refactor(sheets): remove the far sheet ring from the runtime
The owner dropped the far sheet ring. Remove it from the streaming path: - UVoxelMarchingCubesMesher::GenerateSheetMesh (declaration + definition); - sheet-tile branches in LoadTile / GenerateTileResult / SyncRemeshTile and the bSheetTile / SheetChunkZ / Hole* parameters; - the SheetHole* XY-hole state and its per-crossing re-queue block; - VF_MaxMarchingCubesLevel (equal to the clamped MaxClipLevel without sheets); - the sheet-only band arming and the 'sheet' field of the desired-level startup-trace events (no tool reads it). AVoxelWorld now always passes bFarSheetRing=false to the tile selector, and the descendant index covers levels up to the MaxClipLevel clamp (8) instead of the old sheet maximum (12); no tile above 8 can exist any more. Kept on purpose: UVoxelSettings::bFarSheetRing / FarSheetSpanLevels (UPROPERTYs, now marked unused), the voxel.TestFarSheetRing switch and the far_sheet_ring / sheet_tile fields the test harness compares (sheet_tile is always false), and the selector's sheet parameters in VoxelClipmapDesiredTiles.h, which two automation tests still exercise.
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@@ -183,22 +183,13 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel|Clipmap", meta = (ClampMin = "0"))
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int32 RenderDistanceChunks = 768;
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// F18 — the render-distance ring streams per-surface SHEETS instead of MC tiles: in an open
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// strate the far field is exactly two heightfields (TerrainZ + sky-cap CeilSurf, both already
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// computed per column), so each far tile becomes two displaced grids (ground polygroup 0 /
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// cap polygroup 1 — same materials), ~3-6× cheaper to generate and far fewer components (one
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// sheet spans 2^FarSheetSpanLevels MC-tile footprints per axis). Non-open strates produce
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// empty sheets (their far ring was enclosed rock anyway). Carved features (passages, chasms,
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// spine) don't show at sheet distance. Needs the strate band armed (StrateContentCutMinLevel
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// active); in the inter-strate gap the sheet ring blanks until you land. The ship default is OFF:
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// the ring stays real MC tiles at level MaxClipLevel (pre-F18 behaviour). Only matters when
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// RenderDistanceChunks > 0.
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// UNUSED: the far sheet ring was removed from the runtime; the render-distance ring is always
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// marching-cubes tiles at MaxClipLevel. Kept only so saved assets and the test harness's
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// `voxel.TestFarSheetRing` switch still load; it has no effect.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel|Clipmap")
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bool bFarSheetRing = false;
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// Sheet tile size = MaxClipLevel + this many levels (2 → one sheet covers 4×4 MC-tile
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// footprints → ~16× fewer far components). Sampling density stays that of the MaxClipLevel
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// MC ring (cell count grows instead), capped at 128 cells/axis (beyond, cells coarsen).
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// UNUSED (see bFarSheetRing). Kept so saved assets still load; it has no effect.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voxel|Clipmap", meta = (ClampMin = "1", ClampMax = "4", EditCondition = "bFarSheetRing"))
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int32 FarSheetSpanLevels = 2;
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