streaming: speed-aware scheduler with hysteresis (L80); arrival near-first, fast travel keeps the horizon
Policy 3 (headless + Unreal): walkable ring always first; at rest/arrival LOD0-2 before far; walking interleaves near:far ~4:1 toward heading; fast travel admits far coarse tiles right after the walkable ring. Hysteresis: walking 0.75/0.35 m/s, fast 12/8 m/s. Headless, far holes while moving 30 m/s: L77 9.0% / L79 77.2% / L80 8.9%. Cold LOD0-2 ready (one clean protocol, medians): SW 1.30, FI 3.61, TN 3.07, VS 1.43 s. Unreal 30 m/s traces end 2,233/2,237 loaded (commandlet readiness exit 1) for all policies. Passage zero-padding cut: ~50% fewer passage iterations on active tiles, max 6.6 cm surface displacement, no sign flips; not adopted yet (padding sweep next). World unchanged (v213). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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@@ -1240,6 +1240,8 @@ public:
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bool bStartupApplyConfigTraced = false;
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uint64 LastApplyFrameCycles = 0;
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float StartupTraceSpeedCmPerSecond = 0.0f;
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bool bSpeedAwareTravelMode = false;
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bool bSpeedAwareFastMode = false;
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TArray<FVoxelTileKey> DesiredSorted; // critical floor prefix, then true-pawn distance-first
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TArray<FVoxelTileKey> CriticalDesiredTiles; // occupied/support tile, then heading tile
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// Ancestor -> desired descendants, rebuilt with DesiredSorted. Reconciliation uses this
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@@ -1347,6 +1349,7 @@ public:
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double HeadlessStreamingTestDistanceCm = 0.0;
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float HeadlessStreamingTestSpeedCmPerSecond = 0.0f;
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float HeadlessStreamingTestStartSeconds = 0.0f;
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float HeadlessStreamingTestMoveDurationSeconds = 0.0f;
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float HeadlessStreamingTestExitSeconds = 0.0f;
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float HeadlessStreamingTestTeleportAtSeconds = 0.0f;
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float HeadlessStreamingTestTeleportDistanceCm = 0.0f;
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