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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@@ -1741,7 +1741,8 @@ struct VOXELFORGE_API FFloatingIslandParams
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Islands", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float IslandDensity = 0.5f;
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// Island horizontal radius range (voxels): 12-24 m landmass diameters by default.
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// Owner scale: 24–48 legacy voxels = 3–6 m radius at 12.5 cm/voxel (6–12 m diameter).
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// Echelle proprietaire : 24–48 voxels legacy = rayon de 3–6 m a 12,5 cm/voxel (diametre 6–12 m).
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Islands", meta = (ClampMin = "2.0"))
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float IslandMinRadius = 24.0f;
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@@ -1765,7 +1766,8 @@ struct VOXELFORGE_API FFloatingIslandParams
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Islands", meta = (ClampMin = "0.0"))
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float SurfaceRoughness = 3.0f;
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// SmoothMin blend radius for merging overlapping islands (voxels): 1.5 m by default.
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// SmoothMin blend radius: 6 legacy voxels = 0.75 m at the owner's 12.5 cm scale.
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// Rayon de fusion SmoothMin : 6 voxels legacy = 0,75 m a l'echelle proprietaire de 12,5 cm.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Islands", meta = (ClampMin = "0.0"))
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float SDFBlendRadius = 6.0f;
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