloadsPerFrame = 6;
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// Independent level-0 collision radius around the locally controlled pawn. Render tiles outside
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// this cube remain visible but do not queue Chaos cooks; registered streaming anchors keep their
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// own authored collision boxes, and the collision gate can extend a landing-support column.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel|Streaming", meta = (ClampMin = "1", ClampMax = "4"))
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int32 PawnCollisionRadiusChunks = 1;
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// Strate-aware VERTICAL streaming: don't load chunks into a strate you can't see.
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// Seals + the inter-strate bedrock gap are light-tight (§8.7), so the strate above/below
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// the one you're in is fully occluded — loading it just wastes scene primitives (the
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