unreal: startup boost spans epoch churn; empty collision tiles stay classified (L92)
- Startup apply boost (24 meshes / 14 ms) now ends on initial LOD0-2 + collision readiness or the 30 s timeout, not on the first desired-epoch change: FI LOD0-2 settled 3.49 -> 3.40 s. - Known-empty LOD0 collision classifications persist across unloads within a modification epoch and are invalidated on edits; commandlet readiness accepts CollisionNotRequired tiles. The 30 m/s movement trace now passes (no re-requests of the 4 support tiles). - Startup trace events: SerializeResolvedWorld ~466 ms synchronous in BeginPlay (unchanged); SW bReady at 2.74 s vs FI 0.75 s (to investigate). Redundant second parse removed. - Core output identical. Fast tier PASS; Linux UE builds. R42 notes attached. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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@@ -977,10 +977,10 @@ namespace VoxelForgeCore
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std::optional<ResolvedWorldSnapshot> ResolvedWorldSnapshot::FromJson(
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std::string_view json,std::string& error)
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{
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auto owner=std::make_shared<FStandaloneOwnerWorld>();
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if(!StandaloneOwnerLoader::LoadJson(json,*owner,error))return std::nullopt;
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VFJson::Value root;
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if(!VFJson::Parser(std::string(json)).Parse(root,error))return std::nullopt;
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auto owner=std::make_shared<FStandaloneOwnerWorld>();
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if(!StandaloneOwnerLoader::Resolve(root,*owner,error))return std::nullopt;
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std::shared_ptr<const WorldAssemblyManifest> worldAssembly;
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if(root.Get("world_assembly").IsObject())
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{
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