docs: Q3 tick the stale PENDING BUILD markers + CODEMAP rows for the new symbols

Q3: fable-idea F20 phases 1/2 and F18, REVIEW_FINDINGS perf pass 2 and batch 3,
and ARCHITECTURE's biome full-param redesign were all still carrying
"CODE-COMPLETE, PENDING BUILD" markers dated 07-04/-06/-08. Jahni confirmed on
2026-07-26 that everything is built and working (AUDIT-2026-07.md §0), so the
documents were misreporting project state. Ticked with the date they were
ticked, not just the date they were built.

Deliberately NOT ticked: ARCHITECTURE's F6 master material graph. Its C++ half
is built, but the material graph itself is editor-side work that is genuinely
still open, and ticking it would recreate the problem this queue item fixes.

CODEMAP discipline for this batch: new §3.2b (the VoxelDensityOp contract), new
§3.12 (Private/Tests), the EVoxelTileClass move into §3.2, and
FChunkBiomeCache::Invalidate under the biome types row.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-27 02:06:32 +02:00
parent c188ee8262
commit 831ee2fbf7
4 changed files with 41 additions and 8 deletions
+3 -2
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@@ -625,7 +625,7 @@ change *anything*, e.g. frequencies, which scalar multipliers couldn't.)
- **Preview tool.** `AVoxelWorld::BakeBiomePreview()` (CallInEditor) bakes biome / relief / moisture
to `Saved/BiomePreview.png` via a transient generator (no PIE). Needs the `ImageWrapper` module.
- **Status:** A (field+asset+preview), B (terrain), C (content/atmosphere) verified in-editor.
Full-param redesign (surface output-blend) code-complete, pending build. Cave structural biomes
Full-param redesign (surface output-blend) ✅ BUILT & WORKING (ticked 2026-07-27). Cave structural biomes
deferred (determinism, see above). Per-voxel biome warp (+2 Perlin) & content `GetDominantBiomeAt`
are future T1.a column-cache candidates.
@@ -657,7 +657,8 @@ generic biome field), not just SurfaceWorld. Empty `Biomes[]` ⇒ all-zero colou
- **Perf.** Free where a strate has no biomes (`GetBiomeMaterialAt` early-outs to palette 0). Otherwise
one biome resolve per unique vertex, bounded by the per-chunk biome cache (don't feed it a chunk key —
keep the box validity, §8.10). Coarse far tiles have few vertices.
- **Status:** C++ code-complete, pending in-editor build + the master material graph (editor-side work).
- **Status:** C++ ✅ BUILT & WORKING (ticked 2026-07-27). The master material graph is still
editor-side work and is deliberately NOT ticked — that half is Jahni's, not the code's.
## 9. Multiplayer model (listen-server first, dedicated-friendly)
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@@ -90,8 +90,24 @@ Paths relative to `Source/VoxelForge/`. `Public/` = headers, `Private/` = impl.
| `LocalToIndex` / `IndexToLocal` / `IsValidLocalCoord` | 107-131 | Flat-array 3D↔1D indexing. |
| `SmoothStep01` | 140 | 3x²-2x³ — used everywhere for blends. |
| `VOXEL_NOISE_SCALE` (1.25f) | 147 | Rescales UE PerlinNoise3D to ~[-1,1]. |
| `EVoxelTileClass` enum (`Mixed`/`AllSolid`/`AllAir`) | — | T1.d verdict. **MOVED here from `VoxelGenerator.h` 2026-07-27** so `VoxelDensityOp.h` can share it without a UCLASS dependency. A false `AllSolid`/`AllAir` is a HOLE; a false `Mixed` only costs CPU. |
| `FVoxelMeshData` struct | 157-173 | Mesher output (Vertices/Triangles/UVs/Normals/**Colors**). Plain C++, not USTRUCT. `Colors` = F6 material masks (R=dominant biome palette, G=slope, B=border blend weight, A=neighbour biome palette). §8.15. |
### 3.2b Density operator stack contract — `Public/VoxelDensityOp.h` (plain C++, no UHT)
**Phase 1 skeleton, added 2026-07-27. Nothing is wired in yet** — `GetDensityAt`'s archetype
`switch` is untouched and no operator exists. See [OPSTACK-PLAN.md](OPSTACK-PLAN.md) for the plan and
[OPSTACK-DECOMPOSITION.md](OPSTACK-DECOMPOSITION.md) for the per-archetype breakdown.
