wip(assembler): M3 round 3 -- separated islands + Unreal island route (owner build 18:46)
Islands read as separate (91.89% open sky at mid-height), underside cavity closed, rim teeth were capture shading. Island manifest import + BuildHost proof passed on the pre-cache tree; M1 SurfaceWorld and M2 V1/V2 gates passed. Known open: final XY-column cache compiled in the owner build but is unverified; island LOD0 p95 ~155 ms misses the 133 ms sprint deadline (legacy ~43 ms); the island manifest only fits the BuildHost fixture layout (owner's world: Core init fails, empty world) -> round 4 builds plans inside Unreal. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -96,8 +96,10 @@ bool UVoxelSettings::SetWorldAssemblyManifestJson(const FString& InJson, FString
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WorldAssemblyManifestHash = FString::Printf(TEXT("%016llx"),
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static_cast<unsigned long long>(Manifest->contentHash));
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MarkPackageDirty();
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OutReport = FString::Printf(TEXT("imported native world assembly %s (%d stratum plans)"),
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*WorldAssemblyManifestHash, static_cast<int32>(Manifest->plan.strates.size()));
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OutReport = FString::Printf(
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TEXT("imported native world assembly %s (%d SurfaceWorld plans, %d floating-island plans)"),
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*WorldAssemblyManifestHash, static_cast<int32>(Manifest->plan.strates.size()),
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static_cast<int32>(Manifest->floatingIslands.size()));
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return true;
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}
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