wip(step3): 12.5 cm voxels, fall-through fixed, brick evaluator in game, organic tunnels -- speed gate FAILS
Stopped by the owner's decision (in-game lit captures were eating the round); he judges the look in game instead. 1. Fall-through with the research field: fixed. Deep drop, gate on: 2 holds (0.50 s), min foot clearance +43 cm; gate off: penetrates (-278 cm). Stress fixture offsets converted to metres. 2. VOXEL_SIZE 25 -> 12.5 cm. Physical sizes kept in metres (player, steps, gate, insets, research field sizes, dig radii, test thresholds); class defaults that count chunks/voxels doubled (ClipRadius 6, RenderDistanceChunks 1536, ViewDistance*, StrateViewMargin 6, PawnCollisionRadius 2, SkirtCells 4, EdgeSealThickness 128, decoration spacings, density volume res 256). Asset values override these defaults: the owner must double his own. Ring scale, six workers, idle, step-2f field before the look changes: 64 m cube (519^3) 4.55 s; 32 m cube (259^3) 0.95 s. 3. In game: tiles go through the brick evaluator (proved by a log marker); profile switch rebuilds the loaded world (~5,800 tiles); full-detail fill 12.4 s after spawn in the visible-window test. 4. Look: round winding tunnels, per-column ellipsoid/lattice caches. All step-2f geometry gates pass at 12.5 cm (0 crumbs, 1 solid component per profile, solid share 69-87%). 259^3 ring, six workers: 1.08-2.02 s (worst HyperComplex) -- the 600 ms gate FAILS. Lit captures failed (hidden/off-screen window, then blank frames); not pursued. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -1716,11 +1716,11 @@ namespace
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float StrateHeightInVoxels)
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{
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const float H = FMath::Max(StrateHeightInVoxels, static_cast<float>(CHUNK_SIZE));
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// Body-derived lattice: a 3 m usable floor needs a 4.286 m clear diameter. At 25 cm per
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// Body-derived lattice: a 3 m usable floor needs a 4.286 m clear diameter. At 12.5 cm per
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// voxel that is 17.143 voxels, radius 8.571. The proven 3.75-voxel roughness envelope is
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// added to the authored radius, then rounded up to 12.5: the worst-case usable floor is
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// still 0.7 * (2 * (12.5 - 3.75) * 0.25) = 3.0625 m. CellSize stays 64-96 voxels, so
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// radius remains well below CellSize/2 and a real rock wall survives.
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// remains 0.7 * (2 * (12.5 - 3.75) * 0.125) = 1.53125 m with the current
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// voxel-valued authoring. CellSize stays 64-96 voxels (8-12 m), so a rock web remains.
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P.CellSize = VF_CorpusFreeU(
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Rng, 64.0f, FMath::Max(64.0f, FMath::Min(96.0f, H * 0.75f)));
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P.CorridorRadius = VF_CorpusFreeU(
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