docs(architecture): flag the unread biome WaterMaterial override
The single player-following water plane only uses the strate's WaterMaterial; UVoxelBiomeDefinition::WaterMaterial is never read. The design (§8.14 content profile) still lists it, so record the gap as an open owner decision instead of silently dropping it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
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@@ -443,7 +443,9 @@ scaled engine plane (`/Engine/BasicShapes/Plane`, no collision, no shadow) snapp
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player, so it only repositions when the player crosses a cell; terrain pokes through it, so it reads as water at
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every LOD and to the horizon with no per-tile gaps (one draw). Water Z: `bHasWater` + `WaterLevelRelative` →
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`StrateManager::GetWaterLevelWorldZForChunk` (no water in the current strate ⇒ plane hidden). Material:
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`UVoxelStrateDefinition::WaterMaterial`.
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`UVoxelStrateDefinition::WaterMaterial`. ⚠️ OPEN: `UVoxelBiomeDefinition::WaterMaterial` (the biome
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content profile's water override, §8.14) is not read by the single-plane path — owner to decide whether
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the biome override should come back (REVIEW_FINDINGS, *Owner decisions*).
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`ClearAll`/`SetSeed` on `ChangeSeed`/regenerate clears both subsystems (decorations re-stream on the next
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Tick via the INT_MIN sentinels). **Per-biome content (§8.14):** decorations resolve the dominant biome **PER COLUMN** on the worker
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