wip(assembler): round L37 -- FI mouth carve-fade fix, no raised bridge (style 0); research R1
The passage mouth fade multiplied the signed carve distance by zero, which turned native rock into an open surface (the reason earlier rounds stamped walk pads at mouths); it now blends between the uncarved field and the full signed carve. The FI style-0 route followed a lifted grade envelope over the crater (the "bridge"); it now runs on the rim and follows the native surface. New built-shape and crease audits with thresholds frozen before the fix (L36 and box controls fail). 24/24 passage rows, 30/30 determinism, 16/16 invariants, 18/18 interface/ring. Unreal: one recipe setter (uncompiled). Research R1 (read-only, web): ranked proposals for natural walkable mouths, floor-limited carve first. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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@@ -486,6 +486,7 @@ bool BuildFloatingIslandStratumPlan(const UVoxelStrateManager* StrateManager,
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IslandPlan.bottomChunkZ = Slot.BottomChunkZ;
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auto& Recipe = IslandPlan.manifest.recipe;
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Recipe.geometryVersion = 8;
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Recipe.terrainFollowingRoute = static_cast<std::uint32_t>(Passage.Style) == 0;
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Recipe.layoutChunkWidthSubvoxels = LayoutChunkWidthSubvoxels;
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Recipe.seed = static_cast<std::uint32_t>(StrateManager->GetWorldSeed());
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Recipe.ownerVoxelSizeMicrons = static_cast<std::uint32_t>(std::llround(OwnerVoxelSizeCm * 10000.0));
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