wip(assembler): round L1 -- Linux baseline on abyss: Linux world identical to Windows
Headless Linux benchmark/hash tool (Clang 19 / GCC 14) sharing the viewer's plan builder and streaming pipeline (moved verbatim into StreamBenchmarkPipeline.h / WorldAssemblyPrototype.h). Owner Round17 view: density/mesh/payload/topology hashes equal the Windows S13 reference at W1/W8/W12 (Clang, 3 runs each) and W8 (GCC), with -ffp-contract=off. No output change. Baseline (i9-12900H, CPUs 0-11, powersave/balance_performance): whole view W8 3.562 s median, W12 3.512 s, W1 16.555 s; peak RSS < 605 MiB. Review: the default-stack crash is 17.3 MiB of static TLS per thread (glibc puts it in the thread stack; HeightfieldColumnCache 6.8 MB), not recursion -- open, after S14. MSVC compile of the viewer refactor not verified (no MSVC here). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -874,8 +874,14 @@ round-2 matched capture source and results are under
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[`Standalone/Research/WorldAssemblerM3/Round2/`](Standalone/Research/WorldAssemblerM3/Round2/).
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`RefineLod8NativeCap` in [`Standalone/Core/src/VoxelForgeCore.cpp`](Standalone/Core/src/VoxelForgeCore.cpp)
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replaces coarse LOD8 ceiling surfaces with the planned 2D cap field while retaining ceiling skirts.
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The standalone SurfaceWorld plan composer and capture/audit entry point live in
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[`Standalone/Source/StandaloneViewer.cpp`](Standalone/Source/StandaloneViewer.cpp).
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The standalone SurfaceWorld plan composer (`AttachRound1WorldAssemblyPrototype`) lives in
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[`Standalone/Source/WorldAssemblyPrototype.h`](Standalone/Source/WorldAssemblyPrototype.h), and the
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streaming benchmark/hash pipeline (`RunPipelinedStreamingBenchmark`, `HashTileRows`) in
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[`Standalone/Source/StreamBenchmarkPipeline.h`](Standalone/Source/StreamBenchmarkPipeline.h); both are
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shared by the D3D11 viewer ([`StandaloneViewer.cpp`](Standalone/Source/StandaloneViewer.cpp), which
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keeps the capture/audit entry points) and the Linux headless tool
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([`StreamBenchmarkHeadless.cpp`](Standalone/Source/StreamBenchmarkHeadless.cpp), built by
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`Standalone/BuildLinux.sh`; see `Standalone/Research/WorldAssemblerM3/Linux1/REPORT.md`).
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`RunStandaloneWorldExport` in `VoxelForgeExploreCommandlet.cpp` serializes owner assets on the game
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thread to schema-v1 JSON. The adapter parses it through `ResolvedWorldSnapshot::FromJson` and keeps
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