standalone: VoxelForgeCore link-safe next to Unreal -- internals in vfcore::detail, symbol check
- The copied generator, mesher and Compat stand-ins compile inside vfcore::detail. - CheckCoreSymbols.ps1 (run by Build.ps1) fails on any unqualified Unreal-style symbol in the library: 16,255 on557f6aa, 0 now. A UE 5.7 CoreMinimal.h + VoxelForgeCore.h smoke compile passes. - Output identical: 11 hash rows at W1/W8, routes 5642/5642, look/passage/far audits pass, bad-shell control fails, six captures byte-identical. Cost, measured by me interleaved (8 workers, cold, 4 runs each, first run excluded): 0.963 s vs 0.937 s for557f6aa, ~27 ms in shape compilation; same math, so codegen/inlining. To be found. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -4,6 +4,11 @@ Public header: `Core/include/VoxelForgeCore/VoxelForgeCore.h` (C++20, standard l
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Build the static library and viewer with `Build.ps1 -Target All`, or only the library with
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`Build.ps1 -Target Core`.
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The public header uses only standard C++ types and can be included after Unreal's `CoreMinimal.h`.
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`Core/verification/UnrealHeaderCoexistence.cpp` is the compile smoke check against the installed
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Unreal 5.7 headers. Copied generator and compatibility declarations stay in the private
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`vfcore::detail` implementation and do not appear in this API.
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## Units and ownership
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- `Vec3d` query positions and `Vec3i` voxel coordinates are in **voxels**.
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