standalone: far-survival audit + LOD8 default with explicit far shells; neighbourhood-first viewer
- FarSurvivalAudit: checks every stratum top/bottom boundary (4x4 columns per far tile) and every in-view far connector (sections <=128 voxels, 4 radial rays) against the emitted mesh. Falsified: removing one tile's shell triangles -> 16 missing, 16 holes, exit 14. Passes at LOD6/7/8. - Far connectors follow source radial crossings; strata patches emitted at LOD7/8. Default LOD8. - Viewer: separate near ShapeWorld for the 27 player tiles, full world built on its own thread; 27/27 tiles hash-identical to the direct build. W1/W8 60 hash fields equal; routes 5642/5642. Cost, measured by me head to head (8 workers, cold, BelowNormal 0xFF00): LOD8 without the shells 1.17-1.25 s, LOD8 with the shells 1.80 s; payload 92.6 -> 276.7 MiB. The shells are far too expensive, and the pipelined benchmark whole view is 2.92 s (shape compiled twice): both to fix. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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