| Symbol | Notes |
|--------|-------|
| `EVoxelOpRole` | The four roles: `FieldSource` (what the field IS) · `Combiner` (how fields merge) · `DetailModifier` (today's `UVoxelTerrainOpDefinition`) · `StructuralPost` (spine→seal→passage→diff, appended automatically, never author-omittable). |
| `EVoxelOpCombine` | `Replace`/`Union`(min)/`Subtract`(max)/`SmoothUnion`/`SmoothSubtract`/`Add`/`Mask`. Sign reminder: negative = solid, so "add solid" is `min`. |
| `EVoxelOpEffect` | `Identity`/`CarveOnly`/`FillOnly`/`Both`. Conservative: `Both` is always safe, the wrong one is a hole. |
| `FVoxelOpContext` | Chunk-constant inputs. **Carries `LayoutVersion` by construction** so a new op cannot forget it (AUDIT C2). |
| `IVoxelDensityOp` | `PrepareChunk` / `Eval` / `EffectOverBox` / `ClassifyBox` / `IsXYPure`. |
| `IVoxelDensityOp::ClassifyBox` | ⚠️ **not source-only.** Forcing ops (the boundary seal inside its band) overwrite the input entirely, which pure direction cannot express. |
| `FVoxelBoxHypotheses` + `VF_ForceHypotheses` / `VF_FoldEffect` / `VF_FoldOp` | The fold that turns a stack into an `EVoxelTileClass`. Reproduces today's hand-written `ClassifyTile` line for line — the mapping is written out in the header. |
### 3.3 Chunk identity
`VoxelChunk.h` (the old `FVoxelChunk` coord wrapper) was DELETED — dead since the tile
redesign; tile identity lives in `FVoxelTileKey` (VoxelWorld.h).
@@ -263,6 +279,10 @@ border warp+blend / climate field freqs), `EBiomePreviewChannel` (preview-bake s
`FVoxelBiomeQuery` (BlueprintType result of `GetBiomeAtWorldLocation` — dominant/neighbour asset,
climate, blend weight, deco count), and plain runtime PODs `FBiomeResolved` / `FBiomeContext` /
`FBiomeSample` / `FChunkBiomeCache` (the box-validated per-chunk grid cache). See §8.14.
`FChunkBiomeCache::Invalidate()` (added 2026-07-27, AUDIT C2) — force a rebuild when the strate
layout version moves. The validity BOX says nothing about the `FBiomeContext` the cells were
classified against, so after a `RebuildStrates` the grid is stale even though the box still covers
the query. Called by all four callers on a `GetLayoutVersion()` change.
**`Public/VoxelBiomeDefinition.h` + `.cpp`** (NEW) — `UVoxelBiomeDefinition : UPrimaryDataAsset`.
One asset = one biome: identity + `DebugColor`, climate placement box (`ReliefMin/Max`,
@@ -313,6 +333,18 @@ Bourke). Cube corner/edge layout documented at top (lines 7-37). Rarely needs ed
---
### 3.12 Automation tests — `Private/Tests/` (added 2026-07-27, `#if WITH_DEV_AUTOMATION_TESTS`)
The plugin's first tests (`OPSTACK-PLAN.md` Phase 0.5). Run them from the editor's
