research(standalone): shape world -- 64 m full detail in 0.96 s, whole view in 2.27 s, cold; look not there
Owner's rooms, tunnels, passages, landings and strate shells compiled as shapes, solved along lattice lines with packed signs; rock detail only in a band sized by its supremum; far levels from the same shapes; multithreaded meshing. 8 workers, BelowNormal, affinity 0xFF00, zero cache hits: full detail (960 tiles): 669 ms shapes + 290 ms mesh = 0.959 s (was 20.3 s) full clipmap (6,498 tiles): 870 ms + 1.398 s = 2.268 s (was 170.6 s) Checks: 5,642 passage centreline samples open; smoothed and per-voxel-noise variants both fail the detail audit; same hash across runs and 1 vs 6 workers. V toggles owner field / shape world. Look: 6-12% of lattice signs changed; captures show flat planes without detail (passage floor, a wall band), telescoping tunnel segments, blocky stair patches. Not accepted as the owner's world yet. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -58,9 +58,14 @@ $RspLines += @('/link','d3d11.lib','dxgi.lib','d3dcompiler.lib','user32.lib','gd
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Push-Location $BuildDir
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try {
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$CommandLine = 'call "{0}" >nul && start /belownormal /wait cl.exe @"{1}"' -f $VcVars,$ResponsePath
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# This PowerShell process already runs BelowNormal with affinity 0xFF00;
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# compile directly so cmd returns cl.exe's real exit code.
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$CommandLine = 'call "{0}" >nul && cl.exe @"{1}"' -f $VcVars,$ResponsePath
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& $env:ComSpec /d /s /c $CommandLine
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if ($LASTEXITCODE -ne 0) { throw "Standalone MSVC build failed with exit code $LASTEXITCODE" }
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if (-not (Test-Path -LiteralPath $OutputPath -PathType Leaf)) {
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throw "Standalone MSVC build reported success but did not produce: $OutputPath"
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}
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} finally {
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Pop-Location
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}
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