refactor(opstack): the operator stack is the only density path
Every strate now generates through its operator stack: authored definitions, cooked-season entries (recipe or native) and editor composer candidates alike. The per-strate opt-in and the archetype switch it guarded are gone. - Remove UVoxelStrateDefinition::bUseOperatorStack and the season wiring that set it; UsesOperatorStackForChunk now only says whether the slot has a known archetype. - GetDensityAt always builds a stack (composer, then recipe, then the native archetype stack); a degenerate zero-height strate stays air. - Remove the startup opt-in warning, the operator_stack startup-trace field and the four "Cave Bail Not Op Stack" stats (the remaining bail is counted by Cave Bail No Stack). - Explore commandlet: drop -opstack and the operator_stack fields; VoxelForgeTest.ps1 no longer passes -opstack=1. - Tests: FTestWorld::Build loses its bool parameter; legacy-vs-stack comparisons (MazeSeam, VerticalShaftSeam, TerrainDetailLiveness, WorldEdgeSeal, TilePostReach) collapse to the single stack path. This changes terrain for any strate asset that did not already have the opt-in ticked. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
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@@ -633,7 +633,6 @@ function New-CommandletArguments([string]$CommandletOut, [string]$Modes, [bool]$
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[void]$args.Add('-seed=0')
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[void]$args.Add('-archetype=TunnelNetwork')
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[void]$args.Add("-slot=$Slot")
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[void]$args.Add('-opstack=1')
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[void]$args.Add(('-modes="{0}"' -f $Modes))
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[void]$args.Add('-blockearlyout=0')
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[void]$args.Add('-densitygridreuse=1')
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