**Session Frontend → Automation**, filter `VoxelForge`.
| File | Test name | What it proves |
|------|-----------|----------------|
| `VoxelForgeTestFixture.h` | — | `FTestWorld`: a headless world (transient strate definitions → `UVoxelSettings` → a real `UVoxelStrateManager::Initialize`) so tests hit `GetDensityAt`, where the thread_local caches live. One strate per archetype, **pinned via `FixedStrates`** so slot index → archetype is stable across seeds (`SlotSurfaceWorld` etc.). |
| `VoxelForgeDensityPurityTest.cpp` | `VoxelForge.Determinism.DensityPurity` | 10k points re-sampled in shuffled order, same thread **and** on N workers, asserting BIT equality. `ValidateDeterminism` is game-thread only and cannot see worker-cache divergence. Includes a flat-field canary (AUDIT C1) and a diff-layer pass. |
| ″ | `VoxelForge.Determinism.LiveEditInvalidation` | AUDIT C2 regression: triple the heightfield params, `Initialize` again, require the density to MOVE. The edit does not move the strate, so only `LayoutVersion` changes. |
| `VoxelForgeClassifyTileTest.cpp` | `VoxelForge.Determinism.ClassifyTileSoundness` | Scans for a non-`Mixed` verdict, then brute-forces the exact mesher lattice (`g ∈ [-1, Cells+1]`). **A false verdict is an invisible, collisionless hole** — T1.d v1 was reverted for exactly this. Errors out rather than passing if it found nothing to check. |
| `VoxelForgeDiffLayerTest.cpp` | `VoxelForge.Determinism.DiffLayerContention` | N readers running the worker call mix while the game thread writes and `Clear()`s. Survival + monotonic `ModsVersion`. |
## 4. The density pipeline (most-edited hot path)
### 4.1 `GetDensityWithParams` (TunnelNetwork) — VoxelGenerator.cpp:277
+2 -2
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@@ -25,7 +25,7 @@ Legend: ✅ verified against code · ◻️ checklist box.
> • **`UploadDirtyTextures` now calls `EnsureTextures`** — GPU upload toggled ON at runtime works.
> Deliberately NOT done: the big behavior-preserving splits below (un-built tree; compile risk).
> **2026-07-04 perf pass 2 (per-voxel hot path, Fable 5)** — CODE-COMPLETE, pending build. All
> **2026-07-04 perf pass 2 (per-voxel hot path, Fable 5)** — ✅ BUILT & WORKING (ticked 2026-07-27). All
> bit-identical (same hashes/math, hoisted per chunk/cell):
> • **DiffLayer snapshot API** (`HasAnyMods`/`GetModsVersion`/`GetChunkModsSnapshot`/static
> `EvaluateMods` + `ModsVersion` atomic) — `GetDensityAt` snapshots a chunk's mods once per
@@ -46,7 +46,7 @@ Legend: ✅ verified against code · ◻️ checklist box.
> detection stays (MIDs own their values).
> **2026-07-04 batch 3 (Fable 5)** — Jahni green-lit multiple changes per build + visual deltas
> ("nothing is set in stone"). PENDING BUILD together with pass 2:
> ("nothing is set in stone"). ✅ BUILT & WORKING together with pass 2 (ticked 2026-07-27):
> • **Terracing gradient Z-only** (6→2 SDF samples — see the ticked item above).
> • **Lerp X-macro** + **BakeRoomFeature dedupe** (both ticked above, bit-identical).
> • **T2.b LOD octave drop** — opt-in `UVoxelSettings::LODOctaveDrop` (default 0 = byte-identical);
+4 -4
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@@ -116,8 +116,8 @@ Voronoi field).** Original sketch (kept for the cave-biome extension): Determini
**F17 — Generator surface-class tag (ceiling/ground/cave material the *right* way). ✅ DONE 2026-07-05** (per-vertex semantic class in the mesher — down-facing verts query a memoized `GetSurfaceHeightAt`, nearer CeilSurf ⇒ sky-cap — per-tri majority → two contiguous polygroup runs → RMC section per group, slot 1 = `CeilingMaterial`, per-section shadow. Trigger: the whole-tile normal vote painted mixed coarse tiles with one material. Cave-roof discrimination hook is in place: down-facing below TerrainZ ⇒ ground/rock. Remaining polish idea: fully sideways cap-fold tris (all 3 verts |N.Z|≤0.1) default to ground.) Original design note: ★ do this when caves land. Today `ApplyMeshToTile` picks one material per tile from a ceiling test — first a height-oracle sample (midpoint), now a worker-side **normal vote** over the tile's mesh normals (down-facing ⇒ `bIsCeiling``CeilingMaterial` + no shadow; gated to SurfaceWorld by one `GetSurfaceHeightAt` probe). That's a **stopgap that only works because down-facing == sky-cap *while no caves exist*.