research(step2f): coherent caves pass every gate, worst 572 ms idle -- look still to be judged in game
Editor-only, default off (voxel.ResearchParameterizedCave 1; the live skip proofs now decline automatically). Jittered elliptical chambers of varied size and height with rock between them, narrow tunnels, capped shafts, occasional pillars/ledges/stalactites/stalagmites/hanging masses; detail bands at 48/24/12 samples (shortest 3 m), bound 3.822. Gates, step 2e -> step 2f R29 (worst of 8 profiles), each rejecting 2e: crumbs < 1 m^3 2,290 -> 0; dihedral >45 deg 40.7% -> 2.2%; lattice detail energy 0.83 -> 0.007 (RMS floor kept: 0.484 >= 0.40); LOD1 distance p95 0.709 -> 0.377 samples; grid autocorrelation 0.667 -> 0.348; solid share 2.7% -> 79-82%; roof/floor openings 26,657 -> 0. Speed, 259^3 ring, six workers, idle machine (20 GB free): 527-572 ms, worst TerracedBasin 572.3 ms (R27 591 ms, R28 603 ms: run-to-run spread is ~5%). Proof audit 0 violations, undersized control caught; seams pass; 1 vs 6 worker hash 876069a813c83cee; TraversalSeeds pass. Captures are UNLIT (lit runs showed only sky; three D3D12 device-removed crashes): they show the material's tiling, not the cave forms, so the look is not yet judged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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