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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@@ -7264,11 +7264,12 @@ bool AVoxelWorld::InitializeVoxelForgeCoreWorld()
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if (const VoxelForgeCore::WorldAssemblyManifest* Assembly = Snapshot->worldAssembly())
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{
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UE_LOG(LogTemp, Display,
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TEXT("[VoxelForgeCoreRuntime] world_assembly_hash=%016llx recipe_hash=%016llx plan_hash=%016llx strates=%d"),
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TEXT("[VoxelForgeCoreRuntime] world_assembly_hash=%016llx recipe_hash=%016llx plan_hash=%016llx surface_strates=%d island_strates=%d"),
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static_cast<unsigned long long>(Assembly->contentHash),
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static_cast<unsigned long long>(Assembly->recipe.contentHash),
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static_cast<unsigned long long>(Assembly->plan.contentHash),
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static_cast<int32>(Assembly->plan.strates.size()));
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static_cast<int32>(Assembly->plan.strates.size()),
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static_cast<int32>(Assembly->floatingIslands.size()));
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}
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TSharedPtr<FVoxelForgeCoreRuntimeState, ESPMode::ThreadSafe> State =
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@@ -13285,8 +13286,8 @@ int32 AVoxelWorld::GetCurrentSeason() const
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FString AVoxelWorld::GetCurrentSeasonContentHash() const
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{
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const FString SeasonHash = StrateManager ? StrateManager->GetSeasonContentHash() : FString();
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// Only active Core generation includes the optional native surface manifest in world identity.
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// Seul le Core actif inclut le manifeste de surface natif dans l'identite du monde.
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// Only active Core generation includes the optional native world assembly in world identity.
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// Seul le Core actif inclut l'assemblage natif facultatif dans l'identite du monde.
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if (!Settings || !bUseVoxelForgeCore)
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{
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return SeasonHash;
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