** The moment a mountain-biome cave uses the same density/mesh system, its roof is also down-facing and would wrongly get the sky-cap material — orientation can't tell a cave ceiling from a surface ceiling. **The discriminator is semantic, not geometric, and only the generator knows it:** a sky-cap surface is the `ComputeSurfaceCeiling` (`CeilSurf`) boundary; a cave ceiling is a 3D-noise **carve** below `TerrainZ`. Cheap test the generator already has the inputs for — at a down-facing surface vertex, compare world Z to the column's `TerrainZ`/`CeilSurf` (both from the surface-column cache the mesher already holds): near `CeilSurf` ⇒ sky-cap, below `TerrainZ` ⇒ cave. **Plan:** stamp a discrete *surface class* (ground / sky-cap / cave-ceiling / cave-wall…) per vertex/triangle **at mesh time** in the mesher → carry it as the **polygroup** (already enabled, `Builder.EnablePolyGroups()`, every tri currently group 0) → `ApplyMeshToTile` maps polygroup → material slot (slot 0 terrain, slot 1 sky-cap, slot 2 cave-rock, biome-specific via the F5 palette mask) and sets per-section shadow. Discrete "which material" → polygroup/slot; continuous masks (biome blend, slope — F6) stay in `Colors`. This **subsumes** the current ground/ceiling split (it falls out as a special case), fixes the coarse mixed-tile horizon artifact exactly (per-triangle, not per-tile dominant-wins), and is the only version that survives caves. Pairs naturally with F5/F6/F8 (all want generator-stamped per-vertex material identity). Cost: a per-tri classify in the mesher (cheap, has the cache) + multi-slot setup in the apply path (RMC supports it; confirm the v5 per-section `UpdateSectionConfig` / slot-per-polygroup calls + empty-polygroup = no draw). Until then: the normal vote is fine — it's commented as "no caves yet → down == cap."
**F18 — Far-field per-surface SHEETS (the render-distance ring, cheap). ✅ code-complete 2026-07-06
(pending build).** With `RenderDistanceChunks` the
**F18 — Far-field per-surface SHEETS (the render-distance ring, cheap). ✅ BUILT & WORKING 2026-07-06**
(marker ticked 2026-07-27). With `RenderDistanceChunks` the
outermost ring can reach many km — as MC tiles that's 600-1000 primitives paying per-frame visibility/VSM
forever, and each far tile runs full 3D marching cubes just to rediscover two heightfields. In an open
strate the far field IS two heightfields the generator already computes per column (`GetSurfaceHeightAt`:
@@ -204,7 +204,7 @@ fade with slope ⇒ seamless at biome borders; placement hashes are pure `(seed,
"ops finally work on the surface" win; **(2)** overhang (3D band, slope-conditioned); **(3)** spike/hole (placed +
shortlist + ClassifyTile guard) — most cost, do last.
**PHASE 1 — CODE-COMPLETE, PENDING BUILD (2026-07-08).** Heightfield ops shipped: **Cliff** (slope-gated STEEPENING —
**PHASE 1 — ✅ BUILT & WORKING** (built 2026-07-08; marker ticked 2026-07-27 — confirmed working by Jahni 2026-07-26, see `AUDIT-2026-07.md §0`). Heightfield ops shipped: **Cliff** (slope-gated STEEPENING —
push height from the local mean where steep ⇒ sheer walls; the slope-conditioned one, hugs steep terrain;
v1 band-snap was too subtle, reformulated to steepening after Jahni's "doesn't change much"), **Terrace** (relief-gated plateau quantize, now with
`TerraceHardness` soft-round↔crisp-mesa), **LayerLines** (sedimentary sine shelves, slope-expressed). *Design
@@ -221,7 +221,7 @@ height oracle `ComputeSurfaceTerrainZ` (new `SampleSurfaceStructuralZ` helper =
an XY offset for Cliff's slope) so MC/sheets/ClassifyTile/deco/BP-bridge all agree, no T1.d interference. Revisit
the array+condition model for **phase 2 (overhangs)** where per-entry slope-gating earns its keep.
**PHASE 2 — CODE-COMPLETE, PENDING BUILD (2026-07-08).** Overhang (first VOLUMETRIC op) as
**PHASE 2 — ✅ BUILT & WORKING** (built 2026-07-08; marker ticked 2026-07-27 — confirmed working by Jahni 2026-07-26, see `AUDIT-2026-07.md §0`). Overhang (first VOLUMETRIC op) as
`FSurfaceGenerationParams` fields (`OverhangStrength/Reach/Height/Frequency/ZScale/SlopeThreshold`, default
off). **Design NOTE — v1 additive-noise-band was WRONG (Jahni: "does nothing" + sketch of a real cliff lip):
band-additive noise can only bump the surface where it already is, never make rock jut OUT over a void.**