refactor: resolved metre layout is the runtime authority (L41, migration step 3); stamp covers plugin sources; R8

UVoxelStrateManager::Initialize resolves the layout width to integer micrometres before passages or
scheduling; each slot stores physical [bottom, top) bounds, transition mode/width and passage settings;
chunk indices remain a floor-based compatibility projection. The Core adapter derives interiors and L29
bands from those resolved values. verify: full-tier cost baseline is HEAD (or --baseline), tier timeout
7200 s with 1800 s per process; the source stamp now includes the plugin Source tree compiled on Linux
(it previously missed VoxelStrateManager.cpp and friends). Owner hashes identical to L37; fast, medium
and full PASS on a clean rebuild. Unreal manager/adapter edits are uncompiled on Windows.
Research R8: inventory of unit-bearing UPROPERTYs and a custom-version asset migration plan.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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Fr0zkaandClaude Opus 5.5 committed 2026-10-23 19:36:51 +02:00
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@@ -2184,6 +2184,37 @@ No Unreal adapter or `VoxelWorld.cpp` change was needed, and the evaluator versi
L37/L39 owner hashes are the parity baseline; the L40 report records fast, medium, full and paired
cost evidence.
### 8.51 Resolved metre layout authority — World Assembler M3 L41
`UVoxelStrateManager::Initialize` now resolves the layout in integer micrometres before passages or
Core work are scheduled. The configured layout width is rounded once to micrometres; legacy height
and inter-strate gap counts are multiplied by that width. Each slot stores its half-open physical
interval `[bottom, top)`, height, transition mode/width, copied passage settings and their physical
dimensions. The effective world seed is captured in the manager before passage generation.
The historical 8 m layout keeps its old placement: the first upper edge is +8 m, and each authored
chunk of height or gap is exactly 8 m. `TopChunkZ` and `BottomChunkZ` are floor-based projections of
the resolved interval, including mathematical floor for negative Z. Season schema v2 still validates
its aligned top/bottom chunk values and stacked order as before, then maps those accepted projections
to the same physical intervals. L29's facing ceiling/bedrock bands are derived from these physical
intervals and the copied transition width, so their metre bounds retain the prior chunk-based values.
The Core adapter builds SurfaceWorld and FloatingIslands bounds, shared-layout bands, and resolved
passage dimensions from the micrometre fields. FI and SW both receive the same
`LayoutChunkWidthSubvoxels = round(layoutWidthMicrometres * 256 / coreVoxelMicrometres)`; layout
conversion does not use the owner/Core scale. Owner/Core ratios remain in the legacy FloatingIslands
parameter adapter for generator dimensions that are still authored in owner voxels. The manager's
legacy passage builder converts resolved passage micrometres back to owner voxels only at its legacy
geometry API boundary.
Chunk coordinates remain in `GetStrateForChunk`, `GetGeneratorTypeForChunk`, chunk-parameter queries,
season-v2 validation, and legacy generator dispatch because those interfaces accept layout-chunk
indices. Their values are cached projections from the physical slot bounds. World-Z queries and the
Core snapshot use the half-open metre intervals. L40's bound Core field table remains the native
per-sample dispatch path; this migration adds no manager lookup to it. The Unreal manager and adapter
cannot be compiled in this Linux workspace, so their small source changes still need the Windows
Unreal build before integration.
## 9. Multiplayer model (listen-server first, dedicated-friendly)
> **Status: transport is DESIGN ONLY — nothing is networked in-tree yet** (no `Replicated`/`HasAuthority`/RPCs; a