wip(assembler): round L22 -- one 8 m layout chunk for every strate; real ceiling -> content -> bedrock
StrateLayoutChunkSizeMeters (world setting, default 8 m; owner decision) is resolved once in the director/adapter and standalone loader; every generator reads the resolved width (no CHUNK_SIZE / Core-tile inference). Every strate gets solid ceiling and bedrock bands from its BoundarySealThickness in the shared composition path (diggable by default); faces come from the shared boundary path. Owner world: FloatingIslands +8..-120 m (128 m, now with a bedrock floor), SurfaceWorld -120..-632 m (unchanged; full-detail and exact-query hashes equal L21); the 60 m gap is gone. The strict layout validator passes on the real world, with 0 endpoint dispatch disagreements. Spawn/benchmark camera derived from route.front. Ledges under the islands gone (reviewer capture). Evaluator 7, recipe schema 2, layout snapshot 2, FI geometry 4. Open: SW cap profiles exceed the ceiling band (owner call); transitions still Hard; Unreal setting/manager/adapter edits uncompiled here. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
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@@ -26,9 +26,12 @@ try to run anything.
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- **Density sign: negative = solid, positive = air** (MC convention at the mesher).
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`FVoxelModification::Strength` negative = carve. *The #1 source of confusion.*
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- **Density functions take VOXEL coords, not cm.** The legacy plugin field uses 12.5 cm voxels;
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the opt-in Core field uses 25 cm voxels and its own tile keys. One legacy 32³ chunk is 4 m.
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Conversions live in `VoxelTypes.h` and the Core bridge; do not mix scales in queries, anchors, edits,
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or surface lookups.
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the opt-in Core field uses 25 cm voxels and its own 32³-voxel storage tile. The legacy 32³ chunk
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spans 4 m at 12.5 cm. Strate placement uses the separate world-level `StrateLayoutChunkSizeMeters`
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setting (8 m by default), resolved once and shared by every generator. At 25 cm that layout unit is
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32 Core voxels; at 20 cm it is 40. Never infer the layout unit from `CHUNK_SIZE` or the Core tile.
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Conversions live in `VoxelTypes.h`, the director, and the Core bridge; do not mix scales in queries,
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anchors, edits, or surface lookups.
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- **Determinism:** all randomness = hash of (coord, seed, strateIndex). No RNG state — same seed ⇒
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same world. Player edits (diff layer) are the only non-deterministic overlay.
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- **Core world invariants:** Core density keeps the same sign (negative solid, positive air), but Core
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