wip(assembler): M1 round 4 -- cap rebuilt (no hiding), sub-voxel audit, routes + mesh-free queries
Luna, M1 round 4 (resumed after the night stop): - Cliff: sub-voxel audit (29,929 half-voxel XY columns, min run 3.75 voxels, 0 subvoxel runs; old taper control exposes 20,963) and a root-line shelf at the two-voxel minimum. - Horizon slab = aliased LOD8 cap ceiling. The first fix hid the ceiling at LOD8 (challenged: enclosed, interior-lit strates); now the LOD8 cap is rebuilt deterministically from the native heightfield, skirts preserved; looking up and out shows the cap present. - Routes: review manifest with 33 stable-ID route points + capsule/support constraints; capsule sweep 0 blocked samples / 0 unsupported centres, negative control detected. - Server path: World::densityAt answers without render meshes. Physics cooking not available standalone. - Hashes (evaluator + 2,226-tile stream) identical at W1/W8/W16. LOD8: 4.446 s for 529 tiles, 14.25 M field calls, 165 unknown tiles. - Captures at 60 fps cap + vsync (owner's GPU coil whine). One cliff probe crossed the ~8 GB guard (7.69 GiB) and was stopped before capturing. My review: cap view matches legacy closely, no slab; native cliff is a clean attached ledge (cleaner than legacy); a few small spikes on the ridge top. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -794,7 +794,18 @@ inline void AppendFarConnectorShells(const FStandaloneShapeWorld& Shape,const FV
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for(int32 I=0;I<CeilingStart;++I)CombinedTriangles.Add(Mesh.Triangles[I]);
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for(const int32 Index:NewTriangles)CombinedTriangles.Add(OldSurfaceVertices+Index);
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for(int32 I=CeilingStart;I<Mesh.Triangles.Num();++I)CombinedTriangles.Add(Mesh.Triangles[I]);
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const int32 OldTriangleCount=Mesh.Triangles.Num()/3;
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TArray<uint8> ExistingFaceMasks=Mesh.TriangleSkirtFaceMasks;
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ExistingFaceMasks.SetNum(OldTriangleCount);
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TArray<uint8> CombinedFaceMasks;CombinedFaceMasks.Reserve(
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OldTriangleCount+static_cast<int32>(NewTriangles.size()/3));
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for(int32 Triangle=0;Triangle<CeilingStart/3;++Triangle)
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CombinedFaceMasks.Add(ExistingFaceMasks[Triangle]);
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for(size_t Triangle=0;Triangle<NewTriangles.size()/3;++Triangle)CombinedFaceMasks.Add(0);
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for(int32 Triangle=CeilingStart/3;Triangle<OldTriangleCount;++Triangle)
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CombinedFaceMasks.Add(ExistingFaceMasks[Triangle]);
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Mesh.Triangles=std::move(CombinedTriangles);
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Mesh.TriangleSkirtFaceMasks=std::move(CombinedFaceMasks);
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Mesh.NumSurfaceVertices=OldSurfaceVertices+AddedVertices;
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}
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@@ -1029,5 +1040,17 @@ inline void AppendFarStratumShells(const FStandaloneOwnerWorld& World,const FSta
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for(int32 I=0;I<CeilingStart;++I)CombinedTriangles.Add(Mesh.Triangles[I]);
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for(const int32 Index:NewTriangles)CombinedTriangles.Add(OldSurfaceVertices+Index);
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for(int32 I=CeilingStart;I<Mesh.Triangles.Num();++I)CombinedTriangles.Add(Mesh.Triangles[I]);
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Mesh.Triangles=std::move(CombinedTriangles);Mesh.NumSurfaceVertices=OldSurfaceVertices+AddedVertices;
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const int32 OldTriangleCount=Mesh.Triangles.Num()/3;
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TArray<uint8> ExistingFaceMasks=Mesh.TriangleSkirtFaceMasks;
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ExistingFaceMasks.SetNum(OldTriangleCount);
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TArray<uint8> CombinedFaceMasks;CombinedFaceMasks.Reserve(
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OldTriangleCount+static_cast<int32>(NewTriangles.size()/3));
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for(int32 Triangle=0;Triangle<CeilingStart/3;++Triangle)
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CombinedFaceMasks.Add(ExistingFaceMasks[Triangle]);
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for(size_t Triangle=0;Triangle<NewTriangles.size()/3;++Triangle)CombinedFaceMasks.Add(0);
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for(int32 Triangle=CeilingStart/3;Triangle<OldTriangleCount;++Triangle)
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CombinedFaceMasks.Add(ExistingFaceMasks[Triangle]);
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Mesh.Triangles=std::move(CombinedTriangles);
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Mesh.TriangleSkirtFaceMasks=std::move(CombinedFaceMasks);
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Mesh.NumSurfaceVertices=OldSurfaceVertices+AddedVertices;
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}
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